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-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
7/10
GAMEPLAY

Press Start is the first level of Geometry Dash SubZero, and by far the best level of this spinoff imo.

The first 15% of your level is your standard RobTop cube part. I like how the effects in this part sync with the riffs in the song. At 15%, you get introduced to the skull which will be a motif throughout this level. Suddenly the camera zooms out and you are thrown into the drop, showing the first of many 2.2 features in this spinoff.

The first drop is pretty uneventful aside from the zoomed out camera. The deco is reminiscent of Meltdown with a few new effects. Then at 38% you get a slow buildup section before the second drop at 50%. I like how the skull slowly rises out of the ground and then speaks “OH DAMN” to the song.

Then at 53% you get what is easily the most iconic part of SubZero - the Skull bossfight. This boss would inspire iconic levels like CraZy and more. In particular, I really like the 63% ship with all the slope gameplay.

Then at 71% you get the first “2.2 hijinks” part in GD history - you get thrown into a room where you platform back and forth repeatedly instead of autoscrolling. The coin here needs more indication but is very cool imo.

Then at 80% you get the second phase of the skull boss where it continues to chase you and starts spitting lasers at you - this part seems a bit uninspired as many 2.1 bossfights did the same thing previously.

Overall, this is definitely the best bossfight level RobTop has ever made (not like there’s much competition) and the highlight of SubZero imo.

-/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
7/10
OVERALL
8/10
VISUALS
6/10
GAMEPLAY

Viking Arena is the second level of Geometry Dash Meltdown and imo, it is the best level of this spinoff game.

First of all, the level starts with a sinister dark cube part that fits very well with the predrop of the song. At 7% you see a particle for a split second that clues you in you need to jump for a key for the first coin - I wish this was better indicated but I guess it’s fine as an example of how keys / invisible gameplay can be used.

The ship at 27% is very memorable with the dragons flying everywhere and the circular obstacles / moving walls. The cube at 45% does a good job of building anticipation for the second drop. I’m not a fan of the repeat Base After Base second coin but it does a good job of showing how layers can become visible when the player passes through them.

The second drop ship at 63% is absolutely epic and always gets the adrenaline pumping.

Then finally you have the highlight of the level - the final cube at 81%. A lava wall of dragons chases after you with additional dragons flying overhead. I remember thinking this was the coolest thing I had ever seen in GD the first time I played it.

In retrospect, Viking Arena doesn’t seem that impressive, but you have to remember this was after months of static 1.9 levels. As a result, I think this level was amazing for its time and a lot better than most of the 2.0 levels that followed

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

The Seven Seas is the first level of the first spinoff game Geometry Dash Meltdown; and it served as a teaser of what to come in Update 2.0

I remember finding this level absolutely epic as a kid when Meltdown first dropped. When you collect the key at 7% and all the platforms and dragons appear out of nowhere, I remember my jaw dropped. It seemed like there were so many more possibilities for the game.

The first 30% of this level is a bit too grey for my liking - with sporadic flashes of purple that get more frequent as you get closer to the drop. This seems like an odd choice as the extra color channels were a big new feature of Update 2.0

The 30% ship could have used some moving objects but I understand Rob probably didn’t want to overwhelm the player as this is the first level.

The 45% cube is absolutely epic and syncs perfectly with the song. The 60% ship is a bit too short to be memorable, but I like the use of dragons

The 68% cube features some cool deco at the triple spike, the 80% ship is more of the same, and the 90% cube is more of the same.

Altogether, I think this level does a good job of introducing the new 2.0 features while being approachable for new players. Unfortunately that fact that it was targeted at new players makes it unmemorable for me as I had already beaten Clubstep and ToE 2 by the time this came out. That being said, I love the F-777 song and think this level serves it well

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

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

Rewind is a mostly generic 3 star level. I had beaten this before but totally forgot the level so I think that’s a testament to the level’s lack of memorability.

However, that being said this level is still good for what it is - in general most 2-3 star levels aren’t meant to be memorable.

I love the city landscape in the background and the final wave with all the star obstacles is fantastic.

The second coin at 56% is a bit mean as unless you know you have to spam there you won’t get it.

