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

In spite of its namesake and appearance in the Crystal Gauntlet, "Crystal Essence" hardly sticks to the 'crystal' theme, instead opting to pose as a glow level extremely typical of its era. I'll admit that it actually does look pretty nice, but it's ludicrously difficult to make a rainbow-colored level look anywhere close to terrible (unless you happen to be sweetdude or something). The gameplay of "Crystal Essence" is pretty 'meh' for the most part except for its rather infamous dual section where aligning the waves can sometimes be a bit inconsistent. I don't think it's abhorrent but it's noticeable enough that I understand why it would be annoying for many people (it would probably be more accepted if the level was bumped up to an 8 star rating). Its relatively 'grounded' style makes it quite forgettable in contrast to some of the other more striking levels encased within the Crystal Gauntlet, such as the sleek "Lustre", the highly-literal "Sanctuary of Light", and even an excessively glowy disaster like "Crystal Fusion". Nevertheless, it's just alright I suppose… Nothing to write home about except for the fact it appears in a gauntlet.

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

'At The Speed of Light' is a song that has come to be associated with the gates and flames of Hell thanks to it being popularized through the iconic AfterCataBath trilogy. However, "cosmic collisions" is a level that subverts its song's typically hellish connotations and instead aligns closer with its original intent of conveying this light-speed journey through the cosmos. Simplicity can sometimes be extremely effective, and "cosmic collisions" is just the perfect example of this! It's a level which is basic in execution. It features simple block design, simple air deco and even rather simple gameplay (unlike the intimidating extremes by which its song gained notoriety), yet it manages to overcome these odds and become one of the most memorable and enjoyable 1.9 levels.

"cosmic collisions" perfectly aligns with the rapid, break-neck pace of its exhilarating song. While its gameplay might be extremely easy, each click and input almost perfectly goes along with the rhythm of 'At The Speed of Light'. It's super satisfying to see the cube perfectly jump up and fall in accordance with the pitch the song is currently at. It's also fun to rapidly jitterclick during each of those slow wave sections that appear sporadically (and for it to match the song so exceptionally too). From a technical perspective, it might seem rather barebones thanks to its basic and simplistic structuring, decoration and block design. Regardless, "cosmic collisions" is able to stand out thanks to how appropriate and fitting each quick, momentary, and seemingly insignificant pulse is. For a stage that appears so plain on a surface level, "cosmic collisions" is masterful when it comes to song representation. I find it extremely funny how "cosmic collisions" and the infernal AfterCataBath trilogy both manage to be appropriate and fitting ways to interpret and transpose the energy/mood of 'At The Speed of Light' to Geometry Dash, especially because they are so wildly divergent projects. You could visualize the song as a fast-paced odyssey through the stars like "cosmic collisions" or as this dark, apocalyptic nightmare like in "Cataclysm" or "Bloodbath" and these would both be equally valid interpretations! Just goes to show how great 'At The Speed of Light' is in spite of how overplayed and inescapable it may be.

In all honesty though, "cosmic collisions" has aged incredibly well. It was one of my favorite levels when I first started playing and it's still an amazing level now!

-/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
5/10
OVERALL
5/10
VISUALS
6/10
GAMEPLAY

At its core, "Omega Scarlet" is a 2.0 update of the level "Alpha Scarlet". It's not necessarily an entire remake or revamp of the level, especially as it retains the same core skeleton as its predecessor. However, this time, it features an updated moving background, text to go along with the lyrics as well as very few, minute changes to the gameplay of the original "Alpha Scarlet". Unfortunately, I think it's definitely much messier than the original "Alpha Scarlet". In the original "Alpha Scarlet", the flashing blocks and colors were already enough for the level to mesh well with the music however in "Omega Scarlet", the newly-added background is just distracting and makes the level feel considerably cluttered. I think the addition of lyrics during the pre-drop ship also makes the level feel much more cluttered than its predecessor, especially because they cause you to divert your eyes away from the gameplay (which is already kind of a problem in a level that's as flashy and noisy as the original "Alpha Scarlet"). It's essentially a carbon copy of the original save for its few changes so it can't help but feel like a rushed asset flip.

Regardless, I do respect the fact that Thomaisho decided to upload "Omega Cosmos" separately from "Alpha Cosmos" as it easily could have passed as a 2.0 'improvement' to its predecessor. Lots of older levels certainly fall victim to being updated later on and in the process of doing so, can get worse (for example, the infamous levels "Gravity Cycles" and "Theory of Relativity" were updated in 2.1 and 2.0 respectively and barely anybody actually likes these levels). Ironically enough, Thomaisho's own level "Magnolia" was also updated in 2.1 (but I can't comment on its quality as I haven't beaten it).

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

"Alpha Scarlet" is rather decent for an unrated 1.9 level. I'm surprised it went so under the radar and never got noticed because I think it's actually pretty worthy of a rate! It's definitely a little repetitive and the copy-and-paste can get somewhat noticeable at times, but I like the pulses and the color work in this level is good. It manages the successfully pull off the 'flashy 1.9' style without placing too much strain upon the eyes (even if the visuals do slightly deteriorate towards the end of the wave part). The gameplay might be a little inconsistent with regard to its difficulty but it's surprisingly playable. It's a shame this level isn't rated, especially because it's just so much better than the dismally dull disaster known as "With You Tonight" by sweetdude. It's completely tragic that "With You Tonight" is the level with this song that got rated when "Alpha Scarlet" is clearly a much better level.

-/100
DIFFICULTY
3/10
OVERALL
1/10
VISUALS
2/10
GAMEPLAY

"Legendary" isn't just a level, but an extraordinary, breathtaking, once-in-a-lifetime masterpiece that has to be played to be believed. I believe that RobTop has to re-rate this phenomenal, avant-garde, subversive work of art to a 'legendary' because it is simply one of the most transcendental experiences I have ever had in Geometry Dash. I believe it is a truly magnificent tour-de-force that will leave your jaw wide open with how far it pushes the GD editor to its limits. Give the creator of this level a Nobel Prize!

-/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
6/10
OVERALL
6/10
VISUALS
6/10
GAMEPLAY

I mostly remember "Abandoned Future" for appearing in a 'Worst Featured Levels in GD' video (alongside the likes of "Ectoplasm"). The video has since been deleted despite garnering a decent amount of views and while I don't think that "Abandoned Future" is one of the worst featured (actually, epic-rated) levels in existence, it's certainly one of the emptiest. "Abandoned Future" is a level so desolate I wouldn't blame you for thinking that it was an 'abandoned' level (Hell, even Serponge of all people joked about this on ViPriN's upload of the level!). I get that it's an effect level and the effects are supposed to be its crown jewel, but it's almost distracting how much of the level is an abyssal vacuum deprived of any substance. The obscene amount of void and blank space that there is within "Abandoned Future" just scream that it is a rushed product, which is bit disappointing because I think it could have been a much better level had Pipenachho put more time and effort into it. The final few seconds of the level is literally an empty mini-wave section with no gameplay whatsoever that exists just to extend the level to a 'Long' length. That's how lazy this level really is! There's no flashy background effects here. There's not even a grand endscreen. It's literally just a lifeless, black void. It ends on this note that pretty much declares 'I ran out of ideas', which is a fine statement on its own. But still, it's not a great excuse for how obviously rushed "Abandoned Future" was.

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sorry about this gang