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Overall
77
Visuals
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Gameplay
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Reviews

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-/100
DIFFICULTY
7/10
OVERALL
9/10
VISUALS
4/10
GAMEPLAY

"Deja Vu" is the prime example of a visually incredible level which is ruined by its gameplay. Each part having the same gameplay but a completely different style and ambience is an interesting concept, even if it's not very novel as it's already been accomplished before through creator contests (does anyone remember back when that one 'Mushroom Forest' layout used to be popular?). Each part is extremely striking and unique from one another, and it's intriguing to see the flair that each creator has integrated. I think the ominous atmosphere of CuLuC's part makes it stand out compared to how relatively serene and calm the other parts are, and I like the whole effect of reality being 'shattered' as the level draws to a close.

Unfortunately, the main problem here is that the base gameplay is mind-numbingly bland. On a visual level, it's exceptional, but it's highly apparent that not much thought was placed into the gameplay. This isn't a level that creatively pushes platformer mode to its limits, instead just using it as a canvas to display its art. This is fine in itself but it's a little disappointing to see a level sacrifice its own enjoyability in favor of aesthetic value. I'm not a massive fan of platformer levels where you're forced to 'wait' for objects to move either. It's a little unintuitive which is a shame because this would be an excellent level if the gameplay was improved. Some of the obstacles are also obscured thanks to blending in too well with the surroundings, which is an interesting complaint as this also applies to a lot of sunset levels from 1.9 and 2.0. I thought we would have learned to make a better distinction between obstacles and blocks, but I suppose some things never change.

I'm not going to address the 'slop' or 'corporate' allegations (with regard to its deco) in this review because I think reducing a level to 'soulless slop' is just reductive and unhelpful criticism. I firmly believe that hyper realistic levels such as these are NOT the greatest threats to the integrity of the GD rating system unlike the arthouse crowd that purports them to be. If anything, I think levels like "Milky Ways Redux" (120367620) getting Featured is much more concerning with regard to the state of the GD rating system. I think that most of the 'slop' accusations in the GD (artsy) community is misdirected, especially when unremarkable and unoriginal levels like "Milky Ways Redux" are much worse offenders when it comes to showing how awfully biased the rating system is.

-/100
DIFFICULTY
7/10
OVERALL
7/10
VISUALS
7/10
GAMEPLAY

With "time for basics", Sweetdude raises the very good question of 'What if "Stereo Madness" was an excessively glowy and overproduced 1.9 level in Sweetdude's signature style?'. The answer is… a pretty good remake as well as standalone level! The first (as well as only) part of Project Resurrection, "time for basics" is an interesting level that almost makes you wonder what would have happened had Sweetdude come around to remaking every main Geometry Dash level. It's a level that really doesn't live up to its title, with its noisy, vibrant, cluttered visuals being anything but 'basic'. However, its signature Sweetdudeness is able to add so much life to a level that is so seemingly 'basic' in nature. There was actually a period in 1.9 when Sweetdude genuinely seemed to be polishing his formula and "time for basics" is a clear remnant of this, unfortunately this era was brought to a close by the beast known as 2.0…

-/100
DIFFICULTY
7/10
OVERALL
7/10
VISUALS
6/10
GAMEPLAY

"28 weeks later" is a pretty charming post-apocalyptic sunset level from 2.0. The gameplay's admittedly a little lacking but I don't really mind considering the fact this is a level where the art is the primary focus (and it's a pretty easy level to beat anyways so I don't really have any qualms with it). It's a pretty cool depiction of a city being ravaged by zombies and I love all the little details and stories which are going on in the background between the stick figures. There's people committing suicide, zombies rising from graves, fallen trees, burning buildings, and an overwhelming sense of dread as society as we know it today has completely drawn to a standstill… I think "28 weeks later" (the level) is a pretty effective way to convey an apocalypse in 'Geometry Dash' fashion. I really wish this got rated because I think it still deserves a rate 9 years on (although perhaps the depictions of people hanging themselves might be too much for RobTop?). It's a nice art level and I like the fact that it uses a remix of 'In The House - In A Heartbeat' (it's nowhere close to the original song in terms of quality but it's nice to be reminded of one of the hardest songs in cinematic history).

