Junior Member
I didn’t use the Nong for this, but in my opinion even with the new grounds song there should be some sync. This level has absolutely none. Besides that though, the gameplay is alright, I wish that the fake orbs were marked though. There are some instances in the gameplay where it is super inconsistent, like the transition to the ball section. The visuals are alright. The background is sort of basic, and the color combinations sometimes are a bit ugly. But on the bright side though, the simplistic style sort of works in this level, especially in the ufo part.
Overall, the level is okay, but it lacks substance (and sync) which kind of impacts my view on it.
Sorry if there are some formatting errors, I copied it from a google doc I made on a flight
Dry out is the fourth main level, and the first to use gravity portals. However, for an introduction to gravity portals, this level falls short - it is only used in one section and isn’t expanded on later through the level. The visuals such as structuring is decent in some parts, though it lacks in areas such as the upside down section. The gameplay is generally okay, with the only complain being exiting the upside down section without buffering makes it inconsistent.
As an introduction to the gravity portals, there is a lot more that could be done, and there is a lot of missed potential. However, I think it still is a pretty decent main level, even with its flaws.
As an official level, I think it introduces yellow pads. Not only does it show you how they can be helpful, it also shows how they can be used against you. The level has good progression and the structuring is alright for its time. In my opinion it isn’t as good as steep madness, but it’s still really good at teaching the player new mechanics in the game.
Base after base is pretty forgettable compared to all the other main levels. It doesn’t try to innovate and help the player improve on some gameplay aspects, and it’s strange that it stays just one gravity the entire time despite dry out introducing the yellow gravity portal. Overall though, the visuals for the time are alright, the structuring works and the different parts seem to be distinct from each other. The gameplay is alright as well, though the coins are absolutely atrocious.
Overall, it’s just a forgettable main level
Like other levels in the zen dash list, this level is supposed to mimic a Geometry Dash World style. However, this level takes a more 2.2 approach, using shaders and particles. Overall, the deco isn't bad, and the change in style suits the level quite nicely. There is sufficient air deco, the movements are quite nice, and the animation on the spike on the second half of the level is done really well. The pulse use on the second half of the level is also commendable.
My main complaints about this level mostly stem from things outside of what is typically allowed for a gd world styled level (such as foreground). The rest of the issues are relatively minor, such as the first jump (it is really difficult to tell on your first play through that you have to jump there).
The creator did a pretty good job trying to replicate the gd world style while bringing shaders into the mix, and even with the missing elements that cannot be added due to the restriction from having to seem like a gd world level, the level still figured out ways to do its own thing and be sort of unique. Good job!
Like the other zen dash levels, this one tries to emulate a "Geometry Dash World" style, and it works really well. While still making sense to be a gd world level, it does its own thing too. For example at the last part in the first section, the structures fade in and fade out (which complements the level name). The most evident example of the level's creative freedom while being a gd world level is in the final section, where the background does a slightly flashy effect. This really makes the level unique from the rest. However, a main issue with this level is its overall emptiness, and it would probably be a good idea to add some air deco into the level. The gameplay overall flows really nicely, but what it really shines in is the coin route. This coin route is done surprisingly well, probably one of the best I have seen in a while.
The only reason why the level is getting a pretty low rating is because of the lack of elements. This is a main problem with all gd world levels, and it is unfortunately unavoidable if someone is trying to make a level similar to that. Things like foreground elements, extra background elements, art, and more, don't really fit in gd world. However, even with these limitations, the creator tried to do something novel, and I absolutely commend that. Good job!
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sorry about this gang