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

Super interesting gameplay. The theming is cool, and I like the aesthetic, but the gameplay is what stood out the most to me. A lot of it feels unnatural, which I actually like here because it feels a lot different than your average level and because none of it is inconsistent at all. It also works really well with the song; Frums often writes really strange music, and I think that is best complemented by equally strange gameplay. As such, the gameplay really feels like it ties everything together; the gameplay matches the song, and I also feel like it emphasizes some of the deco choices somehow. Cool level; highly recommend to anyone wanting something very different.

Also, a neat little detail is that it displays your attempt count in Roman numerals at the start

40/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY

Super cool level. My only complaint with it is that there doesn't seem to be much indication that it isn't an endurance challenge, but other than that, I enjoyed it.

The conceit of the level, once you figure it out, is super fun. The answers aren't always intuitive, but it's fun looking for them. The 8th chamber I didn't actually find all that bad; there's a progress meter in the background that shows you what you've done right and resets when you do something wrong, and all you have to do is experiment until you find the right combination. Realizing that the title is an instruction and not a description was one of my favorite parts. I also like how the deco gets more vibrant and lively as you progress, and the finale is executed really well, where you can just exit the lab instead of going around endlessly. And then it's super impressive from a technical perspective too. The way it just keeps looping around endlessly or stops your icon in place if you go through it in practice mode or saves when you've beaten the level and remembers it after you restart; all of those sound like they shouldn't be possible in a classic level, but here we are. I'm surprised this wasn't given a mythic rate with all the cool stuff in this level.

24/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY

Beautiful level. Not entirely sure why I didn't review this the first time I beat it. The effects look great, and the amount of detail is super impressive for 1.9. I could argue that it still holds up decently well even today. I mean, obviously, it doesn't have the same kinds of flashy effects that are possible in 2.2, but it genuinely looks good and feels good to play. And the song choice was perfect — any other song, I don't know if I'd feel quite as good about this level. It kinda feels like a hug. And maybe a large part of that is because of the song, but the deco and the gameplay complement the song perfectly.

26/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
9/10
GAMEPLAY

This is a pretty fun level. The theming is executed well — you go to a fair, you kinda wander around some, and eventually you ride a rollercoaster. The colors are very well-done and do a great job making it feel dark and mysterious; I especially like the strobing purple lights at the beginning. The art isn't necessarily the best I've ever seen, but it does the job, it's way more optimized than if the creator had tried to make something more detailed (and I think it's already got plenty of detail as is), and I personally think this art style fits the level very well. It's also fun to play; the atmosphere keeps you immersed in the level, and the gameplay matches the feeling of the song excellently. And the progression is good too. Overall, super cool level.

30/100
DIFFICULTY
6/10
OVERALL
8/10
VISUALS
6/10
GAMEPLAY

It's a great homage to the GD community, but I don't know if I'd say it's a great level. For a level over two and a half minutes long, it doesn't really feel like it's got a lot going on in terms of progression. Half of it is literally just going through the city, and there aren't any real meaningful changes in atmosphere. It just feels really samey. The second half at least is a little better, with the player actually going inside a couple buildings. The gameplay isn't all that remarkable, either; it's pretty basic throughout, and apart from that one part where you get launched up by the manhole covers, I wouldn't really say it does anything interesting. If it weren't for all the easter eggs in the deco, it'd be a rather boring level to actually play.

I do need to give the references/easter eggs a proper mention in this review, as they're pretty much the only real redeeming quality this level has. It's cool being able to look at the level and pretty much always be able to see a reference to something or someone important to the GD community, and it makes the long, boring first half a little more bearable; for that, I'll give it a higher visuals rating than I otherwise would. It kinda gives the impression, though, that this level was meant more to be watched than to be played.

57/100
DIFFICULTY
8/10
OVERALL
9/10
VISUALS
8/10
GAMEPLAY

If there's one thing I can say about this level, it's that it's purple, and I'm not even sure I can really say that about it.

This level is a megacollab, which means you get a wide variety of different styles, leading to more creativity and uniqueness per part at the cost of cohesion. This rings true for this level, but for the most part, everything sticks to the common theme of "purple". You've got some glowy stuff, some modernistic stuff, Zoroa's signature style, Alpheia's typical furry art, and — interestingly — several parts themed around space and the moon. The quality of the gameplay also varies quite a bit between parts, with some parts (like Zoroa's) being really really fun, and others (like the part with all the white pillars with its countless invisible hitboxes) being less fun. Overall, though, it's decently enjoyable.

And then you get to the last part.

The last part is tech-styled, which isn't inherently bad or anything, but it kinda breaks the theme; it feels like most of the deco is some shade of dark gray, and in the parts with actual color, it feels like the purple is overwhelmed by orange. Not only that, but the gameplay is also bad. Firstly, the transition is kinda broken — you enter through a dash orb, which is fine, except the way this part is set up, if you hit the dash orb too early, you miss a pad and die. This isn't the only bad transition in the level, but it's definitely the most egregious and poorly-designed. On top of that, there's some buggy slope gameplay in multiple places, which, while there exists a consistent way to get through it, you have to really search for it. Add in that the gameplay in this part is generally not really readable, and it kinda drags down the quality of the level a bit. Luckily, I managed to fluke the first slope jump at 93, but I did die to the transition.

In conclusion, this is a mostly good level with a few relatively minor flaws throughout most of it and a lot more flaws concentrated at the end. I wish I could've had a better experience with this level, but the various gameplay issues (incl. bad transitions) dragged it down for me.

42/100
DIFFICULTY
4/10
OVERALL
3/10
VISUALS
6/10
GAMEPLAY

Just an Electrodynamix remake with some Clubstep monsters. In general, I think this is worse than Electrodynamix; the deco looks about the same with some parts left out, and the gameplay just generally feels less fun. I'll grant that the ball part about halfway through is cool, but the UFO part towards the end cancels that out (that wasn't even originally a UFO part! the one part that's original is bad!), and everything else just feels like Electrodynamix but slightly different. And it may be the case that standards for remakes were lower back then, but nowadays, it feels like Sumsar hardly did anything creative with it at all.

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

Pretty good level. The deco looks great for 1.9, and the gameplay syncs very well with the song. My only complaint about the gameplay is that the mini-wave part has a single inverted slope that kinda makes that one click a lot worse; other than that, I think it's good.

47/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY

Super fun clicksync. I enjoyed learning and beating this level. The deco is also pretty good — not a whole lot of cat theming, but you do see some cat eyes in the first part of the drop. Really, the main focus is probably more on the gameplay; I think it's impressive that YraX was able to make such good clicksync in a wave part. There were a couple parts that felt like choke points, but I still had a good experience with this level.

33/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY

Impressive deco. You'd be forgiven for thinking this was made during 2.1. The deco really matches the atmosphere of the song well, and it also looks completely awesome. I really liked the way all the colors changed at the buildup, and the 3D effect in the ball part during the drop genuinely feels really impressive, especially for 1.9. And the gameplay is super fun, too. I'm surprised this level isn't more well-known, because this feels like some of the absolute best 1.9 had to offer.

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