Speaking of the movie 28 Weeks Later, it's one of the dumbest movies I've ever seen but I still really enjoy it for some reason (in spite of how obnoxiously stupid everyone is within it). It's definitely not on-par with 28 Days Later, but it's blockbuster fun with a few scenes that are good on their own (I'd give it a 3/5 :P).

-/100
DIFFICULTY
7/10
OVERALL
7/10
VISUALS
6/10
GAMEPLAY

Every copy of "AriZona" is personalized. Make of that what you will.

-/100
DIFFICULTY
7/10
OVERALL
7/10
VISUALS
7/10
GAMEPLAY

"RadioCutter" is a great take on a GD World inspired level! I really like the colorful pulses within the very first cube section, and then I love the way that it transitions into this 'factory' aesthetic with chimneys emitting and spewing flames and smoke. All of the pulses, movement and color work in this level make it feel incredibly lively in comparison to a majority of the World-type levels that have released in recent memory. In terms of movements, I especially like the two circular spike monsters that just jump out and spin from the middle of nowhere. You can tell that R3XX3R has added a personal touch to this level and it makes "RadioCutter" feel all the more charming and appealing. If this were a GD World level, it would undoubtedly be the best and most memorable one. I also really like the ship part towards the end in which neon-colored spotlights rhythmically pulse and highlight the player, it makes the level almost feel celebratory of the player for making it through it (which is funny considering how short it actually is). It's also nice to see the industrial chimneys go from spewing smoke and flames to spewing stars as well. It almost feels like the level is showering you in confetti for beating it (which is also amusing because it's a very easy level all things considered).

I really like "RadioCutter" because of how reminiscent of 2.0 levels it is. Its final part in particular reminds me of "Vanilla", which is a great thing because "Vanilla" is one of the best 2.0 levels! It's a lively homage to 2.0 and the 'World' era and it really stands out in comparison to some of the bland and emptier levels that the Zen Dash project has churned out. I'd like it much more if there were an extended version :)

-/100
DIFFICULTY
7/10
OVERALL
7/10
VISUALS
6/10
GAMEPLAY

In theory, "Lotus blossom" is the kind of level I should despise. It's noticeably desolate, empty, and most of the time I'd normally find these specific sorts of levels to be lazily put together (just to be placed on a pedestal by others for their supposed 'artistic merit' and 'message'). In a pleasant turn of events, though, I actually like "Lotus blossom" a decent amount. It's an extremely relaxing and therapeutic level with the emptiness (which I'd normally deride) only adding to its serene and tranquil ambience. I really like the use of built-in 2.2 city background as well! It almost makes the level feel as if you're going out on a late-night stroll, sometime around 2am maybe, gazing around at the skyline as most of the city's inhabitants are fast asleep, tucked up in their homes or apartments while adrift in reverie. "Lotus blossom" is just a beautifully calm level that's quite soothing in its execution. I'd argue it's almost too effective at what it does because I was about to doze off at some moments, but that might just be the level's intent or my near-perpetual exhaustion :P

-/100
DIFFICULTY
7/10
OVERALL
7/10
VISUALS
6/10
GAMEPLAY

"Broked It" is a fascinating anomaly of a level. I remember I first stumbled upon it back in 2018 when I was searching for levels titled 'broke' (don't ask why I was searching for levels called 'broke', I guess it's because I thought it would be funny at the time). While its six-digit ID denotes it was originally made sometime between 1.5 and 1.6, the level itself bears the aesthetics of a 1.9 level which was later updated in 2.0. It's a copy of a level which no longer exists. It formerly boasted a rating of 8 stars but has since lost its rating. Not to mention, its description promotes a level by a wholly unrelated creator (with this level being the creator's only level). While the original version of "Broked It" may very well be lost media, that doesn't make it any less fascinating.

