Junior Member
A 'just okay' level with one of the funniest titles a Geometry Dash level could ever conceive of having. And to think that this level was made to celebrate Christmas too… The level's fine on its own, I guess, but that title is just legendary.
"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.
Split72's "SLUDGE" is a surreal, experimental magnum opus that wholly deserves a sludgillion/10.
I find it really funny how despite the fact "SLUDGE" is an absolute shitpost it's still more interesting than a large majority of Split72's output. It's certainly a rather unique experience and it definitely secures its spot as one of the rated levels of all time. My main complaint about it is that it's a level that tries too hard to be weird and quirky. I'm sorry, but just because it's highly random and unexpected, that doesn't automatically make it funny. I don't even think it's too original because lobotomy levels already existed by the time "SLUDGE" came out and several other similar shitpost levels (like "MarkiplierCORE") have already been rated before it. Hey, at the very least it's more memorable than a large majority of Split's levels!
Awful title. Awful song. Awful lyrics. Questionable transitions. And somehow manages to be both annoyingly flashy and astonishingly empty at the same time. It's almost unbelievable just how unpleasant of an experience "furry goalers" is to both your eyes and ears (although with a Free99 song and a title like "furry goalers", I'm hardly surprised).
"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 :)
It's nice to see a GD World inspired level that actually feels like it could have been a GD World level and doesn't just feel like some rushed, unfinished, mediocre remnant of another project. It's definitely rather derivative of RobTop's style (the level that it most reminds me most of is "Nock Em" for some reason), and I'm not too sure about the constantly switching spikes that appear in the spider part (they look a bit messy although in retrospect, they do fit in with the 'glitch' section of the title), but I think it's a nice, modernized take on the GD World style! I'll admit that it's quite surreal to see the 1.9 ground spikes moving and acting almost like a conveyor belt within the first section, and I like how the level smoothly closes with a pixelization shader (further hammering in the whole 'glitch city' theme of its song's name).
'if pg1004 saw this level i'd bet they'd crash out' -dustd3vill (from the comments section of "Milky Ways Redux")
It's pretty crazy to think that we live in a society in which "Milky Ways Redux" by Split72 technically has a higher rating than "Indosiar" by Reunomi. The rating system has never been perfect since its conception, and leaving the decision of what gets rated or featured to one single man has inevitably led to many great levels going under the radar and remaining unrated. However, I think "Milky Ways Redux" getting featured of all things just goes to show how flawed the GD rating system truly is. The GD rating system has always been accused of running on a system of nepotism and name recognition, and "Milky Ways Redux" is one of the most egregious examples of these allegations having veracity to them.
It's an extremely bland and forgettable level. There's exactly one thing I like about it, and that's the way the rainbow blocks exit the screen in the ball part. Aside from that, it's doesn't have any redeeming qualities that allow it to stand out or remain in the memory of the player. You could argue that its blandness is meant to evoke that of a GD World level, after all, it's part of the Zen Dash project (which I understand to be a crude take on GD World). But even GD World levels have much more of a unique identity than this very unremarkable level. While they are extremely short, GD World levels can easily be remembered and distinguished from one another. I still remember the black-and-white contrast that appeared in "Machina", the mirror portal in "Striker", the purple checker-block pattern combined with the graveyard background in "Space Pirates", as well as the Challenge-esque design of "Frontlines". Other than that ball section, I doubt that there's anything I will take away from this. It doesn't really feel like a GD World level as well (which is funny considering its intent to pose as a facsimile of one).
It would be fine if this level just got a rate. In fact, if it came from a less prolific creator there's a much higher chance that it would have just received a rate. I just think that "Milky Ways Redux" being featured only acts as more damning proof and evidence that the rating system requires an overhaul.
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
The two most surprising things I can name about "tempestad cristalina" are that it only has 17.4k downloads and that it's merely Featured (it was seriously robbed of an Epic!). It features a pretty unique and distinctive visual style yet it still manages to look stunning with how lively and dynamic everything manages to feel. It manages to encapsulate the feeling of a grand, expansive journey and I really love all the diverse and different environments that it portrays (whether it be the floral field at the beginning, the crystalline cave escapades, the sky-based segment that's a clear homage to "White Space" or even its autumnal conclusion with a little, cute cutscene to reward the player for making it through). Honestly, it's almost criminal how under-rated this is…
A haunting anti-drugs PSA that is as devastating and powerful as Aronofsky's Requiem for a Dream, "drugs is bad" is a stunning, surrealist, psychedelic, Lynchian fever dream which defies all explanation in its mere existence. It's a masterful, magnificent, and deeply experimental tour de force that can't be described as anything but a bold, subversive, thought-provoking and avant-garde masterpiece that will remain with you long after you've played it. Standards and societal expectations have truly been abandoned through this brave, revolutionary, and renegade breakthrough in level creation. It's a true enfant terrible that rises high above the 'soulless slop' that 'objectively' (yes, I know I'm using this incorrectly) plagues the Awarded tab. "drugs is bad" is a tremendously breath-taking work of art that will unsurprisingly and inevitably ignite a new revolution in Geometry Dash history. Sorry, FunnyGame. It seems as if khenomy will be the new innovator to break the boundaries of what is possible within the limited confines of the GD editor.
(Uh, did I include enough buzz-words?)
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sorry about this gang