avatar

Junior Member

OFFLINE Last seen
3 months ago
Time spent online:
1 day, 14 hours, 1 minute

Filters

Difficulty
0100
Overall
88
Visuals
010
Gameplay
010

Reviews

Created Date
descending
-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
7/10
GAMEPLAY

I think "Maili HI" might rightfully claim its title for Split72's best level. It's almost crazy how good this is when you consider how bland and factory-produced the majority of Split72's output seems to be. The atmosphere here is definitely on-point and I love all of the little 'movements' that go along with the song (such as the streetlights metronomically flashing in time). It manages to effectively capture the whole 'tropical island paradise' vibe in spite of being so simplistic. There is only one part that I really hate and that's the little segment between 33% and 43%. It's practically indistinguishable from any generic Split72 level that you draw from a hat, which really sucks because the rest of the level is so unique and strays far from the boring levels Split72 has come to be known for. Aside from this nitpick, I think this is an extremely solid level! It's atmospheric, the song representation is nice, and it didn't even feel like a 5 minute level despite its runtime. Also, this level inspired "Oahu" which I think improves upon every aspect of this level (except for the fact that it's a little too short).

-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
8/10
GAMEPLAY

"Dreamflasher" may be one of BrainETR's lesser works, but it's almost certainly better than most (and by 'most' I mean approximately 95% of) 'Zen Dash' levels out there. For one, it has more personal flair than practically every level to come under the 'Zen Dash' banner (however I am partial towards "RadioCutter"). I'm not too sure what to say about it to be honest. The gameplay's fun as always and BrainETR always manages to make rainbow blocks not look horrible. The movements and pulses are all super lively and it's a cute little breather level that acts as a follow up to a behemoth as amazing as "HideOut". My only complaint about "Dreamflasher" is it's a level that's way too short. That's it, that's my only qualm. I think I'd have loved it if it was more than a minute long. Other than that, there's nothing much to say. Just a completely solid snippet that I could be excellent if expanded upon :)

-/100
DIFFICULTY
8/10
OVERALL
9/10
VISUALS
6/10
GAMEPLAY

"Rage Quit" is a level that really stresses the 'madness' aspect of "Stereo Madness". From the very first (and technically impressive) effect of a tablet collapsing to the ground to the memorable visual of screens being smashed by a (clearly) angered individual, it's a level that truly channels new players' frustrations when it comes to beating "Stereo Madness" (when I state this, I'm thinking of all those rage videos and stuff that have gone viral). In terms of its visuals, it's a level that really pushes GD to its limits, making the most of trying to make GD feel somewhat 'cinematic' in a sense. Its gameplay might be rather lacking and unoriginal, but seeing as it's a "Stereo Madness" remake at its core I can't necessarily fault it for remaining faithful to its roots. The incoherence of some of the visuals might be my only main qualm. I love the tablet breaking effect and the multiple screens being broken, but I wish the level stuck closer to its whole 'rage quit' theming as these two specific sections do.

To be honest, I'll never quite understand why it has garnered as many detractors as it has since its release, especially with how seemingly benign it is in nature (it's literally a "Stereo Madness" remake, how on Earth could something so harmless create controversy?). Yes, it's true that this is a level that's more so focused on creating a spectacular visual experience than providing compelling gameplay, but that doesn't necessarily make it indicative of the decline of Geometry Dash. Perhaps some of the remakes it's spawned may very well be (I mean, a remake of a remake inherently lacks some originality, no?) but I see no reason to label this specifically as the sign of 'artistic degeneration' that some are so eager to describe it as. Creating larger-than-life spectacles has always been a part of making art and media anyways (take the historical epics of the 50s and 60s into account, or even circus shows which have persisted for multiple centuries). Making art for the primary purpose of 'wowing' onlookers is neither new nor is it a sign that society is on the brink of collapse. In fact, making art for the sake of entertainment is something that shouldn't be a mortal sin. Just because it doesn't focus on the 'plight of the proletariat' or 'why capitalism sucks' or 'why modern society is terrible and awful', that doesn't necessarily mean "Rage Quit" is a level that is completely artless. Its technical aspects are well-executed enough that it garners some merit for its general impressiveness. I'll admit that if I was paid to make a "Stereo Madness" remake, I wouldn't nearly have been as creative to come up with the whole tablet breaking effect that starts the level (but then again, I'm not a professional creator either). I guess the point I'm trying to make is just because something is made for spectacle, that doesn't mean it's an abomination that signals the end of the world.

"Rage Quit" isn't perfect, but it definitely isn't the artistic degeneration that it's come to be known as by some people. It's a pretty unique way to remake a level that's so synonymous with GD as a whole. And sure, I like the ending! It's a perfectly cyclical ending that's so thematically fitting.

