Junior Member
"Gregory Windmill" is a collab level between ZaZa and BrigitteSux, and I must say that this level really blew me away.
In general views, this level has a more experimental / neodesign style, which you can notice a lot in the last parts. This kind of levels usually leave me very intrigued, as unlike styles like glow or modern, I don't really know what I can find, as the name "experimental design" says it all.
In general, I like the visuals that the level offers, each part is pretty good separately, however I feel that when playing the level in one go, they don't really connect these parts well, this means that there is a lack of cohesion between the sections of the level, since they feel very different parts that don't follow a common thread. Also I have to add that I would have liked to see more parts, because the level in general only consists of 3 parts, I feel that the first part is very long, I think it can be cut perfectly in half, and try new styles that do follow a common thread.
As for gameplay, it's super fun to play, it uses good gimmicks and has a good use of orbs and portals, it doesn't feel unfair when playing, and the transitions that the level has are decent enough to allow a good enjoyment of the gameplay.
Overall this level leaves me with a good taste in my mouth, however there are still things to improve, like more variety in the parts for example.
I'm not a big fan of ThePurgatory team's levels, but Clown Control is one of the team's best.
The level is a remake (or attempt at one) of Crowd Control by deadlox, but the level's decoration is nothing like that of the level it was inspired by, as Clown Control has a much more glow deco, much more set in another theme that has nothing to do with Crowd Control, which makes me wonder if it was really an attempt at a remake of this level.
I must say that I find it interesting that the atmosphere of the level is that of a circus, or things related to it. The vibe is very well done, but as I said before, I don't see a connection between this level and Crowd Control. Maybe there are some similar structures or parts, but in general, they are very different levels.
My biggest problem with this level is the gameplay, as it is VERY unbalanced in terms of difficulty, which makes it super uncomfortable to play and a very tedious experience. For example, most of the level is comfortable to play, with good gimmicks, but when you reach the drop, the level becomes much more difficult, especially in the wave sections. I would have liked to see something more balanced (I make special mention of Preezee part, with 4 clicks on the UFO that are INCREDIBLY DIFFICULT).
"Inside" (by Criko) is a very interesting level, because this level showed me that speedbuild can be both positive and negative.
This level was created in 4 hours, which I find quite incredible since the final result is very decent to be done in such a short period of time (however why stop there, why not continue and make the level much more polished).
This idea that I said makes sense when analyzing the level in a more detailed way. To begin with, this level has a very similar decoration style to the level of the same name, created by Hypno, in fact the first section of this level is almost identical to a part of the level already mentioned, which tells me that the creator looked for a quite obvious inspiration. The rest of the parts are more original, which is a positive point for me, however these parts can be improved in terms of quality, since the difference between the first half and the second, is abysmal.
Another point to improve, is the duration of the level, since I do not see the need to make the level of this short duration, really the short duration of this level, leaves me wanting to see something more, more parts, more decoration, etc.. I feel to make an extension of the level would be a very good option, since the progression of the level can improve a lot with a longer duration, (even now the creator could take more time to polish parts).
Overall, this is a decent level, but I would have loved to see more originality, and more when the level is inspired by another one, this could avoid quite a few problems like for example, criticisms about the level being TOO much inspired by Hypno's map (it even uses the same name and the same song).
"Dear Pet Rock", is a level created by RussianRobTop, a creator that focuses on modern and minimalist style, I must say that I have not seen any other level from this creator, so after researching on my own, this is what I can say about this level.
This level, as I mentioned, has a modern decoration, which is sectioned into different parts quite varied, although all these parts follow a common thread, so the cohesion is maintained throughout the level. The parts in general are quite polished, have a color palette really varied, for example the first part has a super good combination of rainbow colors in the designs that caught my attention.
Something that I could notice, and what is in my opinion a weak point of the level, is the lack of air deco that the level has, I understand that the designs are simple, in fact I feel that it is a good idea, however the lack of backgrounds and air deco makes the level look very empty.
Another thing I noticed is that the level itself is a bit generic, I have played levels with this song, and they are very similar to each other, the same style of decoration, the same animations and arts of this pet rock, among other things, I would have liked to see something that makes this level stand out from the rest.
Overall, it's a pretty good level, but the overused concepts what this level has and the lack of decoration in some parts, makes the level a bit more improvable.
