Junior Member
Wonderful atmosphere and decoration that holds up a decade later. Unfortunately the gameplay is pretty bad. While it definitely supports the overall claustrophobic atmosphere, it suffers from being pretty boring to play. The first part is definitely the hardest part which can be very annoying. It's functional but just pretty bad.
It's pretty good. Overall Metalface always has an interesting take on NC levels - muting the flashiness of the wave effect and focusing more on the sync-based gameplay. Mainly the predrop is what I have a problem with. Some parts are rather annoying, and it goes on for a little too long in general. Still decently fun.
Definitely an all-time 2.0 classic. Most of the gameplay throughout is pretty fun. It sort of goes downhill in the second half. I don't mind second-half heavy levels as long as the first half is fun - which it is - but the ending gameplay is pretty frustrating. Also the blue orb click at 62% is pretty infamous with how unreasonably hard it is compared to the rest of the level - literally belongs in a list demon. Regardless, it's still a very, very good level, a near-perfect first extreme.
Neat little 2.0 extreme that always interested me when I wasn't good enough to beat it. Was unpleasantly surprised to come back to the level only to see it be superbuffed. The drop went from being pretty fun to just getting to it every other attempt and dying to the dual wave. Not to mention the first 15-ish seconds is 7-star gameplay. Also the bug at the very end of the level is really cool. Visuals are pretty typical 2.0/1.9 fusion style. It's inoffensive, but I have a lot of issues with the gameplay overall.
I remember this being the coolest thing ever when it came out. It's definitely aged a lot since then, but it's still an iconic level nonetheless. I think the predrop definitely hurts the overall score quite a bit because of how repetitive it feels, but other than that the visuals and gameplay progress fine throughout the drop. Not sure why the ending is so laggy but whatever. Ending is definitely tricky and I died there probably like 8 times, still a fan. Would probably be at least an 8 if creating never progressed passed 2017.
Manufactured. So much has been said about the level already, and although I'm not overly harsh on it, I certainly take issue with it in general. I think it's dishonest to dismiss the clear display of talent and mastery of the editor, but I would rather see Bli put this mastery to use in something interesting and coherent rather than what boils down to a Tiktok edit.
WHAT by Sputnix has sort of the same "This is Geometry Dash." vibe to it, but it served as a tribute to the entire 2.1 update while also stretching what the editor was even capable of. Although Rage Quit is certainly a take on what defines GD as a game, there's something almost "out-of-touch" about it. I feel crazy even using that term on a GD level, but I find it true.
Probably one of the most "what if" levels I've beaten. Sigma Interface has unintentionally one of the most unique concepts for an extreme: What if the entire level was a predrop? It doesn't actually play as bad as it sounds since it's still plenty difficult and manages to pace itself with three distinct parts of the level. It even has a psuedo-drop two-thirds into the gameplay. The visuals and song choice I don't mind either. Maybe I have too much tolerance or something, but I found this pretty alright. It's just a shame that the development of this level just kind-of stopped and had to get released unfinished. I am hopeful for the revised version that is apparently still in development.
Tastefully pays tribute to Colorful Overnight while very much remaining its own thing. Certainly has some glaring balancing issues (every ship part is top 1 gameplay), but the rest of the parts are pretty fun to play. Metalface's "messy" 1.9 style that he's messed around with recently is one of my favorites, and I think a song like this is perfect for that.
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sorry about this gang