Junior Member
Very pretty level, with both paths showing significant enough contrast to make it one of the best entries for the discord gauntlet (I feared a lot of entries would be extremely simple conceptually, overlooking the idea of contrast that made the gauntlet premise unique and adding it as an afterthought). A bit of a surprise release, since AbstractDark hadn't been making many levels when this came out let alone art levels, but this was definitely a welcome comeback. Unsure how to phrase it, but the part where the sun's rays reflect around trees and branches is an effect I've always found really immersive and I've always wanted to know how to do it. Very fun.
a mixed of colors
One of those levels that you think positively of due to how literally horrible it is. While funny, the level mainly just consists of a single design or block being repeated over a period of time with very little change. Should be preserved for future generations to see.
KrmaL has always been ahead of the game when it came to representing energy, since the way the drop explodes into a storm overall shows how strongly linked energy and theme can be at times. I like the way Lit Fuse plays with energy more than how this level uses it, however the extent of this level's influence on me cannot be understated. Black Blizzard taught me how simplicity and complexity also contributes to how dynamic a level can be, while Lit Fuse taught me how gameplay contributes toward that. Has the level aged perfectly? Somewhat, but parts especially like the 2nd cube's maze feel a bit dated with how the color white is used. Still, the slowness of the predrop building up the storm combined with the experience of going through the storm in the drop easily makes this level a classic. The last part, particularly the mini wave, is a wonderful way to slowly fade out energy until the storm has passed and the level is calm again. This level inspired me and many others, and I hope it continues to inspire new creators too.
I don't think its fair to rank this level on something like this site, since Death is not made for the same purpose most levels featured on this site are made for. Death is meant to exist on its own; to be seen in the context of loss, grief, and perseverance.
Simply viewing a video of this level does not do this level justice, but I can't really speak on that myself, as I have not played this level from zero. I want to, since I know actually playing Death is what helps you really understand its purpose and how it connects to larger concepts and themes, but I think it's just too far out of my skill range unfortunately. This is not a negative aspect of the level though, since Death should not be easy to overcome. This level is intimidating and doesn't look "conventional" simply because death is not intentionally meant to be enjoyable or pretty too. Death exists as death, and I feel this level conveys that harshness of life in a way that not many other Geometry Dash levels have even attempted to try. The topics Death tries to communicate are very difficult to put into a Geometry Dash level without them seeming either unserious or thoughtless. Often levels will try to plant stories and themes by just directly telling the user, but all this level needs to do is have its title simply be "Death".
We can compare this to the personal aspects we use to judge levels in this game, but this level was very much not made to deal with those. This feels almost disrespectful to do because of that, so I feel guilty trying to do that in the past.
Overall, I cannot critique how the level approaches the concept of death, since I don't have the full experience and not enough levels similar to it exist.
Very high quality, but I think I just have a natural aversion to this because of all of the white flashes. Very hard to concentrate on the raw level itself due to how bright it is. Feels almost too overwhelming in a way, but it works really well with its song at least. Still a very good level, I really like the ending in particular since I think the level executed the sudden slow down really well while preserving the prior energy. The theming of this level overall is really neat too, since it being based off of the electronic singer of the band that made the song is a new meaning of song representation.
Rust is an extremely good example of song representation, as its sharp and jagged atmosphere pairs with the almost mechanical song. The first part is a beautiful example of how to build a "mood" in a level, as the movements, particles, and subtle flashes and rotations all come together to build up energy that's suddenly released in the drop. The physics of the animation that plays before the drop combined with the choppy animation style really adds to the way the player is suddenly forced into this release of energy. The drop continues to exert a strong mechanical theme, and I feel as though the tight and snappy structuring heavily contributes to this. The black orbs into the postdrop are a really neat way to let this energy finally start to fizzle out. The postdrop itself is the calmest part, having very few movements. This level has a very clear build-up, climax, and conclusion, and wants to present the effort it went through to achieve this to the player. I understand the people who think the decoration is a little monotonous though, since while the energy clearly changes throughout the level the overall style does not. The drop features much brighter colors and very expressive movements, but both put highlight onto the gameplay. While the structuring and designs are high quality, they mostly don't change enough over the course of the drop which personally led me to find the predrop way more memorable.
I remember being blown away when I first played this level, something that happens extremely rarely for me since I have issues assigning favorites and least favorites for anything.
The way this level actually teaches you (without actually saying much through text) how to play the level is a genius way of executing easier-end memory gameplay that honestly I had been wanting to see for quite a long time. The raw gameplay itself is also just really fun to start with; PXTTXRN SXXKER is one of those levels you just play periodically because you remember it being fun.
I dislike levels that use Koraii songs, but this level gets a pass since it uses the repetition of it extremely well to form the "patterns" you have to learn.
The decoration is simple but gets the job done. Could more have been done to represent the pattern theme? Maybe, but I like the slight shift towards theming it after aspects of old computers. Using ink and paint to obstruct the players view in the last part is really creative. The parallax part is also cool though I admit the block design here could have been expanded on more to fit the theme, especially with the gray blocks.
Just overall a really creative and enjoyable level.
Pretty much an entirely new way of playing the game, which is extremely cool to me. Actually finding out the paths you need to take was a very fun experience, and I think the way the level loops until you find the solution is a good representation of the repetition of the song, Wavetapper by Frums.
My only complaint is I'm unsure whether or not this level is meant to be completed in practice mode or not. This may seem like a very odd complaint but still without practice mode this level is extremely frustrating due to you having to do the beginning over and over again until you figure out whatever part you're stuck on. With practice mode though, some of the fun in regard to figuring the puzzle out is lost since usually the solution is quite simple. I wish more parts were like the ship part in the middle, since that actually took me a good amount of time to figure out how it works.
I feel like this level could benefit from having a checkpoint every time you solve a puzzle, the puzzles being more in depth, and there just being more content overall. This level is simply titled Experiment, however, so it may not seek to be perfect.
I like the decoration since I feel like the simple test chamber slowly breaking and turning into noise and chaos matches the song ramping up in complexity quite well. The finale is well done, as the intensity of the decoration makes up for how simple the gameplay has to be in order for level to be balanced.
First part has cool vibes but the rest either feels rushed or pointless. Lots of random effects that exist just to overstimulate the player and honestly they aren’t very high quality. This level has no substance or reason to exist either.
Gameplay does not exist.
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sorry about this gang