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3 months ago
Time spent online:
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Reviews

Created Date
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-/100
DIFFICULTY
4/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

I think it's definitely more enjoyable than Rage Quit simply because it expands on its original idea. It certainly lacks the originality, but it's still very much a display of mastery in the editor. With that being said, and especially because of minuscule originality, there's just not much to this level. Half of the level is cutscenes that are meant to be as flashy as possible. It feels engineered to be featured on Nexus's channel. As mentioned earlier I like the use of user created levels instead of just the Robtop levels, but there's still really nothing interesting about this level as it merely exists to be flashy.

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

A level that definitely suffers from age but still should be held in high regard for being one of the early cohesive megacollabs. The visuals for the most part are pretty good, at least for 1.9 standards. The gameplay definitely is its biggest flaw, sometimes being a little frustrating. Regardless, I remember beating this back in 2016 and it being such a huge achievement for me back then, so it always holds a special place in my heart.

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

For me this fulfills the hype that's often promised with Firewall. While the visuals are definitely not as flashy, the gameplay is much more exciting. More importantly, the predrop isn't an absolute pain to play through.

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

Before Duelo Maestro in 2.0, there was Horntail Cave in 1.9. In my opinion it's paced pretty perfectly: upping the speed into a final test with a 2-player dual. The theming is pretty great too, if a little too dark sometimes. The art is also impressive. The leave the gameplay to hold it back the most unforunately. It's nothing too offensive, but there are occasionally some awkward parts to it like the UFO section. Overall, a pretty good level from 1.9 that doesn't get the recognition it deserves.

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

A level that definitely benefited from its 2.1 update to darken the level, but still suffers the absolutely insane balancing. Going from 7-star difficulty predrop into around seven seconds of borderline-extreme demon gameplay only to get progressively easier for the rest of the level gives me whiplash. Definitely a landmark challenge, but that mainly comes from its piss-poor balancing in the first place.

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

A classic from the 2.0 era that rewards the player for being patient learning it. Although the visuals don't have the most coherence, it's still very much competent and honestly compliments the frantic and varied gameplay throughout. Give it a chance and stick with it, the reward for making it all the way through vastly outweighs the time it takes to learn.

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

An impressively forward-thinking level that holds both gameplay and visuals that haven't aged a day. Woogi has cemented himself as one of if not the most talented creator in the early years of the game. The gameplay builds of beautifully up to a drop with precise and rewarding duals that are fun to go back to every single time. It's honestly as close to perfection that you can get from a level that's over a decade old.

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

A level that shares a lot of parallels with Retention in terms of pacing and balancing. But while Retention makes up for its slow start with fun and interesting gameplay before ramping up the difficulty, Colorful Overnight unfortunately suffers from a very, very slow start with not many upsides. The majority of the level is a predrop that relies solely on its visuals to keep me from getting bored. And although the visuals are flashy and very impressive for their era, it's not enough to excuse how annoying it is to play through a minute of easy gameplay with occasional hard timings just to die at a bug in the drop.

The drop has bugs to worry about. The orb ship click and the ending dual cube sometimes don't work properly. It's honestly an impressive level - a classic - that needed to be 15-20 seconds shorter.

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

When you do job interviews they should do background checks to ensure you don't make abysmally buggy, uninteresting, and otherwise offensive levels before giving you the job.

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

A Hinds misstep in my opinion. I really only beat this when I did for the sake of beating all his demons. I wasn't really a fan of the song choice or decoration. To me it's a little uninteresting, and the colors seem to clash a lot of the time.

Then we get to the gameplay. It gets progressively worse as the level continues. The predrop and first part of the drop is fine, but it falls apart half way through. I found the ending pretty unbearable, and the ball part at around 60% is probably my least favorite part in a Hinds level.

I know this level is pretty popular, but I just can't enjoy this level, sorry.

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sorry about this gang