Overall, this is an inoffensive 3 star level. Chances are only stargrinders will play this level, and they will probably be fine with this level before moving onto the next 3 star level. For that reason, I think Fenniko succeeded at creating a good 3 star level - at this difficulty it’s usually a problem if your level is memorable.

-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
9/10
GAMEPLAY

A big thank you goes to xiaomao for requesting this level in my review request thread 😊

Wow, just wow. This level is an absolute masterpiece. I’ve always been a fan of slower levels with stuff like Out of Place and Lonely Travel being among my favorite levels of all time, so it’s no surprise I enjoy ur my valentine as well.

The first 25% of the level features a cube with some unique dash orb / S-block gimmicks as well as a unique ground platform that extends beyond what is visible.

25-40% features a short ship part with lots of slopes that makes for some unique gameplay.

40-57% features a mini cube that gradually speeds up, leading to the hardest part of the level

57-90% is by far the standout part of the level - a ship part where you hold between different orb taps. While ship difficulty usually comes from straightfly spam, this level takes a different approach and forces you to react on the spot as to whether you should hold or let go when approaching different orbs. As the ship speeds up throughout this part, the orb timings get more and more precise which is where most of the level’s difficulty comes from

90-100% has a short but sweet mini cube to finish off the level.

Overall, I adore this kind of gameplay and hope to see it in more rated levels. If you’re a fan of Out of Place, I highly recommend this level, you will surely enjoy it

-/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
6/10
OVERALL
7/10
VISUALS
4/10
GAMEPLAY

First of all, a big thank you goes to kaleyyy for requesting this level on my review request thread 😊

ImaGiNatiOn is like if Dont Rate this Level by KrmaL was intended to be a good level. The gameplay features all the goofy tropes that are infamous in old 2.0 levels including blind transitions, moving obstacle spam, slower than 0.5x speed ship parts (due to objects moving in reverse), etc.

That being said, the gameplay flows a lot better than Dont Rate this Level and syncs perfectly with the song (unfortunately I was unable to download the song on mobile, but editing the song in its clear the sync is excellent).

The standout part imo is the factory section at 36%. I wonder if there is any connection between this factory and the lore of Factory by Saturos182, one of the most infamous 2.0 levels.

The rainbow deco is used to great effect in the first half of this level and both of the slow sections are very nostalgic of common 2.0 tropes.

Overall, you can tell this level was made by a creator with a clear love for the 2.0 Renaissance era of GD. It excels at what it set out to do, and for that it gets higher than average marks overall. I’m not personally a fan of 2.0 gameplay so that’s why my gameplay score is lower - however this gameplay is clearly part of the artistic purpose of this level.

If it were a bit longer and featured more parts I’d increase the score more. I still think this level is rateworthy even if my score suggests otherwise

-/100
DIFFICULTY
3/10
OVERALL
4/10
VISUALS
1/10
GAMEPLAY

RobTop is a master troll and this level is no exception

The level starts with some of the gameplay from the 2.2 sneak peak footage of the upcoming main level Explorers, featuring the song Space Explorers by Hinkik. However, the level quickly switches to the Dash spider part three times in a row.

It feels like this level was specifically made for GD Colon, and honestly I love it for that. From the GD Icon Kit to the GD Font Generator to GDBrowser to Colon’s YouTube channel, he has done possibly more for GD than any other player in the game’s history. As a result, I think he totally deserves one of the 28 rated RobTop levels in the main game.

That being said, this is a joke level so I can’t give it a high score. If it were a bit longer and had more jokes I might have enjoyed it even more

-/100
DIFFICULTY
3/10
OVERALL
1/10
VISUALS
6/10
GAMEPLAY

The Challenge is the last of the 27 RobTop levels currently in the main game (aside from Explorers which requires the search feature and doesn’t count imo). This is a secret level that unlocks when you have 200 diamonds and enter “The Challenge” in the Vault of Secrets.

Overall this level is pretty barebones, but still has a memorable charm. The best thing about this level is all the swag routes it contains, which gives the player a lot of flexibility in how to play the level

I can’t give this a high score as it’s not a serious level, but it’s fine for what it is, I don’t dislike this level

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sorry about this gang