Junior Member
I am very familiar with SrElectroGD, as I played his old levels a long time ago and even verified two of his projects. Therefore, his decorating style is not new to me. However, he always surprises me with each new level he releases. The quality of his decorations improves exponentially, and his most recent level, "Resurrection," is the ultimate proof of this.
Resurrection is essentially a remake of the popular FunnyGame level, "Reincarnation." Initially, I didn't expect anything truly original. However, although most of the level is based on Reincarnation, some parts surprised me. In terms of decoration, Resurrection completely captures the essence of Reincarnation, using new objects from later updates to give it a unique touch while maintaining the original atmosphere and ambiance. There are even new sections, which I really appreciate. Of these new parts, I especially highlight the 59% section. It's extremely original, and the use of the rotate trigger is clever. It's definitely one of my favorite parts. Another part that fully captures the essence of Reincarnation is the 20% part. It's a very famous part of the original level. It's the perfect combination of classic and new. Electro polished the elements well to make them look modern without losing their classic essence. It is impeccable work.
One small detail that could be improved is the camera movements and use of shaders. I find them a bit too abrupt and intense. For instance, during the initial pre-drop, I noticed some camera zooms that could be refined. These sudden, intense, and constant changes can disrupt the visual experience.
In terms of gameplay, it's pretty decent in general. I would have liked to see cleaner transitions and parts that were a little more readable, but overall, it's quite enjoyable. Being a remake, it's obvious that the gameplay won't differ much from the original, so I didn't have high expectations. However, I would have liked fewer fake obstacles or more time to react to them. For instance, in the final section, it's challenging to discern the path forward due to the player's high speed and the abundance of fakes, which hinder rather than help the level.
In conclusion, Resurrection is one of my favorite levels by SrElectroGD. On a personal note, it's been an honor to witness your evolution as a creator over the years. You've improved significantly, and I know you can improve even more. This level deserves more recognition. I recommend playing it more than once since it has creative coins. Good job, friend. <3
Infra's decoration style is a very recognizable one (at least to me, as I have completed all the levels of this creator). And "Kniatic" has shown me that this creator just keeps getting better and better with his creations, as this level is one of my favorites from Infra.
As soon as I entered the level, I noticed the color palette that predominates throughout the level, a range of red colors and derivatives of this are present in many parts, constantly changing between them making the level has an appreciable variety and visually comfortable. However, I could notice some mishaps in this intensity, because in the slower parts, the color palette is quite reduced, resulting in some parts that look monochromatic, such as the slow ship section before the drop, this part mentioned has a red color that predominates too much, I would have liked to see a little more changes in that part.
Most of the changes in the colors I can notice in the structures and saws, which throughout the level are very varied and have a very good composition, with structures of different shapes and made of very different objects, Infra knew how to use the objects very well to create a modern environment to perfection. You see, I like this kind of decoration a lot, and much more if they have smooth movements and clean details, just like in the structures and backgrounds of this level.
One of the few things that can be improved in this level, is without a doubt the empty spaces left in some sections, I would have really liked to see a little more padding in some parts, even simple objects can improve too much the air deco of this level. Another thing I could notice, is that these empty spaces in the air deco, let notice an improvable aspect of the backgrounds of this level, which is basically the same problem as the air deco. I understand that keeping the simplicity can be a good option to improve the smoothness of the level, however I feel that it is a double-edged sword, and I could confirm it seeing this level.
In terms of gameplay, it is undoubtedly one of the most fun I've played, it was really a very comfortable experience which I repeated many times, because it has intense parts and simple but effective gimmicks for a good enjoyment for the player, and also has slow parts that combine perfectly with the intensity of the song, no doubt the gameplay is one of the strongest points of this level.
In conclusion, "Kniatic" has left me surprised and eager to see more of Infra as a level creator, I am sure that he can surpass himself more and more.
“The Forsaken” is a level that really made me feel nostalgic. I really missed seeing this type of classic megacollab (with some touches from the new update) in terms of designs and overall atmosphere.
One of the things I noticed about this level, and it's definitely its strong point, is the relationship between the decoration and the song, as each part has a perfect intensity that matches the intensity of the song, making it quite visually comfortable. Another thing I really liked is the glow atmosphere of this level, which, as I said before, makes me quite nostalgic, as it reminds me of levels of this style, such as “Omega” and “Sigma,” which, in my opinion, have a similar atmosphere to this level.
The problem I can see with the decoration is that the quality of the parts varies quite a bit, as there are some parts that are much higher in quality than others, which makes it difficult to analyze the decoration as a whole. Another thing that I feel could be improved is the use of camera movements and rotations, as they are quite awkward and detrimental to the gameplay. The clearest example of this is the part from 0:47 to 0:55. I feel that in this part, the creator tried to experiment with these camera movements, resulting in visual effects that could be improved.
Honestly, I have no complaints about the gameplay. Perhaps the duals are difficult to read, but as always in most demon levels, it's not a problem after a few practice runs. I must praise the originality of this level's gameplay. Even when it may seem generic at certain points, it uses some gimmicks that automatically exclude it from that concept (mostly thanks to objects from the 2.2 update).
}Overall, this level is very good. I highly recommend playing this level more than once, as it provides a nostalgic experience of those days of yore when collabs like these were really bangers.
Very iconic level, good glow usage for those times, and gameplay is pretty fun. Coins can be kinda hard tho, but its not a big deal, really nostalgic
Cool level, I like the decoration here, also this is NOT a layout lmao, a good example of themed layout its the level by the same name but created by SrAntho.
Obviously this is 10 times more polished in general tho
This level is fine, not a big fan of the gameplay, because some timings are REALLY annoying to play, also the first robot part is def not an easy demon tier 1 (according to GDDL).
Visuals are good, deco is very consistent in quality, but yeah, not a big fan too.
Decent level tho
This level is so fun to play, gameplay can be hard sometimes because there are little timings, that can be detrimental to the general enjoyement, but honestly, its not a big deal, you just need to practice the level a bit.
Decoration is very standard, nothing really interesting, kinda old for my liking, it reminds me of shocksidian or hinds style, but you know, it gets the job done I guess.
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sorry about this gang