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19 hours ago
Time spent online:
2 days, 12 hours, 4 minutes

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Reviews

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32/100
DIFFICULTY
6/10
OVERALL
6/10
VISUALS
7/10
GAMEPLAY
10/100
DIFFICULTY
5/10
OVERALL
5/10
VISUALS
4/10
GAMEPLAY
53/100
DIFFICULTY
6/10
OVERALL
6/10
VISUALS
5/10
GAMEPLAY

While I admire Zoroa's willingness to make a level with a restriction like this, it kinda just feels boring to play, honestly. It has its moments sometimes (particularly that one robot part where you jump over rows of spikes), but a lot of it is just the same general tropes over and over. And I don't guess there's really any way around that. Combine that with a few clicks being timings that you have to find out are timings, and it's not really the most fun experience, especially if you die to the end a lot. The deco feels kinda plain as well, which is probably again due to the format of the level; there's not really anything going on gameplay-wise, and so the only things there really are to make interesting are the foreground and the background, which feel disjointed from the actual level. It's a fine level for the constraint it was made under, but that constraint doesn't seem to lend itself to interesting levels.

48/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
8/10
GAMEPLAY
53/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY

I believe I first beat this level to reach 10000 stars. It's a pretty fun experience overall; super learny, but you can get it pretty consistent. It has a vaguely threatening feel to it, probably due to the main colors being red and yellow, which I feel like gives it personality. Aside from that, the sheer level of detail this level has is really impressive. The snake blocks in that one wave part, the transition into the dual, the icons in the background of the dual, the ending and all the gameplay structures that are never used but exist nonetheless to make it feel more like a maze, everything feels very meticulously constructed.

29/100
DIFFICULTY
9/10
OVERALL
8/10
VISUALS
9/10
GAMEPLAY

Probably one of my favorite platformers I've played so far. I love the gimmick, and I love how extensively it's explored.

51/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
9/10
GAMEPLAY

Just an average Zoroa level, really. It's pretty fun for the most part (with the possible exception of the orb rooms, which — while novel — aren't particularly straightforward and can be a bit inconsistent sometimes) — fun enough that there was a short window of time where I would occasionally play this level just because I thought it was fun. The song works really well with Zoroa's usual selection of colors. Not really all that much else to say, though.

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

A great example of a remake done right. Reincarnation was a great level by itself, but this level manages to improve on it in many ways. Granted, Reincarnation was made in 1.9, but Carne Aderunt feels like a perfect extension of it to 2.1 while also still looking like Zoroa's signature style. A lot of stuff that wasn't great in the original was improved a lot here, such as the midsection being slightly less repetitive and the ending being new instead of copied from a previous part of the level (although the random auto part still feels kinda weird). I also really love what Zoroa did with the candle part. Outstanding level overall.

41/100
DIFFICULTY
5/10
OVERALL
6/10
VISUALS
5/10
GAMEPLAY

Not Zoroa's best work, in my opinion. Theming feels a little weak, and I don't know that the dark aesthetic matches this particular song. The gameplay is fine, for the most part; the tower section is unique, I'll grant, but a lot of the gameplay honestly feels kinda weak as well. The ship parts toward the end particularly stand out to me in this regard; you just hold and release at the appropriate times. Even the song itself feels kinda weak; I'm sure there exist better and more thematically appropriate songs to use in a level themed around catface emoticons. It's like Zoroa got the idea to make this level and then just threw a bunch of stuff together without really thinking about how it should all fit together.

52/100
DIFFICULTY
9/10
OVERALL
10/10
VISUALS
8/10
GAMEPLAY

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).

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sorry about this gang