Power Reviewer
For the most part, this is a good level. The deco looks great (for a 1.8 level, I'd say it holds up decently well today), and most of the gameplay is pretty fun. Some parts even feel like they have some decent clicksync.
And then you get to the dual. The dual does not play well. Not only is it really hard to read, but it is also really inconsistent. You'll die the exact same way over and over and not have any idea why, and even if you do figure something out, you won't know how to explain it. It just feels like a major difficulty spike, and it put a damper on my enjoyment of the level.
I like how the intensity builds up. It starts off slow, and gets more intense as the song progresses. The gameplay is fun, but it could be a little more readable; I died multiple times as a result of portal clusters where I didn't realize what all was happening. The ending also felt kinda sudden; it just decides to stop at what feels like a random point in the song. Perhaps this was due to the object limit, but it still feels a little awkward.
The mixed styles confuse me. It doesn't feel like this level really has a cohesive theme. You've got one part that's a glowy pastel purple, and then the next part is suddenly modern-style with red blocks against a pale yellow background. At one point, it starts looking like it's developing a city theme, but then it throws you a dark rainbow part out of nowhere. The gameplay doesn't always feel like it's synced with the song, either. I mean, the individual parts look nice, but it just doesn't really feel like the level as a whole is going much of anywhere.
Pretty fun level. The gameplay flows remarkably well for something built mainly around the wave. There's definitely some learny parts, but I actually enjoyed this level a fair amount. The deco could be better — a lot of parts are kinda lacking in terms of air deco — but it's passable.
Seriously, I cannot stress enough how fun this was to play. Even though I managed to die at 96, I still had fun with it.
The visuals in this level are impressive. It looks very menacing, from the violently flashy drop to the various evil-looking motifs used throughout the level to the overall malware theme, and the effects all look very cool. What it nails in aesthetic, though, it makes up for in legibility. The 3D part in the beginning, due to the fact that you're going into and out of the screen instead of across it, is really hard to read — I actually had to count my clicks in the UFO part to get past the error bar in the middle. And the flashiness throughout the drop makes it not only hard to look at when you're learning it, but it also makes it hard to see the gameplay, and when you die, you may not be able to tell what you died to. Couple all that with some really easy parts in the middle (the swing part is still kinda hard to learn, but not too unmanageable) and some really long cutscenes, and this was a surprisingly boring experience for me. You spend ages learning the level, and then you die a bunch of cheap deaths from 0 before you beat it in normal mode.
It's kinda impressive how many subtle ways this level finds to be hard to read. Let me list what I can remember:
Blind transitions
Objects materializing in the middle of the screen (as opposed to moving in from the right and being visible the whole time)
Bad camera movement (the camera zooms in soon enough right before the last part that it was kinda hard for me to tell that I needed to jump one more time; maybe that's just a me problem, but I wanted to point it out)
Objects that look like they should have hitboxes being intangible with no indication of such
...Whatever was going on in the last swing part
Other than all that, the gameplay was fun enough, and the deco looks good. I don't mind the first swing part; you actually have enough time to react to everything there.
Not the most visually interesting level. Although it does cycle between the colors, any one moment is pretty monochromatic. The designs are pretty basic too. It does have some interesting moments in the drop, most notably, the wave part where everything gets squished together when you go through the mini portal. And the gameplay is pretty fun; everything is synced pretty well — especially the UFO part — and I like that the swing part does some interesting things with orbs and stuff to keep it from getting stale. Overall, probably not the most memorable level, but it's reasonably enjoyable.
It's fine, but it feels way shorter than it should be because so much of it is padded out by unnecessarily long cutscenes. That's really the only thing that stands out about it to me. There's other things to this level, like the storytelling and the (fairly simplistic) bossfight, but the main thing I can remember is the cutscenes.
The deco is kinda generic, but the gameplay is pretty fun. It matches up nicely with the song, and I do like the mirror portal representation. Honestly, though, it's not all that memorable.
It's a pre-1.9 level. That's about it, really. The deco is fine, and the gameplay is slightly awkward in some places but not entirely unbearable. The transition into the last UFO is really weird and feels somewhat inconsistent, but nothing else is particularly unfun.
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sorry about this gang