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This level brought me to tears... Now, these were not tears of sadness, nor tears of laughter, but tears of joy, tears of appreciation.

Plaenterprise presents us with what I believe to be an absolute masterpiece, bowsers hallway. This level redefines what Geometry Dash is and I am going to explain why that is. What I plan on doing is giving you a different perspective of what Geometry Dash is as an art platform.

Chapter 1: The Beginning Of The Hallway

The level begins; your cube starts to venture. We first see greyscale. The grey can represent lifelessness and dread. But why does the level start this way you may ask? Well, it can represent most levels lacking what our lovely GD community would consider "soul." So this level starts off strong, telling us the average level is soulless. Perhaps it's gonna tell us what it plans on doing as a level itself? Well it does, the beginning has bits of colour. This is usually connected with a sense of hope amongst all of the grey. I believe the level is communicating that amongst the soulless levels, the level itself is there, ready to change that, ready to take you on an adventure. You have the option of jumping at the start, when it's so clear you can just not do it. This represents free will. But when you jump, BOOM, you are transported into a different world where you see a memorial of yuyuko, a legendary 2hu character. On the memorial we see "Yuyuko Saigyouji - She lived for Skele." This touched my heart; the level BARELY started and it's already invoking a feeling of sadness for a legendary 2hu character. If I were skele, I would be sobbing. This 1st is very powerful, and because of that, it is my favourite coin in the game. We then are snapped back to the main level, jumping over spikes that sync with the song, which I should say it also created by Pla, very uncommon in a GD level. More points for that. The section may be repetitive; however, it represents what a hallway is most of the time: repetition.

Chapter 2: Melodies Of Sadness

We exit the hallway but enter a piano room. The room features piano block designs, and again, it syncs really well with the custom-made music. This part is also powerful because we can now envision a hallway of repetition and darkness, grey and hints of colour. Then we exit into a room that shows us all sorts of pianos that change the quiet atmosphere into something more enjoyable for the ears. Anyway, we are jumping on the keys, which is very creative for a GD level. The gameplay is simple but effective. A very powerful part overall, both visually and artistically.

Chapter 3: The Climax

After leaving the music room, we then enter another hallway. This one is less repetitive and has way more colour. Now, in contrast to the first part, we see A LOT of change. More colour, less repetition. This can represent the change we need in society as a whole, allowing us as humans to evolve. This can also extend to GD, as we can see the level yelling "More creativity, More soul." Then as we continue throughout the hallway, we catch a glimpse of something big, something significant. A whole painting of the legendary King Koopa. Now this is the most powerful part in the entirety of the game. Why? We see so much grey in the level and hints of colour, but the painting is nothing but colour. It may be small, but the amount of colour we see there draw our eyes there. It's an explosion, BOOM, The level forces us to accept it. It's not a joke. In fact, laughing at this, I believe, can be quite offensive, as you are undermining its artistic potential and what it's truly trying to tell you as a level. Again, Pla allows the player to exercise free will, letting us choose to enter the painting or skip it. If we enter it, something else happens

Chapter 4: Mario 64

We are then transported to a world of pure colour, with only the blocks and a few other assets being grey. Now, at this point, the level has told us "I STAND OUT." At this point, I began to tear up. Because I did not believe Geometry Dash could get this deep. It all came together, the idea of changing society, redefining level norms, the fact that this level was essentially alive and talking to us, it was too much, I have never seen art this powerful in a simple 2D square game. I consider this to be more impressive than Rage Quit or even dead device. We are continuing to venture through Mario 64, tho not executed as well, can represent that it's okay to do your own thing and not copy things 1 for 1. That had personality. The difficulty increase represents change, and what have we learned about change at this level? Change in society. After going through this last section, the level ends with you following Mario's footsteps and going down the green tube. The screen turns black and we hear Bowser farting viciously.

Chapter 5: Final Thoughts

I believe Pla has the potential to change Geometry Dash FOREVER with how he went about it making levels. A lot of creators have attempted to open the door and show the general community a new way of creating levels. But Pla? He did it differently. He didn't open the door slowly or even normally. He blasted the geometry dash creating the scene open, just as Bowser would have done with his incredibly gassy fart. Perhaps that fart at the end was the level telling us that pla has blasted the door open? Who knows... The more we look into this level, the more we learn, making it infinitely replayable and allowing us to see what makes it such a legendary work of art. The journey is never-ending. The reference to Touhou is also worth noting... The level tells us Skele, a prominent figure, is associated with touhou. which is commonly seen with other Geometry Dash figures such as Katalysm, Indra, and x2q. With that said, the level also tells us that Touhou is very significant in Geometry Dash and should be recognized. Overall, this level is a divine work of art that will change geometry dash forever once it gets more attention.

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