Junior Member
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.
Since the space gauntlet came out, this has been my favorite levels of all time. I have rebeaten this so many times just because of how fun this level is. The gameplay is so smooth and syncs very well, and just generally feels awesome to play. I would give specific points, but the gameplay quality is unwavering and strong throughout the entire level that giving specific points will do the other parts of the level injustice. The visuals look marvelous too, and the art in the level had my jaw drop when I first played it. It also sticks to the theme of the Japanese folklore (I think that is what this level is based on), showing that the creator really poured their heart into this to make a really good level. The amount of little details are astonishing too.
Overall, this level hits all the marks in my rule book - empsea absolutely cooked with this.
Probably one of my favorite levels of all time. The visual style and smooth animation just works to create such a fun experience visually. There are so many small details too, such as the ship trail in the boss fight curves with the wall. This might be an unpopular opinion, but I had very little problems with the gameplay, it all synced so well. The only slight problem is that there is some memorization needed in the cube part directly after the “fire in the hole” cannon, and the last spider part can be a little confusing.
The creators really managed to achieve so many great things in this level, even to this day I rebeat this just because of how fun it is.
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.
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.
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.
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
Nullscapes is a level the community is pretty split on, but in my opinion (especially when compared to its predecessor) the level‘s atmosphere and progression really make it shine. The minimalistic block design lets the focus draw towards elements like the background, which was done in an amazing way. The theme of this level is very well done, and really fits with the music. The way it does it’s effects fit perfectly, especially the end where it glitches out into nothingness. I want to take a moment to highlight the drop: this part actually made my jaw drop. The background was really good, and the sun exploding was visually epic.
Overall, the creator did a good job making these level, which excels in areas such as atmosphere and backgrounds. There is an evident amount of improvement from the predecessor, which I commend. Good work ItzKiba.
(This review ignores aspects such as gameplay because I do not have the skill to play it, and the cbf blocker - but I feel that the cbf blocker portion is dismissible if we are just talking about visuals)
Cubetapper is a level that uses its song to a great extent. The creativity from choosing which cube would make a certain noise was evident, and the movements while making the “noise” is fluid. Since there is no focus on the gameplay (due to it being auto), the creator evidently spent a good chunk of time polishing the movements of the cubes and following the style of the song.
This might be one of my favorite auto levels, the creator did a really good job
This level is an interesting one to score - because the level isn’t kraml’s, it’s a robtop level called “deadlocked” that has everything invisible due to an alpha trigger. Completely invisible gameplay isn’t my taste and it makes levels seem more unfair, therefore the gameplay score is quite low. The visuals show marginal effort, but at least the background color changes are still there.
(Some points will be docked for essentially being a copy of another level)
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sorry about this gang