Junior Member
Damn I love the fast paced gp and the rainbow-black theming. I also heard from top players that is plays well. Song is awesome too. Could be better but I don't care since I already really like it
I do get that this level is very unsightreadable, which turns off many people, but I think there's way more to it than a bunch of epileptic visuals. I love the weirdcore alien corruption theme in the level. At first, you may not notice it, but soon you'll find that this level is basically Abducted but evil; you're minding your business in a field of flowers when you're suddenly abducted by a spaceship and tortured by aliens. Decoration-wise, it's a masterpiece as expected from a Kira mythic with a lot of detail, but what stands out to me is the emulation part. Kira gives fantastic designs to the emulator, centering around the emulated levels and their themes. Also appreciated is how Kira puts their own spin on each level, and while these don't look better than the levels themselves, they still look really cool. Additionally, you could spend an hour tearing apart the decoration of this level and still find many intricate details, which I find really nice. This level might be one of the most detailed levels in the game.
The gameplay, while not incredibly sophisticated, and rather simple, but I don't think it suffers from any major issues. One could say that the gameplay is hard to see due to the decoration, but I think the contrast between the spikes and the decoration helps the player navigate their way (especially seen during the last part). The people will hate me for this, but I think that this is the best insane in the game.
The people who say that this level is bad because it's flashy, I don't understand that a flashy level doesn't equal a bad one. Flashiness is just one way to build intensity. This method is kind of lazy, but I think Kira executes it amazingly. Some people also think that the inclusion of levels that don't have a chance of winning in the emulation is condescending, but I feel that Kira allows these levels to be remembered and introduces these levels to a new audience. The people who worked on the emulated levels seem to appreciate it, even Flash, who absolutely despises this level. Plus, most of the winning entries weren't even known of until the last 5 minutes before the deadline, so I don't blame Kira for not using these levels (though an Out of Place emulation would go so, so hard).
However, this level still has it's flaws. As I said, I really like this level, which is seemingly an unpopular opinion, but this level poorly uses SFX. I think if it did not use SFX it would be way better. It's not a large flaw since SFX is rarely used in the level, but where it's used, it's incredibly jarring and uncomfortable.
Also, I want to mention that for the people who think this level is random, the emulator and the 3D comet are both foreshadowed from the beginning; you may notice this when you watch it or practice it again.
The visuals aren't anything groundbreaking but that's fine not everything has to be Rage Quit or Aperture (plus it's early 2.1). The gp is fun and works well with the song, only complaints are the 99 clicks and maybe that dual wave. Still Top 5 best hard demons.
Holy peak, this level's atmosphere rocks. GP works so well with the song and deco, I felt like I was transported to another plane of existence. But what I especially love is the theming and the progression. I thought this level was kind of random to me, but asking Saturno himself surely changed things. A journey through the cosmos to meet the Goddess of Fortune is a unique idea for a space-themed level. For the first 15-20%, it's not that special, and it might even be a bit too bright, but after that, it becomes an ethereal experience. Travelling across the stars and meeting all sorts of cosmic entities is so cool. It plays super well, too. That swing section is one of the best swing sections in the game. Saturno could have used a ship, but the usage of the swing gamemode is perfect here to emphasize the weight of the part. The final part, where we ascend as a robot to meet the Goddess of Fortune as the souls of the dead (I think) surround you, is also top-notch.
Definitely should have made it into the Space Gauntlet, and I wouldn't have gotten mad if the level got mythic, because it's just that good. Luckily, Alien Dream Emulator dedicates a segment to this level that is pretty good (I cannot talk about any Space Gauntlet entry without glazing Alien Dream Emulator). I really want to say that Saturno is one of the best 2.2 creators, but for that, I want him to create something of this quality. I know that's hard, and he's pretty new as a creator, but this level proves that he's capable of a lot. I love this level so much, and I hope we get another banger from Saturno in the future.
I have the attention span of a toddle,r so when I checked out the level at first only saw the first minute. Thought it would be some mid-epic. However, once it got legendary I tried it for myself, and holy shit this level is good. I don't think it's Top 10 material, but the gameplay is very fun and engaging despite being more than 3 minutes long. The visuals, though they aren't the most sophisticated, the level brings the song to life. In this cas,e it's easy to do so since the song is telling a story, but BrainETR does his very best and uses the assets to create a memorable experience. I would much rather prefer a fun and unique level like this than "Wow! Realistic visuals! Is this even GD" (like Hyperastralis and 50 other SGCC epics).
The deco of the style is simplistic but eye candy, the gameplay is also fun to play, being very unique and dynamic, and never feeling boring and samey despite being very long. The theming is very interesting as well, goes into the more "philosophical", even if you can't always read the text included in the level, an important aspect of this level's identity. The song of this level would not stand on its own, but HipVillain represents the mysterious tone of this level so well, even if the song has nothing to do with space. The section with the apples where the cube descends might be the best usage of that feature (idk what it's called).
Personally, if I were to choose the SGCC results, I would give this level 10th. Certainly deserved to get in for it's spin on the space theme. I can't wait for HipVillain to create more bangers like this one.
I get the gp is not very engaging but the way it contributes to the atmosphere is amazing. Also it's not barebones, there's still gp to enjoy
I can feel the creativity surging throughout this level I still believe this level is mythic worthy
Hyperbolus uses cookies and local browser storage to enable basic functionality of the site. If we make any changes to these options we will ask for your consent again.
sorry about this gang