Junior Member
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.
Twistaah really surprised me with this level. The visuals are very good, especially the block design. The pulses are so epic and fit the song so well. The backgrounds are pretty good too. I think an improvement that could be done is to do some foreground objects, but I can’t really think of much else. The gameplay is just… wow. I honestly don’t know what big things could be improved on, most of the stuff I could suggest are nitpicks.
There is one problem though, there is a really bad secret way early on in the level - the level does kill you at the end, but it could have definitely been stopped earlier.
Besides that though, REALLY good job twistaah
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.
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
Copied this off a google doc I made during a flight, so there might be some formatting errors
Rivers of Nazereth is probably one of my favorite extreme demons. It is visually unique, with a sort of “inverse color scheme” that I have never seen before. It uses a bunch of cultural knowledge in the level as well. Also, there are a ton of small ui details throughout the entire level, which was a nice touch. The effects in this level were absolutely stunning too. Two of my favorite parts of the level visually is the entirety of the part after the intro and the dual part’s background. The gameplay is also really good and fun, and it has things I have never seen before. There are some iffy spots gameplay wise though, such as the wave part - some of the blue orbs are skippable and sometimes it is hard to tell where to go. But the rest of the level was done pretty well gameplay wise.
Overall, this level has some really unique elements to it with a great execution, audiovisual really cooked with this level
I copied this from a google doc I made on a flight, so there might be some formatting errors
Heave ho is a pirate themed event level, and probably one of the best pirate themed levels of all time. The decoration remains consistently superb throughout the entire level, and has small details that really make it shine. Some notable parts decoration wise are the cutscene with “fire in the cannon” and the ship breaking at the end of the level. The gameplay is pretty good for the first half of the level, but it falls off in the second half due to some camera movements making it hard to tell when to click. I want to highlight the gameplay in the first drop (the back and forth ship part), which while seeming on paper that it would be very confusing for the player, it is done executed so well. The movements of the ship are intuitive, and is easily sight readable. The gameplay here is also very unique, I wish more levels did something like that.
Overall, heave ho is a really good level with excellent visuals and mostly good gameplay. I think the creator did a very good job making this level, a solid score of 9 out of 10 from me.
Copied this on a google doc I made on a flight, so there might be some formatting errors
Back on Dash is a remake of Back on Track, and evidently so. The structuring in a lot of the sections use the iconic structuring from back on track, such as the 3 jump pads into spikes and the ship portion. Back on dash has unique and interesting visuals throughout the entire level, and the visuals fit with the song pretty well. The gameplay is back on track with more features, which is done pretty well here. The amount of tiny details in this level are austonishing too.
The creator certainly did a good job when making this level.
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.
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sorry about this gang