Junior Member
Degenerate is a pretty interesting level that feels very “alive” - a lot of parts in the level are dynamic and create a really unique feel to the level. The faces on some of the pillars, the eyes, and etc all work very well together. The pixelation effect also helps the level have a unique feel as well.
I wish the gameplay had a bit more thought put into it though, as it can be a bit buggy at times. In many places there are blind clicks or dangers that are not easily seen until it is too late. More play testing could have really benefited this level.
In short, the decoration is unique and excels in this level, but the gameplay definitely isn’t the greatest. I hope that Jorbettt can continue his unique sense of theming and overall quality in his deco and raise his gameplay quality to a similar bar as well.
jawn is a pretty unique level. Its style revolves around creative use of colors and a blur on layers b1 and lower. Too be honest, while I really like this type of style, sometimes the use of colors can be a bit questionable - for example, the ship part looks a bit finicky sometimes. A part that I like a lot visually though is the first cube part. With the pulsating wavy background and the color her, part just looks very good. The background in the ball part is also superb. The gameplay in this level is alright, though sometimes the blur effect shrouds some of the gameplay.
Overall, a really solid level with good color use and a pretty cool effect.
Unearth opportunity is a pretty unique level. The creator managed to use colore in a way that is very vibrant without feeling muddy. I like to highlight the pause before the swing section and the swing section itself - the colors just work so well together. My only complaint is that the movements of the saws in the ship part look pretty janky and repetitive. The gameplay is also a bit questionable - some of the transitions between different game modes weren’t well executed, and the spider part is kind of buggy too. I didn’t really like the last ship part, it felt a bit too easy and repetitive, it might be better to include more gameplay elements into the mix. I liked the swing part and the first ship part though, it felt pretty good and fun to play.
Overall, the level has really good visuals color-wise, but the gameplay needs to be improved a bit. The creator did a pretty good job making this level look unique and interesting, and I hope to see more of there stuff in the future!
Salem is a pretty good level - the visuals are used effectively to match the vibe of the song and the gameplay is average. I especially like the visuals in the first and last sections, the complementary color really helps make the level look good. I’m not really a fan of the portals moving so much, maybe make them have a bit of easing with the movement. There could also be more work on the background, and adding some foreground elements would be nice. The gameplay is alright, though it can be a bit blind at the parts that use a vignette.
Overall, it’s a pretty decent level that matches the vibe of the song well, though there is a lot that could be expanded and improved on.
Multicolor mania is a level very focused on vibrant colors. Its consists of pretty good block design and air deco, especially the section at around 60%. The use of colors in this level is the focal point, and the creator managed to use them in an effective way that fits the song as well. The gameplay overall is pretty good, but it can get confusing at times, especially at the dual section - it might be a good idea to sort of “auto” some parts of the dual section to make it more balanced.
Overall, it’s a pretty good level, the creator did a great job creating a colorful experience
I made this on the plane on google docs, so there might be some formatting errors
Jumper is one of my favorite early main levels. The gameplay consists of figuring out when to jump and when to not jump, and it also teaches a bit about reverse gravity ship. The structuring is really good for its time, and I like how it stays consistent with the pillar like structures but expands on it here and there. My main complaints are the second coin and how it feels like the coin route is the main path, and my other complaint is that the ship sections are pretty boring compared to the rest of the level.
Overall, Jumper is a pretty good level for a main level and teaches its mechanics well, and the level really shines in its cube sections with good gameplay and good structuring.
Aether is a pretty cool level that has a great use of colors. For example, in the first part and last part, the glowy style with the mostly black block design contrasts really nicely with the yellow stars, and the middle parts have a pretty cool glowy style that fits the song very cool glowy effect that fits with the song. Also, the air deco, particles, and pulses used in this level really help capture the song. The gameplay throughout the level doesn’t do anything special, but it isn’t bad by any means. My only big complaint gameplay wise is the ship’s two consecutive yellow orb clicks that have gravity portals attached can be a bit inconsist at times.
Overall, twistaah’s use of color scheme and pulses are really effective at capturing the vibe of the level and the song. Good job twistaah
Sorry if there are some formatting errors, I made this review on a flight on a google doc and I’m pasting it here right now
Can’t let go is the sixth main level in the game, and it brings pretty much all of the things the player has learned in the previous levels together. The structuring is alright, though the first 50% of the level’s structuring has a lot that could be improved on. However, my main problem with this level is the 3rd coin - the level uses a pink pad to get back on track after getting the coin, which is very confusing for new players.
Overall, this level ties in all the aspects of the game so far and uses it pretty well. Besides the 3rd coin, gameplay and decoration are good enough. This level is pretty good for an early main level.
One of the best ways to start the official levels - it teaches all the basic cube mechanics such as how to jump, how to know when to stop jumping, how high and long can you jump, etc. it also teaches about blocks, spikes, and even the ship. The structuring of this level for its time is really good as well. Rob really cooked for the first main level.
This level is supposed to emulate a geometry dash world level, and it does it exceptionally well. Not only that, but it tries to keep the deco polished and the gameplay neat throughout the entire thing. There are little details on the ground, transparent in the background, and more. The subtle movements really help the level feel less static, and the pulses really help bring out the "happy vibe" of the level. The usage of colors work really well together too. Of course there isn't many elements that the creator can add without it seeming to start to veer away from being a gd world level, but the creator managed to balance it out perfectly.
This would have gotten a better score if it could add more "stuff", but unfortunately that would make it seem less like a gd world level. I applaud the creator's work into this level though, maintaining this gd world aspect while having the level feel polished and high quality. Really good job!
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sorry about this gang