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-/100
DIFFICULTY
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OVERALL
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“WELL RESTED” by overdefo is a 7-minute odyssey that feels less like a level and more like a test of endurance—and not in a good way. While the length alone might seem ambitious or impressive at first glance, what you actually get is a bloated, exhausting experience that drags on far past its welcome.

Visually, the level can be described as... sleep-inducing, which might be ironic given the title. The color schemes are overly muted, the decoration is repetitive, and for long stretches of time, absolutely nothing interesting happens. It’s like walking through the same room over and over again, just with slightly different wallpaper. The pacing is sluggish, with parts that feel deliberately slow and drawn out, testing your patience more than your skill.

Gameplay-wise, “WELL RESTED” is frustrating for all the wrong reasons. Instead of offering well-crafted challenges or creative segments to keep you engaged across its massive runtime, it feels like a chore. Spammy segments, unnecessary filler, and long pauses kill any momentum the level tries to build. The difficulty isn’t consistent, either—random spikes in challenge are thrown into otherwise boring sections, making the whole thing feel uneven and jarring.

Worst of all, there’s no satisfying payoff at the end. No grand finale, no sense of closure. Just an awkward fade to black, leaving you wondering why you sat through it in the first place. For a level that demands 7 minutes of your time, it gives you little to remember and even less to enjoy.

“WELL RESTED” might have aimed to be atmospheric or experimental, but it ends up feeling like a sleepwalk through wasted potential. It’s a level that asks a lot from the player and gives almost nothing back.

0/10. More like well wasted.

-/100
DIFFICULTY
0/10
OVERALL
0/10
VISUALS
0/10
GAMEPLAY

“Rage Quit” by bli is exactly what the name promises—and not in a good way. While it might aim to be a tongue-in-cheek challenge or a chaotic ride for masochists, what it actually delivers is a messy, frustrating experience that feels more like a troll than a thoughtfully made level.

Let’s start with the visuals: they’re practically nonexistent. The decoration is minimal to the point of feeling unfinished, with clashing colors, basic block design, and awkward transitions that make the level feel more like an early editor experiment than a completed work. There’s no cohesive theme or style—just a jarring mishmash of elements that feel thrown together.

The gameplay is where things really fall apart. “Rage Quit” doesn’t challenge the player—it punishes them. Sudden speed changes, invisible portals, fake paths, and frame-perfect jumps are thrown at you without warning or logic. The level relies heavily on memorization and trial-and-error rather than skill or rhythm, making the experience feel more like a trap than a test of ability. Sync with the music? Barely there. Fun factor? Lost in the chaos.

There are certainly levels out there meant to be hard or intentionally unfair for comedic effect—but even troll levels can have charm, creativity, or some level of polish. “Rage Quit” doesn’t bring any of that. It just frustrates. It lacks flow, it lacks design consistency, and most of all, it lacks respect for the player’s time.

If the goal was to make people rage quit, mission accomplished. But as a Geometry Dash level, in terms of quality, creativity, and playability—it completely misses the mark.

0/10. A level best left in the editor.

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