Overall super strange, the gameplay is quite unbalanced, we have for example super easy parts like AlfredPK and Amidon (among others) and then have to overcome parts with super unfair clicks, like the famous MazL part (And I should also mention xavierbrownie, and Rocketeer)
The decoration is ok, I expected something of this style, quite inconsistent in styles and professionalism. For example, JonathanGD's part sets the bar very high, and it's a bit disappointing that after this part there isn't another one with the same level of polish.
Honestly, "Bye" is one of those levels in which I am quite indecisive when giving opinion, because despite understanding that making a remake of a level of KrmaL is quite complicated, I can't help but see the good points (and improvable, but above all, good)
This level is a pretty obvious remake of "Hi", and the fact that it is noticeable so quickly, makes me think that it is a pretty decent remake, unlike what I have seen in most reviews of this level, because this level captures the essence of the original level, as for example in the drop part, where it is quite similar to "Hi" but with some changes, that make this level unique.
Although much of the level can be quite generic in terms of designs, I feel that there is not much that can be done about it, since the structures of the original level are of that style.
The gameplay is quite good, I notice the resemblance to "Hi" in this area, using almost the same gimmicks in both levels, so the difference between these levels lies in the decoration.
MindFunk II, as the name suggests, is the sequel to the level MindFunk, created by SmoLkeroS. I have to say that I have already seen this creator's style a few times.
At first glance, the level has a glow-style design. However, the atmosphere has some 1.9 vibes, especially in the air deco and the structures. I really like this type of atmosphere, especially when it is well executed, which is the case here. This can be seen in the air deco, which mostly features glow and typical blocks from the aforementioned update. Since it is what dominates in some sections, it gives the level a very clean visual touch and makes the atmosphere of update 1.9 more evident.
The structures are well-made, and I like their details. Nevertheless, in some parts, the designs can feel a bit simple. I would have loved to see more variation in each section, and above all, more movement in general, as the level feels a bit static. Something else that also feels a bit static is the color selection, which is overly saturated and a bit too bright for my taste. I don’t see much variation, as most of the level is pure red. That being said, the final section presents a significant change in color, shifting from red to orange. I would have loved to see more of that throughout the level. I have to say that the level feels monochromatic, and the bright white foreground, by standing out so much, makes it even more evident that the rest of the level can feel repetitive and monotonous in terms of color variety.
The gameplay is readable, but the camera movements and shaders make it less clear than expected. In my opinion, the main reason for this is the shader use, as they are abundant throughout the level, making it visually chaotic by displaying too many elements at once. The glitch shader is present throughout the entire level, which can be a bit straining on the eyes. Additionally, there is a noticeable difficulty spike in the wave and floating ball sections.
Overall, it's a good level, but its somewhat monochromatic nature and the static feel in some sections make it lose a bit of its charm.
Chainsaw Y is a very interesting megacollab, I can see that people that I know quite well participate, on the other hand I can see new people that really impressed me.
The first thing I can notice about the level is the saturation of sfx as a joke, although it may be something new, it takes away a lot of seriousness and professionalism to the level in my opinion can even annoy the player, the same with some parts that in its decoration I can find elements as a joke, the good thing is that there is an option to disable the sfx, however I would have liked to also remove some things from the decoration that present the same problem mentioned above.
The decoration in general is very varied and has different styles. I would have liked to see something more linear in terms of decoration as each part is very different from the previous one. As each part is different it also means that some parts are more worked than others, which makes the level a little unbalanced in decoration, because I can notice that there are very simple parts in terms of structures and effects, and other parts that are the opposite, which are well worked and that impress me a lot. The point I want to get with this is that each part separately is well done and quite worked, however when putting the parts together, the difference in skills of the members of the collab is noticeable. Something that can also be unbalanced in my opinion is the gameplay, as it is too difficult to be an easy demon, some parts do not even reach the difficulty of demon, while others are practically medium demon or even hard demon, however the gameplay in general is readable and can become quite comfortable after a few practices, I would have liked a little more playtest.
Overall is a very good level, it just has some problems that are not much to my liking, the theme of the sfx I did not like at all, however the deco is fine and the gameplay is very enjoyable.
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sorry about this gang