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yesterday
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Overall
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Visuals
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Gameplay
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Reviews

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35/100
DIFFICULTY
9/10
OVERALL
9/10
VISUALS
8/10
GAMEPLAY

I like a lot of the spammier gameplay in this one, but there's also a lot of bad transitions. The most egregious one is at around 80%, but there's a lot of places in the drop where it just throws you into a new section and expects you to either have lightning-fast reflexes or to have the level memorized. The deco's pretty cool, but I honestly think the prequel is better, being more clearly connected to Xender's lore.

67/100
DIFFICULTY
9/10
OVERALL
9/10
VISUALS
10/10
GAMEPLAY

This might be the most hyperactive level I've ever played. The song is already a pretty fast-paced trance song, but the super fast flowy gameplay and the psychedelic visuals (particularly at the first half of the drop) very much add to that. It's an extremely learny level, but the gameplay is mostly pretty fun once you get it down. The only thing I'd really say is a problem is a bug in the drop caused by an S block being a little too close to another dash orb; aside from figuring out what in the world was stopping me from using the second dash orb in some of my later practice sessions, I had a lot of fun with it. The visuals look very cool, and they're a very good match for the song, but the first half of the drop can be a little hard on the eyes if you look at it for too long.

45/100
DIFFICULTY
9/10
OVERALL
8/10
VISUALS
9/10
GAMEPLAY

Pretty simple level overall, but the gameplay is cool. The last room doesn't really look possible until you realize you can tap one arrow key while holding another. Once you figure that out, though, it's pretty fun. Definitely takes a lot of learning, but that's the fun of it. Not really much to say about the deco; basically just looks like a typical 2.2 pixel level.

30/100
DIFFICULTY
9/10
OVERALL
10/10
VISUALS
8/10
GAMEPLAY

The deco looks great and matches the song very well, but there's some questionable gameplay decisions. Apart from some issues I noticed with the sync in the predrop, the drop begins with a blind transition into a dual that's pretty fun and pretty flukeable, but kinda still feels too sudden. Then, the trigger orb in the ship part, while not inherently bad, could've used some more indication of what exactly happens when you hit it. And the invisible size portals in the wave part, even if they're predictable, maybe could've been indicated a tiny bit better? At least it's fair. Overall, not a bad level, although there are some improvements that could have been made.

29/100
DIFFICULTY
9/10
OVERALL
10/10
VISUALS
7/10
GAMEPLAY

The deco in this level is beautiful. It really feels like a big journey. Not the best optimized, but beautiful nonetheless. Gameplay isn't really the best, though; there's at least one blind transition that you have to be prepared for, and some of the gameplay feels a little awkward. The transition from the ship to the cube after the dash orb in the part after the blind transition feels particularly strange. Furthermore, the custom portals don't really help all that much with legibility. And it also seems a little weird that there's gameplay at all during the transition where the song goes completely silent for a couple seconds. Other than all that, though, no serious issues.

Also, I've got no idea what RobTop was thinking rating this only 5 stars; it's way harder than that. I'd say it feels more like 7 stars.

20/100
DIFFICULTY
9/10
OVERALL
9/10
VISUALS
9/10
GAMEPLAY

Super chilled-out level. I think everything fits together very nicely. The deco is pretty simple, which works well with the simplicity of the song, but it's also detailed enough to be interesting. And the gameplay is pretty much the same — pretty easy, but it syncs well, and it's challenging enough to be engaging.

49/100
DIFFICULTY
9/10
OVERALL
10/10
VISUALS
7/10
GAMEPLAY

First off, this is a very visually impressive level. The deco looks great, and the storytelling is pretty great, too: you start the level in like a tavern or something, and then you go out to a ship and set sail to the ocean and then all the action happens. It's pretty cool.

As for the gameplay, it's fun, for the most part. Some parts are a little buggy, but it's pretty enjoyable. The only thing I don't like all that much is the really long cutscene right before the drop; it just immediately destroys your engagement with the gameplay, which makes it a little less fun. Maybe it'd have been better if there was a minigame there instead where you have to, like, click in a certain pattern to keep the cannonball in the air or something? I know that probably wouldn't be in keeping with the laws of physics, but that doesn't really matter. There just ought to have been at least something for the player to do during the cutscene. Other than that, I like the gameplay.

27/100
DIFFICULTY
9/10
OVERALL
8/10
VISUALS
10/10
GAMEPLAY

Fun gameplay. Not the most sightreadable, especially during the drop, but it's still fun. The designs weren't particularly breathtaking, but some of the effects were fun.

23/100
DIFFICULTY
9/10
OVERALL
10/10
VISUALS
8/10
GAMEPLAY

For the most part, the effects are stunning. The UFO part in the first half, though, feels a little empty to me. Like, it doesn't feel like there's much of anything going on. And on top of that, the gameplay has a couple rough spots, particularly in the drop; there's a blind transition into a wave part that can kill you pretty quickly if you're not prepared, and a lot of the level after that just feels like a glorified cutscene. This could have been a really great level, but it kinda falls short.

34/100
DIFFICULTY
9/10
OVERALL
10/10
VISUALS
9/10
GAMEPLAY

Pretty cool level overall. The UFO part felt particularly unique and fun; I loved that it requires you to look back and forth at both sides of the screen. It's not perfect, though; the wave part with the butterfly is harder to read on low detail, and the freeroam part at the end felt kinda underwhelming to me.

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