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-/100
DIFFICULTY
3/10
OVERALL
4/10
VISUALS
1/10
GAMEPLAY

sweetdude just adores copy and paste, doesn't he? "Fireflies" is a level so mind-numbingly boring you really will be imagining ten million fireflies lighting up the world as you fall asleep to its insomniac-curing gameplay. It's extremely similar to his later disaster "With You Tonight" in that it repeats itself twice over and is composed entirely of a sleep-inducing ship. However, what gives "Fireflies" the edge over "With You Tonight" is it's easier as well as shorter. It also helps that isn't comprised of the same ocean of lazers copied over and over again like the dreadful drop of "With You Tonight". It pulses to the music, but that's pretty much the bare minimum for practically any level.

"Fireflies" by sweetdude is just a repetitive and dull slog that is much more functional as a sedative than an actual Geometry Dash level. "10 Million Fireflies" is somehow a much better level and that's literally a shitpost.

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

A solemn, soul-crushing and stunning finale to BrainETR's ambitious "Somewhere Else" project, "05 Somewhere Else" is a profound level that can't be described as anything but absolutely devastating. I can't recall another series of levels that took me on such a wild and turbulent rollercoaster of emotions, but "Somewhere Else" (both as an individual level and overall project) is an emotional tour-de-force that just operates on a whole other level.

As a level, "05 Somewhere Else" is a cathartic tearjerker that only serves to rub salt into the deep emotional wounds already created by the equally dazzling "In Retrospect". The use of blurry visuals much like its predecessor makes the whole level seem as if it is constructed using the fabric of distant, fading memories embedded within a person's consciousness. It even creates this almost dreamlike ambience within "Somewhere Else" as the player drifts effortlessly between unclear, foggy visions a of starry night sky, a beautiful rainbow, a bright pink heart, and a serene field glowing in the radiance of the Sun. I doubt that a more apt song for "Somewhere Else" could have been chosen. 'Pictures' is a deftly fitting song which I think perfectly aligns with the level's (as well as the overarching series') general themes as well as emotions of grief, loss, and yearning to see your lost loved one once more. The level's absolutely masterful ending in which the screen slowly fades to white, the text 'See you one last time' appears in accordance with the song, the same photo that appears at the end of "Turn To Dust" returns, before the credits finally appear on screen couldn't have been a more satisfying, emotional, and heartrending sequence to bring the project to a close. I hate to admit this, but I kind of cried as the level came to a close. It couldn't have been a more perfect way to end "Somewhere Else".

As an entire series, I absolutely loved "Somewhere Else"! I thought I wouldn't enjoy it as creators typically get pretty clunky the second they try to venture into more artsy and experimental territory (such as that one experimental Neigefeu level that I don't think anybody remembers), but BrainETR was truly able to succeed at crafting an emotionally dense, resonant and compelling narrative with the "Somewhere Else" series. It's a very unique and smooth fusion between typical BrainETR conventions and more 'arthouse' elements that I think works excellently without losing what makes BrainETR's usual levels so special. While there is a backbone for a definable narrative, it's vague enough to invite multiple interpretations and takes on what the meaning of "Somewhere Else" really is. The whole 'stream of consciousness' manner by which each level is constructed is pretty unique and I think it adds an extra level of complexity with each level acting as a dissection of the inner psyche at different stages during the process of grieving. Each level in the project has an extremely distinct visual and atmospheric identity, yet they all come together to form a cohesive final product that has a meaningful storyline.

All in all, I was incredibly moved by "Somewhere Else". It's the kind of project that pushes the boundaries of Geometry Dash, not in the technical sense, but more so in terms of getting to the player's emotions and storytelling. It's powerful, unique, sincere, engaging, and the kind of daring creative project that I think GD needs more of. I think I'll be excited for the next time BrainETR decides to take on a similarly evocative and atmospheric project.

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

If you think about it, our memories are much like home videos. We can rewind them as many times as we want, we can pause them to focus on the little details, we can skip over the boring parts and get straight to the meat, and we can excise or remove the parts we least want to remember. "04 In Retrospect" is a level that deeply understands this. Its whole framing device as this old home video captured on a retro camcorder makes the level's whole message on memory in relation to the human mind all the more poignant and profound. As the 4th episode of BrainETR's "Somewhere Else" project, I find that "In Retrospect" might be the most powerful instalment. As a standalone, it's already amazing how much atmosphere and emotion BrainETR is able to stir up in a simple 2 minutes. However, with the added context of the series as a whole, a whole new layer of sadness and profundity is added to the flickering tape that is presented to the player's eyes. "In Retrospect" might be one of the best depictions of a fading memory ever presented in Geometry Dash.

