Power Reviewer
Honestly, this feels more like a 1.9 level than a 2.0 level. Even though it was released in early 2.0 and prominently uses 2.0 features in the second half, I feel like it manages to maintain the 1.9 aesthetic. The deco is simple, for the most part, and any semblance of a city theme disappears after the drop, but it still manages to stay interesting — each part feels distinct and important to the story in its own way, and it's impressive how much it does with so little. Small wonder this is such an iconic level.
Extremely generic. If you want a proper Michigun tribute, play Temple of Time; that's actually themed specifically around Michigun rather than "oh, someone died; I'm going to make a hasty 'tribute' to them that only talks about how they are dead". It's literally a generic grayscale glow level with a flashing background for no reason and multiple misspelled words.
Stunning. Feels like a Knots level, but even richer. Also feels like any YouTube video I can think of discussing the universe — that one MinutePhysics video about the development of the universe, 3blue1brown's videos w/ Terence Tao about how we learned to measure the universe, &c. The gameplay is reasonably fun, but not particularly noteworthy, especially compared to the visuals. The deco is all very clean; you can almost always tell what's happening (provided you do a practice run first so you can read all the text and not get distracted by it), and each part is themed after whatever the text is talking about. I love the part where your icon goes back and forth across the screen while there's a bunch of geometry and stuff that gets shown in the deco. And the storytelling — I've already said it feels like Terence Tao explaining how we know how big the universe is. Overall, this level is a beautiful experience and I highly recommend it.
Truly stunning visuals. The gameplay is pretty basic (and literally nonexistent past a certain point), but the point of this level is really the deco. It really says a lot that all of this can be made within the Geometry Dash level editor, and I know Spu7Nix probably coded the level in his GD programming language, but that's arguably even more impressive. This level (and especially the long auto part) feels like an homage to the Geometry Dash community and all the different ways people push the limits of what's possible.
As for the LDM, it's comical how different it is from full detail. He didn't even bother trying to optimize the visuals; he just made a whole new level instead. And of course it's technically a harder level because the auto part is replaced with normal gameplay. And despite how much more basic it looks, it's honestly still a good level.
Just a silly little level. I like that
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.
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.
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.
From what I can tell, the song used in this level is about a cat Cacola used to have who died.
Anyway, this is a really cool level. The design is pretty minimalistic, but the effects and the atmosphere make up for it. The gameplay, the song, the deco, the subtle camera movements, everything works together to create this feeling of returning home. The only issue at all I have with this level is that it's not immediately apparent that the part with the giant stars is freeroam; other than that, this is one of my new favorite levels.
Geometry Dash has always been, at its core, a rhythm-based platformer. While the rhythmic element is often absent from platformer levels (as opposed to classic levels), it's always nice to see platformer levels that do incorporate music into their gameplay somehow. This one is a pretty simple autoscroller for the most part, but there's still some good sync with the lightning strikes (which do impact the gameplay, especially in the first part). Definitely requires practice mode, as there's no checkpoints and some of the later parts can be a little finicky, but pretty fun overall :)
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sorry about this gang