Junior Member
The visuals are pretty cool, I especially like the mountain part. The block design in the cloudy part was also pretty cool. However, the gameplay is just not good. I’m guessing this is a memory level, but in my opinion memory levels should still have some vauge indication of where things would appear.
Overall, while the visuals look good, the gameplay really tanks the score for me
While I can see the passion that went into this level, it unfortunately falls short in a lot of areas. The decoration has a lot of flaws, sometimes it is too scaled and becomes too low quality, sometimes the visual element just doesn’t fit. That doesn’t mean there aren’t some highlights though, the boss fight was pretty good visually in comparison to the rest of the level, and the 3d part was alright as well. The gameplay was average, though it definitely needed some improvements in the boss fight because it is hard to know when to click due to the indicators being obscured by visual clutter.
Overall, I can see the love that went into this and I love the ideas, but there are a lot of improvements that could be made to this level.
This level is the epitome of “better to watch than play”. To start on the bright side, the art is really good throughout the entire level, and the use of camera movements brings out the song quite nicely. I wish there were more animations though, because it feels quite static looking past all the camera movements.
However the main problem with this level is the gameplay. It is absolutely atrocious. I can give some points because in some portions of the level there is some marginal effort put into it, but the marginally good gameplay id obscured by the over-the-top camera movements that it doesn’t really matter. Also, half the time there is no gameplay, and the player can just not click and still survive.
Overall, while the visuals are good, the gameplay absolutely tanks this level, and needs heavy improvements
This main level is all focused on introducing the yellow orb, and it does so pretty well. Its quality is around the same as back on track, with good gameplay and structuring at its time. However, I’m not sure how much I like the black and white section, because (especially with the coin placement) it teaches players to stay at the ceiling the entire time. The last coin is also pretty bad, using gameplay elements that haven’t been introduced and is full of blind jumps.
This main level does a sort of good job at introducing yellow orbs, but the execution could be improved.
This level is supposed to replicate a geometry dash world style of a level, and quite evidently so. Besides the length of the level being medium length, the deco mostly resembles geometry dash world. However, the deco in the beginning is quite unpolished, which gives a bad first impression. For example, the transparent "end bricks" do not match up with the completely solid rectangular structures. The gameplay in this section is alright but nothing special. The transition going to the next section (when hitting the dash orb as the ball) is done very cleanly, going through the tight gaps of the rotating monsters are a nice touch. Afterwards, the next section sees a huge upgrade deco wise. Movements feel more fluid, colors work well together, and the objects are used in a pretty good way. The gameplay is a bit confusing at first, (in my opinion it would be better if the movements of the 3x3 and 3x2 structures begin sooner) but it doesn't have much of an impact overall.
I'm not going to dive into the argument of whether "the rate system is screwed" (which seems to be a common statement popping up recently) or anything of the sort, but I do want to say it performs slightly lower in the visuals rating and gameplay rating compared to other levels. However, I would still say it is borderline rate worthy, and the creator of this level did a good job replicating the geometry dash world style as intended.
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sorry about this gang