-/100
DIFFICULTY
8/10
OVERALL
9/10
VISUALS
7/10
GAMEPLAY

Of all the levels in the Crystal Gauntlet, "Lustre" might very well be the only one to have aged like a fine wine. Accompanied by a particularly stylish original composition from G4lvatron and exceptionally clean designs, "Lustre" is an incredibly well-executed take on a crystal-themed level that still greatly holds up to this day. It's not as bland or pedestrian as "Crystal Essence" and it's thankfully not as messy or disastrous as "Crystal Fusion". It's an almost perfect exemplar of how to commit to a stylized level. I'll admit that I'm normally opposed to custom orbs and portals, especially as it can sometimes be difficult to discern between similarly-colored portals and orbs. Thankfully, in "Lustre", they mesh perfectly with the modernistic and sublime surroundings while not being too hard to distinguish from each other. The gameplay in "Lustre" is serviceable, nothing special really, but its amazing aesthetics are more than enough to warrant a playthrough!

-/100
DIFFICULTY
8/10
OVERALL
9/10
VISUALS
8/10
GAMEPLAY

Everybody already knows and adores Millepatte's legendary and innovative "Rotd" (short for "Rainbow of the day"), but does anybody even acknowledge its sequel which is more so a remake "Rotd II"? Well, the funny thing is, around 64.3k people other than myself actually seem to have acknowledged this overshadowed sequel. Not only that, but even Millepatte of all possible people has recognized it! So, is it any good or is it just a cheap cash-grab trying to profit from the success of a much greater level?

Now, unless your name happens to be "PP Drop" or "Ballistic", GD levels can't really be assigned a monetary value so the 'made it for money' excuse doesn't really hold up here like it does for countless blockbusters and reboots in Hollywood nowadays. "Rotd II" might not be as impressive as the original "Rotd" considering the lack of limitations that update 2.1 actually had (aside from having an object limit of a measly 80k which countless levels have easily surpassed since 2.1's release), however, I still think that it's a pretty great level, especially for early 2.1! It's one of those remakes that attempts to put its own spin on the original level without completely losing the original level's identity, which is something I can respect. There are many parts that still closely resemble their predecessors and the parts that have changed still manage to look visually appealing (even if few of the changed sections such as the first wave might not look as impressive as the original). The main factor which I think impedes "Rotd II" is probably the fact that it lacks in the originality department, which makes sense considering its status as a modernized remake. Everything within it's already been before and with even tighter constraints. While it does maintain the same magic that the original "Rotd" has, I can't help but think that it may be too close to the original to have an identity of its own (in an attempt to preserve the original's identity). It's a level which was clearly made out of the creator's own passion and love for the original "Rotd".

As a whole, I like "Rotd II". It adds its own spin to "Rotd" without trying to erase its identity or spirit. Although, I do doubt that it will be long before it has a 4.2/10 average rating on Hyperbolus with a myriad of reviews citing the terms 'derivative' and 'lack of originality', maybe even labelling "Rotd II" as 'the decline of civilization as we know it'…

-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
9/10
GAMEPLAY

It's the second of June today so it's couldn't be described an anything but apt to play a level that is literally entitled "June". BrainETR and rainbow-styled levels is a tried-and-tested combination that practically never seems to fail, and "June" is no exception to this phenomenon! The gameplay is enjoyable and fun as always, with each 'click' and input being extremely satisfying. The colors and pulses are deliciously vibrant and dynamic as per usual and I particularly love the masking effect which comes into play during the dual in spite of the short amount of screen time that it has. I don't have much else to say other than the fact that it's an extremely solid and well-executed level from a technical point of view as well as with regard to its gameplay. BrainETR has always just been ludicrously consistent when it comes to pumping out excellent, wide-appeal, enjoyable levels that pretty much can anyone can play through and have fun with. Not to mention, the effort is clearly evident in each level!

-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
7/10
GAMEPLAY

Etzer may have taken the prompt 'Cosmic Dolphin' too literally in the construction of "Cosmic Dolphin". It's a level that certainly integrates elements of the cosmos such as shimmering stars, but at the same time, it also features detailed depictions of dolphins (detailed for 1.9 at the very least). It's a cute level and I remember that it used to lag my old iPad 4 a lot (seriously, the only reason why this level probably wasn't featured was because of its excessive object count and lag). Aside from the impressive dolphin art and stars, it probably doesn't stand out too much from its contemporaries. However, it's a solid level for what it is and it reminds me of a time when easy 2* levels actually had gameplay (shocking, I know?).

-/100
DIFFICULTY
8/10
OVERALL
9/10
VISUALS
7/10
GAMEPLAY

Rainbow blocks can actually look incredibly good if tastefully added and "Cosmic Dolphin" is one of those rare instances in which they are perfectly implemented and utilized. It's an almost magical way to open the 'Deeper Space' project and would certainly be one of my favorite main levels if it were somehow able to get canonized. It perfectly embodies the bright and innocent spirit of its song as it takes the player on a voyage that travels between stars and rainbows. Not to mention, 'Cosmic Dolphin' is a great song and I'm practically inclined to favor any level which uses it (or most of the stuff from Megawolf's discography, to be completely honest). I really love the UFO part in which you navigate the 3D rainbow rings. It's visually striking, highly memorable, and the effect of star particles dispersing and spreading out as each 'hoop' is successfully cleared is satisfying and adds to the level's liveliness and atmosphere.