"Broked It" is a semi-auto in a similar vein to the infamous former demon "Galactic System", a level which starts out like a typical level before its second half transforms into an auto. "Broked It" features a similar gimmick where its first half features normal gameplay while the second half is primarily an auto save for a few orb clicks the player needs to make. There's several things I like about it such as the whole 'breaking' and 'shattering' effect which is prevalent towards the start of the level (with it definitely taking its title "Broked It" literally). The level is inconsistently themed. There's a ship section with an equalizer effect, a slow red ball section decorated with 2.0 flames, as well as the second half of the level which is themed after cherry blossoms (for some reason). It's not a very consistent level but I like the variety of stuff on display! It's a smorgasbord of random ideas that the creator liked. The cherry blossom theming is cute although the sawblades in this section bear a striking resemblance to viral particles. Nevertheless, "Broked It" is pretty good for its time. It would be nice to see what an old version of the level may have looked like.

-/100
DIFFICULTY
7/10
OVERALL
7/10
VISUALS
5/10
GAMEPLAY

Defectum is really able to pull off the whole '1.9 epileptic' style better than Sweetdude was ever able to. However, "All I ever wanted" definitely leaves the player 'wanting' some better gameplay to accompany it. That UFO section is pretty questionably built for a 5 star. In all honesty, it's not as bad as some people say it is, although the first ship part does veer a little too far into its flashiness.

-/100
DIFFICULTY
7/10
OVERALL
7/10
VISUALS
7/10
GAMEPLAY

Originally intended to be the sixth and final instalment of BrainETR's incredible "Somewhere Else" series, I'm rather glad that "Castle in the Sky" wasn't able to make the final cut. I don't necessarily think it's a bad level (from a technical perspective, at least), but it certainly would have been an extremely disappointing way to bring an end such an emotional and powerful project. The first 33% of "Castle in the Sky" (created by BrainETR) is undoubtedly its strongest section. The level's opening few seconds radiate pure warmth and comfort while the glorious ship section that follows it carries a nearly heavenly feel. Considering the level's history as a former finale to "Somewhere Else", the ethereal nature of the level's first third makes perfect sense (especially considering this was likely meant to depict the 'protagonist' of the series ascending to a higher realm, possibly reuniting with their deceased loved one?).

Unfortunately, the rest of the level just feels like a massive disappointment, especially in contrast to its promising beginning. When the level opts to become a generic, inoffensive modern level, its quality significantly decreases, with all of the emotions and evocativeness present within the "Somewhere Else" series just vanishing in favor of overwhelming sentimentality. The true ending of "Somewhere Else" is a cathartic and devastating finale which could genuinely move somebody to tears. "Castle in the Sky" feels no different to most typical Featured levels. Koopazu's sections, albeit serviceable, feel a bit weaker in comparison to BrainETR's sections. There's a clear change in style towards the final third of the level in spite of Koopazu clearly attempting to mimic BrainETR's style.

I'm just glad this level was separated from the "Somewhere Else" series. It would have hardly fit in and would 100% be the weakest out of all levels.

-/100
DIFFICULTY
7/10
OVERALL
6/10
VISUALS
7/10
GAMEPLAY

A KaotikJumper level that's feasibly beatable? "Money in the wave" is a pretty fun level in spite of how seemingly basic it is. It's a level that really takes its title to heart, with $$$ signs falling from the sky during the wave part (and also the following UFO section); it's an extremely simple visual, but I think it's highly effective at what it conveys! If more 5* levels were like this, I think I'd probably have more fun stargrinding to be honest. It's a very simple challenge level that tests how proficient you are at ship, the eponymous 'wave', UFO, and ball, but I think it's fun. It doesn't get carried away with trying to be too flashy and is just humbly stripped down to its key elements. I like it overall :)

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sorry about this gang