Power Reviewer
This level was a joy from start to finish. Learning it was fun, and beating it was also fun. Part of it may just be that I really like the song, but I also feel like Zoroa was able to represent the intensity of the song really well. The clicksync was probably the part of the gameplay that stood out to me the most; while I wouldn't say the level is entirely built around clicksync, there's a lot of short bursts of clicksync, like that one UFO part with the slow triplets and the spider part near the end, that are just the best finger candy. (Does that term make sense? Like ear candy, but for your mouse button finger? Regardless, it's super fun and very tactfully used.)
As for the deco, it doesn't do anything outrageous, but I think it still works. Actually, I think the tone shift is handled really well; you've got bright colors in the predrop, and then the buildup starts introducing a lot more black, which I think really builds up the intensity. And while the drop also has a lot more black, it's still pretty colorful; some parts even use some of the rainbow blocks as accents, which I think is really cool, and it serves as a reminder that as intense as it is, this is still a happy level. Kinda subtle, I guess, but it works really well.
I feel like the main theme of this level w/rt gameplay is "don't get distracted". This theme starts early: the very start of the level has the camera rotating all around at angles you don't normally see it, and it gets repeated throughout the level, like the wave part which would normally have very flashy effects, and the ship part where the dual shenanigans make it hard to tell your bearing. It's a very unique idea, and I think it's super cool, and —
I wish I'd enjoyed this level more.
This level is probably perfectly fine on most of y'all's devices. Mine, though, has a petrifying fear of trigonometry, and it really doesn't seem to like the animation of the gears turning during the buildup. As such, I could not run that part at over 20 FPS — even on low detail — which severely detrimented my playing experience. For the cube part, you have to blindly learn and memorize a click pattern, which takes a great deal of trial and error, and I wouldn't even say it truly gets consistent; and the wave part is just pure RNG. If I die because I can't tell which direction my ship is facing, that's a valid death — I wouldn't've died if I'd paid better attention to that. But if I die because I can't tell where my wave is or how close it is to the walls, or because I missed an orb that I couldn't've known I was going to miss, that's just unfair. And add to that that the ship part in the fakeout is one of the harder parts of the level, and it just forms the most massive tumor of a choke point. Would it have been fine if my computer didn't lag? Probably! Which is part of why I'm frustrated — I feel like I was robbed of a better playing experience because the level was poorly optimized.
The deco is fine, and the gameplay should be fine, so I'll give it a higher rating than I might like to, but I still had a bad experience with this level.
Some of the text comes off as needlessly edgy, but ignoring that, this is still a very expressive level. I do like a lot of the artistic choices, like the opening ship corridor where you follow a light that leads you into a saw and the last quarter where everything's on fire and falling apart. I feel like artistic works generally turn out better when they have strong feelings put into them, and Zoroa seems to do that a lot. (Probably part of why he's my favorite creator.) In terms of gameplay, I found it a bit frustrating at times, but it was pretty fun overall.
Probably one of my favorite platformers I've played so far. I love the gimmick, and I love how extensively it's explored.
Actually a pretty cool level. Not a huge fan of the way some of the pillars blend into the background in the first part, but everything else looks great. It's easy to overlook how hard all of this must've been to make in Geometry Dash; I don't even know how to use keyframes, and the endscreen states that thousands of them were used.
The only big thing I can complain about at all is the optimization. This level has been criticized for being rather laggy on lower-end devices. While it does seem that my computer's fursona is a potato that's deathly afraid of trigonometry, I was able to run this level reasonably well on LDM; however, I was not able to do the same with OBS open (for recording a showcase of it to post on YT). It does impact the playing experience somewhat, as some parts require you to do timings at 20 frames per second, but there are setups you can do in some places, and at least the bossfight is lag-free where it counts (or at least it was for me).
I'd say this level was a fun experience. It's definitely a bit second-half-heavy w/rt memory, but it was pretty fun learning everything. You definitely have to take it in really small chunks, though. As for the deco, I think it looks like what it feels like a memory level should look like. Something about the acidcore style (which has been listed as a name for this general style) just feels like it works very well with memory gameplay somehow. The last part in particular stands out to me; it looks like it's dividing the level into smaller sections, but you kinda just end up ignoring those sections due to all the memory, and they just end up feeling completely irrelevant in the most thematically appropriate way.
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sorry about this gang