All in all, it's a really great beginner level that would be an excellent manner to open a hypothetical GD spin-off. Perhaps it might be too impressive to think that RobTop could feasibly make a level like this (the 3D part would certainly be too ambitious for someone like him to undertake). However, it's a wonderful way to open 'Deeper Space' and a cute level when viewed as a standalone as well.

-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
-/10
GAMEPLAY

Much like Episode 02, Episode 03 of BrainETR's "Somewhere Else" project returns to the mind of an individual tormented by the loss of a loved one. It starts off in a consuming and intimidating abyss of anguish, dominated by the haunting motif of an electrocardiogram, however, it soon opens up to reveal a breathtaking, beautiful, and expansive sky that is filled to the brim with clouds and birds. The atmosphere created in "Respite Interlude" couldn't be described as anything but exceptional as the level transitions from the hellish darkness established in its first two chapters to a brief, almost heavenly 'interlude' of peace and serenity. Perhaps this suggests that our protagonist has moved on from the death of their loved one? Of course, as this is an interlude and only the 3rd instalment in a five-part series, the tranquil images put on display within "Respite Interlude" only serve to provide a false sense of security.

While the level is decorated with wisps of wind and lively flocks of birds, it is also scattered with nondescript pills. At first, it seems, these pills could be interpreted as antidepressants. After all, that would explain the dispelling of the darkness at the very beginning of the level. However, as the pills become more prominent within the level and the visuals begin to veer into the psychedelic, it becomes very apparent these pills aren't just your basic antidepressant but they are likely just hard drugs. The once stunning firmament suddenly has much darker implications as you come to realize that this blissful state of mind is merely a simulation. None of it is real. This utopia is merely a facsimile that is conjured by the severe misuse of hallucinogens.

Towards the level's end, the level darkens once more as the recurring motif of an electrocardiogram returns. It's an unsettling visual as the heart monitor ominously beeps and the player anxiously anticipates what will occur next, especially as this is an image that has appeared in all instalments up to now. Will the person (whoever they are) hooked to the machine eventually flatline? Will they survive? Will they die? It's a fascinating visual to dissect largely thanks to its ambiguity. Could this be representing the heart rate of the loved one as they slowly deteriorated and died within "Turn To Dust"? Could it be that the individual whom the level originally centred on has overdosed and they have been wheeled to a hospital? Could the drug-addled utopia presented earlier have been a suicide attempt and less so a vehicle of escapism?

The lack of text is what makes "Respite Interlude" so interesting as there's many ways to go about discerning the true narrative both behind this single level (as a standalone project) and the overarching project of "Somewhere Else" as a whole.

-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
7/10
GAMEPLAY

If Episode 01 of "Somewhere Else" views death from the lens of someone on the verge of passing on, Episode 02 concerns their death from the view of their surrounding loved ones. "02 Downward Spiral" is a level intended to embody Anger, the second of the famous Five Stages of Grief. It's likely BrainETR's most 'experimental' level (which isn't as a surprise as "Somewhere Else" is BrainETR's most experimental project) in the sense that it completely strays from respectable and typical block design in its second half, morphing into an incomprehensible mess of slopes, flashing lights and cluttered decorations which work in unison to create a turbulent atmosphere that mimics the inner turbulence of someone destroyed by the loss of a loved one.

The level opens with a few brief, flickering images which are all key to understanding the series. There's a heart monitor that fleetingly appears, mimicking how the series all started in "Turn To Dust" with several heartbeat sounds while a film reminding the dying individual of the life they lived starts to play. There's an hourglass that isn't a callback to "Turn To Dust" but rather conveys the notion that time is always ticking. It conveys the notion that one's time has run out, or maybe that the individual this level is centred on wishes they had more time to spend with their deceased loved one (as hourglasses can always be overturned, starting the clock once more). There's a shattered photo, a callback which only brings the haunting endscreen of "Turn To Dust" to mind. Perhaps the shattered photo could represent how the individual has tried to erase any memories of their beloved following their passing? Regardless of how you interpret the images depicted at the beginning, they certainly place you into the mind of somebody brutally tormented by the death of a loved one.

The gameplay definitely experiences a slight hiccup once it reaches the robot section and any structure the level originally had devolves into a junkyard of discordant slopes. It might be representative of the mind's inner turmoil but it's a little awkward to play for the first time. The text 'CAN'T GO BACK' and 'ALL GONE' certainly hammer the message that the individual the level centres on has entered a regressive 'downward spiral' thanks to their loved one's loss. It's a little on the nose but I'm willing to let it slide as the level is essentially a stream of consciousness for someone experiencing feelings and thought of anger and grief.

1-10 of 28
10results per page
Hyperbolus is not affiliated with RobTopGames AB or Geometry Dash
Hyperbolus © 2025
Connected via
Alakazam

GDPR Cookie Consent

Hyperbolus uses cookies and local browser storage to enable basic functionality of the site. If we make any changes to these options we will ask for your consent again.

Strictly necessary
Analytics and performance
Advertising personalization

sorry about this gang