avatar

Banned

OFFLINE Last seen
4 months ago
Time spent online:
6 hours, 12 minutes

Filters

Difficulty
0100
Overall
55
Visuals
010
Gameplay
010

Reviews

Created Date
descending
-/100
DIFFICULTY
5/10
OVERALL
7/10
VISUALS
4/10
GAMEPLAY

Airborne Robots is the third and final level of Geometry Dash Meltdown. While I think this has the best song of Meltdown, I don’t find it as enjoyable as Viking Arena or even The Seven Seas personally

The first cube is very colorful but then at 15% you have an annoying key - you have a split second to jump into a particle before a platform, causing the platform to move and allow you to jump off it for a key. This is the first of many bad uses of moving objects in 2.0 imo. Then at 25%, the key causes another platform to move to allow you to jump and collect the coin. I would prefer if this second platform either didn’t move or if the key was closer to the second platform so you have time to react that the key caused the platform to move.

Then at 40% you have the drop - a 1x speed ball part. I find this ball kills the hype that the song’s predrop generated for this part, it’s just not exciting enough. Around 50% some of the platforms start to shoot up from the ground / ceiling which makes it a little more interesting but still not as cool as the song implies. I do like the effects where the platforms light up as you land on them though.

At 62% you finally have a ship that uses lots of moving objects, something that was missing in the other Meltdown levels. I appreciate you have lots of time to react in this ship.

At 73% you have another cube part with the dubbiest part of the song. Then at 82% you have the final ball part which might be the coolest part of the level - I just love how the colors switch as the platforms appear.

The third coin at 95% is kind of annoying, I’ve never been a fan of invisible orbs and this one is not well indicated.

Overall, this level had potential but didn’t live up to the song’s hype imo. I wish RobTop had buffed it a little, maybe added some speed portals or something idk. The coins are a little annoying for my taste and could be worked on. That being said, this level did work as a finale to get me hyped for 2.0 as a kid.

-/100
DIFFICULTY
5/10
OVERALL
6/10
VISUALS
5/10
GAMEPLAY

A big thank you goes to solar for requesting this level on my review request thread 😊

I’m not sure where the name Fexeu comes from, but I’d guess it’s a mix of the names of the two creators riFKy12 and NEXcy.

First of all, I love the song choice of this level - Daydreamer by Meganeko is one of my all time favorite GD songs and I love it so much I made it my menu music.

As for the gameplay, it’s pretty generic for a modern 2.1 9 star level. The drop flows pretty well, my only issue is that some of the transitions are hard to read due to the deco covering the screen.

In particular, the 38% spider felt awkward to me as it seems like you have more time to tap than you really do.

The ball part at 50% is funny as it repeats the name of the level Fexeu in case you forgot you’re playing Fexeu.

The robot at 62% doesn’t give you much time to react. Thankfully the last third of the level gives you plenty of time to react and is the most sightreadable part.

Overall the deco looks pretty solid for a modern 2.1 level, but too generic to be memorable imo

This is a good level, pretty easy for 9 stars imo, but I think it falls in the category of generic rated levels at least for me personally. That’s why its score suffers.

This is probably why people love 1.9 and 2.0 so much - there was a lot less variety so every part stood out more back then. These days everything meshes together. It’s no fault of the creators - they did a great job - it’s more so the fault of the Levelution trend and associated trends that normalized this generic style in mid to late 2.1.

-/100
DIFFICULTY
5/10
OVERALL
5/10
VISUALS
5/10
GAMEPLAY

The Cellar really has one standout moment - the part where you blow up Rattledash. Aside from that, the rest of the level is pretty forgettable

The first half where you climb a tower is reminiscent of some of the midpoint castle towers in the New Super Mario Bros games. The second half where you jump under icicles and moving platforms is reminiscent of some of the underground levels in the New Super Mario Bros games

The second coin in this level is too hidden imo, and I don’t like it

Overall, this is a forgettable level aside from the Rattledash lore, which I don’t care about outside of Colon videos

-/100
DIFFICULTY
5/10
OVERALL
6/10
VISUALS
6/10
GAMEPLAY

Hexagon Force is a level that has lost a lot of its charm imo, mostly due to introducing some of the most annoying gimmicks in the game.

This level introduces both slopes and dual gameplay gimmicks. Slopes continue to haunt GD players over a decade later as they are responsible for more buggy levels than just about any other gimmick. Both in classic and platformer slopes are annoying af to deal with. That being said, they are revolutionary for allowing creativity both in gameplay and deco.

Dual is possibly the second buggiest gimmick after slopes. There are so many asymmetrical dual parts in rated levels that just don’t work as intended, leading to lots of frustrating deaths.

That being said, RobTop did what he could to make both the slope and dual gameplay in this level enjoyable. The first coin in the ball part is one of the more satisfying RobTop coins imo, not sure why.

The first dual does a great job of showcasing the potential for both symmetric and asymmetric dual gameplay.

The orb spam and mini ufo parts after it are enjoyable, and it’s cool that there’s an unintentional speed portal skip that can be used to save time in speedruns during this part.

The second dual is probably the most intimidating part of this level, but once you learn how to do it it’s very easy. The dual ship is probably the more intimidating part than the dual ball for veterans. I also appreciate you can skip one of the ball clicks in this dual to make it even easier

The last third of this level is kind of forgettable imo. You have an intimidating cube part with lots of slopes and then a slow dual ship part.

I remember being hyped beating this level because it unlocks the creeper icon - when the icon you unlock is more exciting than the level itself, you know the level’s experience isn’t really the highlight of the level.

I used to love this level but it’s not as good looking back on it and I find it one of the more boring / annoying RobTop levels these days.

-/100
DIFFICULTY
5/10
OVERALL
5/10
VISUALS
4/10
GAMEPLAY

Ever since the “man explaining at white board with Dry Out song” meme spread, I haven’t been able to take this level seriously

The upside down mechanic is the first mechanic that is truly brutal just to learn. At least for me I had to spend many weeks, even months, just to get used to the upside down gameplay. However after years of playing this game the upside down effect definitely loses its fear factor and I no longer find this level interesting - Cant Let Go is a much better roadblock level than Dry Out imo

I guess the ship coin is the first tricky straightfly part so that’s neat

-/100
DIFFICULTY
5/10
OVERALL
5/10
VISUALS
6/10
GAMEPLAY

Probably a hot take but I genuinely find this level harder than Stereo Madness (I swear I’m not meming)

The jump pad mechanic is pretty difficult to master and RobTop uses it in some tricky ways

The third coin in particular always tripped me up as a kid

1-6 of 6
10results per page
Hyperbolus is not affiliated with RobTopGames AB or Geometry Dash
Hyperbolus © 2025
Connected via
Alakazam

GDPR Cookie Consent

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.

Strictly necessary
Analytics and performance
Advertising personalization

sorry about this gang