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Reviews

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24/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
9/10
GAMEPLAY

Awesome level. The visuals are stunning. The change in atmosphere at the drop where it switches from monochromatic blue to a rainbow-colored mess reflects the song's change in tone well, and I know the CRT lines in the ship part in the predrop are probably easy to make, but they do a lot for the atmosphere. The gameplay is mostly fun; my only real complaints are that the clicks in the intro feel slightly desynced (which is bearable) and that the first wave section in the drop feels borderline impossible to read.

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

I like this level's atmosphere. It does a great job matching the song. The gameplay, while not particularly exciting, isn't bad, and since this level is more focused on being relaxing, that's all the gameplay really needs to be. The deco looks great; it kind of gives off a vaguely aquatic feeling. Not the most memorable level, granted (except maybe the second coin), but I think it's good.

35/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
9/10
GAMEPLAY

I like that this level has some parts that feel like FunnyGame's old style. Specifically the intro and the UFO part. The rest of the level is fine, but I kinda wish it did a little more with that idea of using older objects to achieve a more retro feel. The bossfight is a little learny and confusing, but I'd say the gameplay is pretty fun overall.

22/100
DIFFICULTY
10/10
OVERALL
9/10
VISUALS
10/10
GAMEPLAY

Silly little gimmick platformer. Each level has something different to offer, and even though a lot of it is kind of the same, it always feels fresh. The deco looks nice and establishes a good aesthetic; my only complaint is that the font is really hard to read, especially for shorter words.

40/100
DIFFICULTY
10/10
OVERALL
9/10
VISUALS
9/10
GAMEPLAY

Honestly, this feels more like a 1.9 level than a 2.0 level. Even though it was released in early 2.0 and prominently uses 2.0 features in the second half, I feel like it manages to maintain the 1.9 aesthetic. The deco is simple, for the most part, and any semblance of a city theme disappears after the drop, but it still manages to stay interesting — each part feels distinct and important to the story in its own way, and it's impressive how much it does with so little. Small wonder this is such an iconic level.

32/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
9/10
GAMEPLAY

Stunning. Feels like a Knots level, but even richer. Also feels like any YouTube video I can think of discussing the universe — that one MinutePhysics video about the development of the universe, 3blue1brown's videos w/ Terence Tao about how we learned to measure the universe, &c. The gameplay is reasonably fun, but not particularly noteworthy, especially compared to the visuals. The deco is all very clean; you can almost always tell what's happening (provided you do a practice run first so you can read all the text and not get distracted by it), and each part is themed after whatever the text is talking about. I love the part where your icon goes back and forth across the screen while there's a bunch of geometry and stuff that gets shown in the deco. And the storytelling — I've already said it feels like Terence Tao explaining how we know how big the universe is. Overall, this level is a beautiful experience and I highly recommend it.

14/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
7/10
GAMEPLAY

Truly stunning visuals. The gameplay is pretty basic (and literally nonexistent past a certain point), but the point of this level is really the deco. It really says a lot that all of this can be made within the Geometry Dash level editor, and I know Spu7Nix probably coded the level in his GD programming language, but that's arguably even more impressive. This level (and especially the long auto part) feels like an homage to the Geometry Dash community and all the different ways people push the limits of what's possible.

As for the LDM, it's comical how different it is from full detail. He didn't even bother trying to optimize the visuals; he just made a whole new level instead. And of course it's technically a harder level because the auto part is replaced with normal gameplay. And despite how much more basic it looks, it's honestly still a good level.

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

Just a silly little level. I like that the first room looks like it's possible without breaking anything, and then once you realize you can't die to anything and speed through the rest of the level, the ending fakes you out as well. Finding the coin was super fun too; you just have to know where to look for secrets. As for the deco, I think the simplistic style suits this level — it doesn't really take itself all that seriously, and really, the gameplay says everything.

33/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY

From what I can tell, the song used in this level is about a cat Cacola used to have who died.

Anyway, this is a really cool level. The design is pretty minimalistic, but the effects and the atmosphere make up for it. The gameplay, the song, the deco, the subtle camera movements, everything works together to create this feeling of returning home. The only issue at all I have with this level is that it's not immediately apparent that the part with the giant stars is freeroam; other than that, this is one of my new favorite levels.

42/100
DIFFICULTY
10/10
OVERALL
9/10
VISUALS
10/10
GAMEPLAY

Geometry Dash has always been, at its core, a rhythm-based platformer. While the rhythmic element is often absent from platformer levels (as opposed to classic levels), it's always nice to see platformer levels that do incorporate music into their gameplay somehow. This one is a pretty simple autoscroller for the most part, but there's still some good sync with the lightning strikes (which do impact the gameplay, especially in the first part). Definitely requires practice mode, as there's no checkpoints and some of the later parts can be a little finicky, but pretty fun overall :)

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