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yesterday
Time spent online:
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Difficulty
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Overall
77
Visuals
010
Gameplay
010

Reviews

Created Date
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35/100
DIFFICULTY
7/10
OVERALL
7/10
VISUALS
7/10
GAMEPLAY

Kinda mediocre level all around. It's fine, but the gameplay doesn't have quite the same flow as other levels — some parts aren't even paced to follow the four-measure rule like the song does — and the deco doesn't really stand out either.

25/100
DIFFICULTY
7/10
OVERALL
8/10
VISUALS
5/10
GAMEPLAY

The gameplay is extremely hard to read, and basically requires you to do a practice run or two before going from 0. At least it stands out from other 2.0 levels, though.

45/100
DIFFICULTY
7/10
OVERALL
9/10
VISUALS
6/10
GAMEPLAY

The gameplay is questionable. The most obvious problem is that it's not balanced — some parts, like the first ship and the wave later in the level, feel substantially harder than the rest of the level. In addition to this, some parts — especially in the first half — don't quite seem to match the atmosphere of the song; the very first part, for instance, doesn't quite feel floaty enough due to the choice of gamemode and the high density of inputs. To the level's credit, the ending feels pretty good, but I can't really say the same about the rest of the level.

The deco looks nice — you can easily tell what most things are supposed to be — but it can make the gameplay needlessly confusing at times. Specifically, the relatively low contrast between the different rocks makes it hard to figure out where to go in the first ship, and the invisible jump pads in the first robot part are not indicated at all — and the latter one can even cause a bug where you miss the UFO portal entirely. Ultimately, while this level had some cool ideas, I wish some things were executed a little better. I guess nothing is perfect, though.

15/100
DIFFICULTY
7/10
OVERALL
10/10
VISUALS
4/10
GAMEPLAY

The effects are perhaps the most beautiful thing I've ever seen done in the 2.2 editor. The gameplay leaves a lot to be desired, though; there are some parts where the camera effects make the gameplay hard to read, there are some parts where the block design doesn't really reflect what the gameplay looks like, and I died to the last jump because I had no idea it was coming and jumped way too early. Really wish the gameplay was better, though, because the deco looks amazing.

40/100
DIFFICULTY
7/10
OVERALL
8/10
VISUALS
6/10
GAMEPLAY

It's alright, but it doesn't seem super interesting. The gameplay is rather unbalanced, with some parts requiring a normal amount of learning and/or precision and other parts that don't feel like they belong in a demon, and the deco, while definitely well-made, doesn't really feel all that exciting.

0/100
DIFFICULTY
7/10
OVERALL
7/10
VISUALS
7/10
GAMEPLAY

The neon part is cool, but the deco towards the beginning feels very vanilla.

0/100
DIFFICULTY
7/10
OVERALL
8/10
VISUALS
7/10
GAMEPLAY

It's got some cool designs, but it really doesn't feel too special gameplay-wise.

9/100
DIFFICULTY
7/10
OVERALL
6/10
VISUALS
7/10
GAMEPLAY

This really just feels like a nerfed version of Stereo Madness without any ship gameplay.

35/100
DIFFICULTY
7/10
OVERALL
8/10
VISUALS
7/10
GAMEPLAY

It has some good ideas, but I do kinda wish there wasn't so much reliance on blind gameplay.

42/100
DIFFICULTY
7/10
OVERALL
7/10
VISUALS
7/10
GAMEPLAY

You remember the first part of cement where you had to click to move the saws out of the way? This level is like that, but the entire level is built around the gimmick. There are some parts that are the same style of memorizing a sequence of numbers, but there are also other parts where you have to actually deal with these moving platforms during standard gameplay. I feel like the gimmick could have been expanded on more, and I kinda wish the last part didn't feel like the same thing twice in a row, but it's not a bad level overall.

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