Junior Member
Out of This World strives to be, well... out of this world. Both the gameplay and decoration are incredibly unique, using niche aspects of the editor to create this level. The gameplay is pretty learny, but it is still very doable and still seems "fair" for the player. The use of only wave and moving it in different ways makes the gameplay incredibly unique. The visuals use a shader to create their static effect, which when paired with the red flowers, it looks absolutely sick. It may still be one of my favorite creating styles to this day.
Perox did an incredible job with this level
To be honest, I am thinking the originality portion is what's turning people off. And I agree too, but not to the extent where I would give a 0. It also seems sort of weird to use iSpyWithMyLittleEye in the level, and the only reason I could think of is because that level is popular. But all of this aside, when we are just talking about internal factors and not the external ones - this level is alright.
This level primarily focuses on the effects, in this case it is the deadlocked monsters destroying everything. The storyline is a bit confusing in my opinion. When the guy got up and left and the phone reached 1%, the monsters got supercharged somehow, and the monsters chase you. The gameplay is quite questionable, such as suddenly regaining your controls when you touch the ufo portal at the beginning. The visuals are actually pretty good though - details such as the portal turning into ash once it gets hit by a monster's laser is a nice touch. However, some of the visuals appear clunky, and for this type of level, convincing the player that things like "fake end screens" are actually fake is key.
(I have docked some points from the overall rating for having little originality and ripping some parts of the level from other levels by the way. Without the point deduction it would be an overall rating of 6/10)
I was gonna try to be as not biased as I possibly can with that level name, but I'm not sure if that is possible. The gameplay is copied pasted for the entirety of the level, and besides the very first part, everything is in layout mode.
But since you did put some marginal effort into this level both visually and gameplay wise, I think I can give you a 1 across the board.
The first time I saw this level, my jaw dropped. The creator really emphasized the ambience in this level, and it shows. The grayscale color scheme adds a unique vibe to the level, and the structuring and block design are just really pretty. The atmosphere always stays thick and dense, really emphasizing the ideas of being alone. I want to highlight three parts: The very beginning part really fits with the song, each click going to a click in the song respectively. The part after the beginning part just flows really well, and the background is just so unbelievable well crafted. In the last part at the very end, the entire screen slowly becoming washed out and then reverting back to its regular grayscale state was probably the best way to end the level.
Overall, across visuals, this level had such a unique and pretty ambience, which alone could make this level be my favorite epic-rated level for a very long time.
Side note: I'm not skilled enough to play, let alone beat the level, therefore there is no difficulty rating or gameplay rating.
This level was based on a challenge to use 10 pixel objects per part. And with each of these parts, the creator used these pixel objects in extremely creative ways. Instead of the pixel objects being sort of a "tile", the creator used them as a paint brush - making words, art, etc. The background and foreground for each sections couldn't have been better executed, they were really good. The transitions flowed so nicely, and it made each part feel smooth and connected. The level also follows the song very well, especially at the drop. The highlights of the level, besides the drop, is also the very ending, and in my opinion it was pretty well executed. My only main complaint is that the orbs that go in the background after each "section" needs to be more transparent.
Overall, the creator did a fantastic job on this level!
This level is... wow. The use of having a completely clean visual that slowly becomes more unhinged with a unsettling song is such a nice mix. The level seems to be trying to hide something, slowly showing its cracks, and at the end just completely bursting and showing its insanity. The bossfight also was really well made and worked really well with the music. My only complaint with the boss fight is that the transition out of the boss fight is very abrupt, but I don't think that is a major issue. I also have to mention how well the song accompanies the very ending screen, it creates a really disturbing vibe. Overall, this is a very well-crafted level visually that accompanies the music to a really high degree.
Side note: I didn't actually play the level and instead watched a video for it (my skill level isn't good enough yet), which is why there is no gameplay rating.
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!
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!
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!
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.
Hyperbolus uses cookies and local browser storage to enable basic functionality of the site. If we make any changes to these options we will ask for your consent again.
sorry about this gang