Junior Member
The best level of 2.2 so far. Djudjeito is a master artist in making an otherworldly experience, i was blown away the moment I watched it and knew i had to play it. Simply the most atmospheric level of 2.2, should be an advertisement to oldheads that 2.2 features are not a bad thing when used properly. Belongs in a museum and art history textbook
One of the most fun experiences ever, also very very very good song. Rafer is a genius, and though Im not mad at his legacy being remembered for in silico and SLAM, but I think this is his best level. Unique gameplay as always, incredibly well-executed deco.
Incredibly iconic level, and very underrated. I dont know how the difficulty scale for this website works, but my use of "68" places the widely regarded easiest extreme demons (say Cataclysm or Acu) at 75, and Nine Circles at 50. I dont know if I overrate this levels difficulty as a "hard insane demon," but its so fun that that hardly matters. Masterpiece level in memory gameplay, design decoration, and vibes, probably my favorite insane demon all things considered. Super innovative. The only gripes I have with the gameplay that brought it down to a 9/10 (probably very strict on my part tbf) are the mini wave part where you dodge the yellow portals- this part isnt bad at all, it just feels way harder than any other parts of the level, and the first parts that signal the slowdown of the level towards the end, the ball in particular is just stupid. Other than that, perfect level
Disappointing for a few reasons, not bad but obviously below standards. Id like to focus on the past that i think is most responsible for this, the song, especially in relation to AA and DD, both 10/10s and some of the best extreme demons ever made. Both of those two levels have a better sounding song, but I must admid this is highly objective so there will have to be some other approach to this. Both songs are used to make a short and exciting predrop, compared to cybernetics that feels excessively drawn out. To be fair, I would say that if you started Cybernetic at the "buildup" for the song (nasgubbs ship part), it would feel too short as well. In this case, I just wouldnt pick Never Make It as the song. As a result, the drop feels a bit short and underwhelming, but the biggest thing is the lack of a "buildup" at the end. Both AA and DD do this incredibly iconic thing where the song and level slows down. The song has a dramatic buildup towards a climax that takes up roughly the final third of the level, and makes it a masterpiece. Its so fun to watch, so fun to play, so fun to feel that final push at the end that is found in both levels. Cybernetic just ends, and very abruptly for that matter, because of the song. Bad song choice ultimately screwed over the last installment in what wouldve been the greatest trilogy the game has seen, and might just still be because the first two levels are so good.
Dogshit level. NONG song (just slightly more inconvenient, and very inconvenient for mobile players), was very very laggy when it came out, and was a hacked verification that denied Firework, a very good level, it's rightful place at top 1 for at least a few months. A bastardization of difficulty, the hell style, and geometry dash as a whole, and im glad to see that Grief is a far better level. Atrociously unoriginal and boring gameplay, the predrop might be the most boring few seconds of geometry dash history. Why does the undecorated cross gently turn down? Tries way too hard at times to accomplish very little. Boring and generic "hell-style" deco, and for the most part boring and generic "hell-style" gameplay. The gameplay only gets better towards the end, which players obviously reach far less than they do, say the boring-ass predrop where you sit in silence and boring clicks for what feels like hours. Should never have been released as a genuine extreme demon, because it doesnt live up to any sort of level standards except the ILL's. Worst top 1 level of all time, can only be considered above Avernus if we account for its community influence (lots of people tried to beat it and stuff).
Some of the best gameplay ever made, the final part is one of the best examples of how to move the player around ever. Super underrated level that deserves more praise for its incredible and creative gameplay
The best 2.0 level, and one of the best-aged levels ever. The deco feels out of this world given the time it was made, where the only options for "good deco" (unless you were a genius like TamaN) was copy the Manix and Lazerblitz style or make those boring silhouette 3* levels. The best creators in the game just god together to make something beautiful. Good gameplay and good song too
a Mondrian composition artwork turned into a geometry dash "level"- the deconstruction of what we see as a geometry dash level is present throughout, as the gameplay and deco all feel simplified to the highest degree. I believe the level was made to be experienced through the video of it Icedcave publsihed on his youtube channel, which furthers the simplification through the lack of a HUD display, particles, effects, etc. A really really unique level that any artist appreciates. Cool song too
A masterpiece of storytelling, of level design, of art. If anyone doubts this levels monumentality, I'd encourage them to look up the lore, xenders feelings and development process, and watch it over again. Nothing more I could say about this level hasnt been said before. The greatest geometry dash level of all time.
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sorry about this gang