"In Retrospect" is a level that follows "Respite Interlude". A brief interlude and 'break' in the project, "Respite" can be interpreted as depicting the grieving individual (whom most of the series focuses on) turning to drugs and hallucinogens in order to cope with their loss. Following an overdose, they are taken to the hospital which then leads swiftly into "In Retrospect", where the individual appears to be looking back on everything that has taken them to where they are now. With regard to the content of "In Retrospect", it's a rather abstract and nebulous collage of random items and objects from the individual's life. The meaning of these items isn't clearly disclosed to the player, inviting an extremely wide variety of interpretations. There is a 'STOP' sign that is repeatedly shown throughout "In Retrospect". Perhaps this sign could be representative of the person's desire to 'STOP' and prevent the untimely demise of their loved one? Alternatively, perhaps this 'STOP' sign could be the person's inner conscience warning themselves to not overdose and get carried away by their drug abuse? I find the use of a 'STOP' sign particularly interesting, especially as there is a recurring motif of road signs and road-related imagery within "In Retrospect", such a sign indicating 'no U-turns', an electric sign displaying 'REMEMBER' (much like an electric sign positioned next to a highway), and another sign that threateningly displays 'Do Not Enter'. The use of road-related imagery could be interpreted as providing some insight into the original manner by which the loved one may have died in the first instalment. After all, the cause of the loved one's demise is never explicitly specified. The fact that signs associated with roads feature so prominently within "In Retrospect" suggests that it was possibly a car accident which claimed the life of the person's loved one who died.

A pencil also repeatedly features however its meaning isn't as easily definable as that of the 'STOP' sign. Trivial and seemingly insignificant objects such as a pencil appearing only add to the stream of consciousness vibe that the "Somewhere Else" series as a whole emanates. Perhaps the pencil was a gift from the person who originally died? Perhaps the person that the level centres on used this pencil to sign in to the hospital. The fact that no definitive answers exist within the opaque "In Retrospect" makes it all the more special and fascinating to theorize about. Memories can't necessarily be 'explained' in the traditional sense and this is a level that completely understands this. What is the meaning of the repeated Rubik's cube? Does it even matter what the meaning of this cube is when the level is just the mere collation of a grieving individual's consciousness? It may have been a gift. It may have been a reminder of who once was. Regardless, I find "In Retrospect" beautiful for how it chooses to explore the mysterious vagueness there is to human memories.

While in "02 Downward Spiral", the person is initially unwilling to move on from their loved one's death, with "In Retrospect", it seems as if the person has come to a significant awakening regarding their loss. The appearance of 'no U-turn' signs within this level suggests that the person has only just begun to acknowledge that there really is no going back. It, alongside the appearance of rapidly progressing clocks in the level's genuinely transcendental second half, is a pretty devastating reminder to the fact that the progression and passage of time is a constant inevitability within this universe. You can't go back and change the past no matter how hard you try. You can only continue to live no matter how difficult or arduous it may initially seem. If episodes 02 and 03 are about an inability to process one's death, episode 04 is about the slow and painful process of realizing that — 'in retrospect' — you must move on.

The second half of "In Retrospect" just has to be one of the best level parts created by BrainETR, and maybe one of my favorite level parts of all time. I don't know how I could possibly capture how amazing it is in words, but it's such an enlightening experience to play through this section for the first time. The way the blurry yet stunning backgrounds constantly flicker and switch as the battery of the camcorder starts to fade away and die is perfection. The blurriness of the backgrounds only serves to hammer in the blurry nature of human memories, after all, human memories are never exactly the clearest or the most reliable. In fact, the more times you revisit or retell a memory, the more times you 'rewrite' a memory, hence any verity that originally existed inside a memory only begins to fade, deteriorate and blur the more times you internally recount it. I think it's the most perfect and powerful depiction of being blasted with the memories of the life you've lived in Geometry Dash. The way each background only lasts for a fleeting window of time before disappearing and moving onto the next is strikingly beautiful in spite of how simple of a concept it is. It's an ethereal segment of level-making that masterfully encapsulates the feeling of watching your entire life flash before your eyes.

