avatar

Banned

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

Filters

Difficulty
0100
Overall
010
Visuals
010
Gameplay
010

Reviews

Created Date
descending
-/100
DIFFICULTY
8/10
OVERALL
6/10
VISUALS
7/10
GAMEPLAY

Cant Let Go was the first level that truly tested my patience with this game - I think it took me like 700 attempts to beat originally

It’s impressive that this level has some of the least gamemode variety of any RobTop level - cube, ship, cube - yet it still has some of the most aura. The dark cube sections are extremely memorable and were the first major roadblock to mastering this game (at least for me)

If you’ve ever played the hard demon Cant Let Troll, you’ll understand just what a beauty this level truly is. I really think this is the best OG 1.0 RobTop level - banger song that pairs well with the brutal difficulty spike that this level provides in the main campaign

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

Base after Base? Should have called it Lame after Mid. This level is so forgettable I can’t remember anything about it aside from the ship coin where you have to hug the ceiling

This and xStep are the only RobTop levels I think you could cut out of the game and nobody would mind

-/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
7/10
OVERALL
5/10
VISUALS
7/10
GAMEPLAY

Excluding the third coin I absolutely adore this level. It is such a gentle introduction to jump orbs, probably the one mechanic that truly set GD apart from The Impossible Game

I love the Easter egg that if you die to the first spike repeatedly it gives you a tutorial on how to use jump orbs, wish RobTop would do that for more mechanics

-/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

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

A good introduction to GD I suppose. The two triple spike jumps are pretty mean for this early in the game, but I absolutely love the gradual jump in complexity from the pre-ship to the post-ship cube sections

The third coin is really creative and kind of set the bar high for user coins

31-36 of 36
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