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OFFLINE Last seen
4 weeks ago
Time spent online:
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Reviews

Created Date
descending
-/100
DIFFICULTY
9/10
OVERALL
10/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY

most people use the word horror very sparingly, only for media that's very in your face about wanting to scare you, jumpscares, gory visuals, anticipation, etc are all very effective means of scaring or at the very least unsettling someone, but i can't help but feel like that's a small part of all the possible triggers of horror? i'll be the pussy to say it, sometimes all you need to do is put someone in a haunted mansion infinitely bigger than them with no clarification of when or why, make their perspective of the environment move about constantly with a sense of urgency, play music that lures them into raising their volume just to sloooowly escalate the same, almost headache-inducing melody, give them a title that makes them feel incredibly fragile, give the whole environment muddy colors and an extremely messy, unwelcoming appearance, and end the whole experience with what feels like, dare i say, trying to hide, then escape something, and that's sure to fuck them up.
i haven't beaten this level, but i have grinded it extensively, and still, not even that level of familiarity with it is enough to stop me from feeling a little uneasy when i think about it. maybe it's just a very personal flavor of fear that no one else will get, maybe it's some kind of vaguely connected trauma i've yet to dig up, but this level is fucking SCARY man. i love it. thanks koko

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

this level feels so fascinatingly removed from geometry dash culture it's hard to believe it was made in our timeline. it's basically married to the very fundamental concept and aesthetic behind the core game we saw all the way back in 2013, vehemently sticking to its super iconic base assets and pushing a kind of gameplay that can easily be traced back to even before gd to its absolute limits. it's lovely to see something so characteristic of that era make such ripples throughout the community today.
i must say i LOVE the recurring feature that is the corner jump mechanic in this level. it would've been so easy to add the prohibition of that to the list of rules in favor of making the level more basic, but the choice to keep it and even cheat a little with the hitboxes to make it consistent across frame alignments is SICK. it exponentially increases the potential for interesting gameplay, and just serves to make playing it that much more outwardly impressive.
the background is not only an astonishingly cool effect that accentuates the awesome structuring and feels like it could've been part of the game this whole time if rob wasn't fucking around, but it also plays the very interesting and perhaps important role of giving people who are less immediately hooked by the idea of a level this simple something to marvel at, and who knows, maybe even be a little charmed by what's in the foreground after looking at it for a bit. genius choice.
choosing dimrain's every end for this is, dare i say it, perfection. it's just the exact kind of edm you'd hear in a main level, while boasting an insane sense of grandeur and taking advantage of every last bit of its 7 minute runtime. absolute cinema

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

when experiencing most massive collaborative projects, you know on a conscious level that what you're experiencing is the result of a herculean joined effort. you know it takes an amount of labor and diverse mastery way beyond what one person could ever hope to achieve. but your understanding of the team responsible for the product and the process behind its creation rarely really goes beyond that. and that's not your fault; media of that scale generally tends to avoid getting you to think about the process of its creation in favor of immersion. thus, it becomes easy to treat teams like single people, to treat the effort put into those massive works as uniform blobs of labor, so to say.
don defies that standard with an efficiency i've frankly seen nowhere else on earth. it's not like at any point before the very end credits it takes the time to remind you of who made what, but despite that, if you even so much as glance at it, you'll be hard pressed not to viscerally feel that Someone Made what you're looking at. due to the sheer artistic power of the level's structure, every room feels like not only a cute little world to get lost in, but a peek into its respective creator's mind, their own views, interests, emotions, sense of humor; at every turn you're interested not only what you see, but who's behind it, and how it came to be. in that way, don has the extremely unique power of constantly making you aware of its sheer scale and collaborative beauty.
to ground myself in what actually goes on in the level for a little bit, the initial theme of conveying one vague aesthetic idea or feeling per room is simply fucking awesome. because of it, don naturally lends itself to being the coolest mood board ever, one that will have you in a rush of inspiration by the end of a viewing whether you like it or not. it's quite possibly the most clever way to format a project of this size, and it does an exceptional job of committing to it...... for the most part. as much as it pains me to say it, some of the less aesthetically-driven and more referrential rooms (namely drizzy, encounter, dropper, and dortnire) detract from what i see as the level's overarching themes a little, even if i do still love them a lot for what they are.
my final tiny nitpick is to do with how the level is organized. it's, at its best, a smorgasbord of aesthetics, and i think it would've been great to realize that by disregarding continuity altogether. putting superficially visually similar rooms beside each other not only goes a little too far in the direction of trying to introduce cohesion into what is already beautifully senseless, but makes it so i really wouldn't blame you for blending two rooms together in your memory every now and then. it really starts to make a bit of a blur out of what would've otherwise been such a well-defined collage with great contrast between each part.
i have not an ounce of exaggeration in my body when i say i find this to be the best work of art, ever. i'm so captivated by every milimeter of it, i'm incredibly proud of everyone in tm for having made it what it is.

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sorry about this gang