"04 In Restrospect" is a simply amazing level. It's an evocative depiction of the volatile nature of human memory and a simply excellent addition to the overarching narrative of "Somewhere Else". That second half was just breathtaking…

This is the longest review I've written yet, and I think "In Retrospect" is absolutely deserving of it. It's such an amazing and stunning masterpiece that might be BrainETR's deepest.

-/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.

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

'but everything heaven-sent must burn out in the end'

"01 Turn To Dust" is the first episode out of five within BrainETR's "Somewhere Else" series. "Somewhere Else" is a rather unique project for BrainETR to undertake, being a foray into more experimental level-making centred more strongly on creating an atmosphere than adhering to conventions. Each of the five levels comes together to create an overarching narrative centred on grief and loss.

"Turn To Dust" is a level that can't be described as anything but morosely sad, focusing heavily on the immediacy of one's death as they relive a few moments from their life like an old film reel flickering upon a screen. It's a deeply depressing level that perfectly embodies its song's misery and general gloominess as images of a swing and a skyline at night glitch and gradually deteriorate over the course of the level (perhaps as the dying person's brain gives out?). The final, beautifully-composed animation of a photograph alongside its frame being destroyed and 'turning to dust' is a haunting and impactful image that really sends chills. It's a daunting ending that truly sets the mood for the rest of the series onwards.

I love how "Turn To Dust" doesn't sacrifice gameplay for its own story. It's only a mere fragment of the whole tale (being the first act to "Somewhere Else") but it's still impactful when viewed as its own entity without the added context of the rest of "Somewhere Else". My only real complaint could be that it’s certainly on the nose with its whole 'Please remember your life' introduction; it certainly isn't the most subtle with regard to conveying the level's general theme and maybe the level could have been more impactful without the text? Regardless, it's a great introduction with an excellent final visual.

-/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 :)

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

Out of all of sweetdude's levels, "zeldas lullaby" is the only one which I can honestly say I actually like or tolerate to any extent. It's not as bland or mind-numbingly monotonous as the dreadfully dismal "With You Tonight", and it's not messy as some of his most excessive levels. However, it is still certainly evident that copy-and-paste has been liberally sprinkled here. While the colors used throughout might be pretty, I think it's a level that's a little too cluttered, especially for a level that literally has a lullaby as its soundtrack. Lullabies are meant to ease you to sleep. They're meant to be gentle, comforting, and relaxing. "zeldas lullaby" is a level that features the same quantity of light pollution as that emitted by a big casino in Las Vegas or Macau, not necessarily fitting for the song in spite of how nice it might look at points.

Regardless, this might be the only sweetdude level I actually like to some extent. For the most part, I'm pretty baffled by sweetdude's career. Sweetdude can pump out a "zeldas lullaby" approximately once in a blue moon, but also releases lots of tedious slogs like "With You Tonight" or "Fireflies", or eye-bleeding levels such as the two "nyan cat time" levels (which are so similar to each other I'm surprised the sequel got rated because they are practically indistinguishable except for the use of different renditions of the Nyan Cat theme song).

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

Dazzlingly stylish and excitingly experimental, "Messier 45" is a phenomenal level that's almost as spectacular and sparkling as the cluster of stars from which it derives its name. Blissfully bathed in neon and sublimely showered in starlight, I personally think it might barely be able to claim the title as Jayuff's best level. It's a wonderfully vibrant and varied audiovisual odyssey, dragging you from glowing palm trees, to crashing, colorful waves, to a dual segment vaguely reminiscent of the retro TV aesthetic briefly touched upon in Jayuff's later "Special FX", as well as the sprawling megalopolis (either at day or at night depending on if you're daring enough to attempt one of the level's diabolical coin routes). The diverse and lively manner by which it is structured almost makes "Messier" feel like a sort-of prequel to "Special FX".

"Messier 45" is an exceptionally clean and well-made level that's heavily supplemented by an incredibly groovy song ('Mountain Light' is an amazing song regardless of the fact that it's technically a WIP); I don't know how he does it, but Jayuff's always been able to curate the best songs for his levels. It's really fun to play and the coin routes in "Messier 45" are as devilishly evil and convoluted as they are creative.

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sorry about this gang