Junior Member
You may hate me saying this (or you may not) but "Esencia" is a level that I quite like.
The whole idea and concept of the level, experimenting with our roots as are objects of 1.0, and combining them with relatively recent objects such as the glow and the more complex effects, makes this level something very experimental for that time, that is something that I appreciate a lot. However, I would have liked to see a more polished use of glow, as I found quite a few points for improvement in the use of glow.
The representation of the song, in my opinion is pretty decent, I feel like how chaotic the level is, it pairs quite well with this song. "Censored" is one of my favorite songs, and seeing that this very interesting level uses this song really catches my attention.
As for gameplay, yes, it can be quite improvable, because it is a bit bugged, I feel that this aspect is the one that lowers the score a little in my opinion, since it is also so flowy that it is super difficult to learn and follow the rhythm of the practice runs.
cherryteam is quite known for its glow levels, I can name quite a few examples of this type of levels that are from cherryteam, one of many such levels is "Vignette".
The level, as I mentioned before is of a glow style, I know that it may sound quite generic for being from cherryteam, however the theme of the level gives a twist to the atmosphere that I could notice. Well, this level is set in the old movies, with sepia and yellow colors that really combine quite well, in addition to having arts related to old cinema, something that really caught my attention.
The only problem I could notice in the decoration is the song-environment relationship that this level has, because in my opinion, using Fracture as a song of this level, was not the best option, because I feel that the song has nothing to do with this decoration and this theme.
The gameplay is comfortable to watch at least, because the drop consists of quite interesting duals, I must appreciate that the entire drop has duals, the fact that the gimmicks have been used so well for the duals is quite admirable in my opinion. Like all gameplay of this style, it needs to be practiced a lot to be learned, but it's not a big problem if you've already had experience with levels of this style with more flowy gameplay.
Overall good level tho
"Believers" is a fairly simple level. However, from an analytical point of view, it is one of H4zeR's best works because it shows this creator's evolution in terms of decoration and, above all, gameplay (although it could be improved).
In general, the level is modern, but not the typical modern style with pastel colors and basic structures. This modern style is more elaborate. For example, the first part has curved structures, making it clean. To this, we add decent air deco and good backgrounds.
Despite the drastic change in atmosphere in the middle of the level, the general modern style remains, showing that the level maintains cohesion despite the drastic change. However, this drastic change could also be a negative point because the contrast between the dark atmosphere of the first part and the happier, brighter environment of the last part could be disconcerting to players in terms of visual comfort.
As for the decorations, I'm not convinced by the supporting elements, such as the shaders and camera movements. In this level, I feel that they are too intense, especially the camera movements. They seem out of place, as if their only purpose is to make the player dizzy and annoyed. This makes it difficult to read some parts of the gameplay (and I have to add a couple of quite blind transitions).
The gameplay is generally quite comfortable and not difficult at all. I could complete the level without major problems, which shows that the level has good consistency throughout. The only problems are the transitions that are so blind and the camera movements that make parts like the swing copter at the end much more difficult. Despite this, the basic gameplay is easy.
In conclusion, this level shows that H4zeR's gameplay has improved, but there is always room for improvement.
When I saw the name "Freedom69", I imagined a remake of the famous level "Freedom08", however I was surprised by what I have seen of this level, because it is something totally different from what I expected to find.
This level has a fairly simple and frenetic glow style, with constant flashes and a striking color palette, with shades of blue, purple and derivatives of these, although there are other elements such as designs and air deco, which contain other more varied tones. Although some elements can be varied, this does not detract from the fact that there are some things to improve on the subject of decoration, such as, for example, the designs mentioned above, can be polished enough as they have a fairly standard and unoriginal conformation, the filler blocks in general can be more striking and varied, to give a fresher touch to the level.
As for intensity, I feel that this is a very weak point of the level, because the level speeds are not consistent with the flow of the level, take for example the drop part, I can notice that in this part even though the music goes very fast, the pulses of the level are quite slow, and the speed of the player is also slow, which causes quite a lot of confusion when playing. Something I would like to clarify about the pulses, is that in the background, they are not present, which means that the background does not have intense changes per se, which makes the level look quite static in some parts.
Moving on to the gameplay part, I can notice that it is quite fun and clicksync at the time of playing, it is also very easy to read where to go, and by adding indicators, we get a gameplay that can be completed in 1 or 2 attempts. However, as I said before, the lack of consistency in the intensity of the level makes the gameplay not really perfect, I recommend trying faster speeds when the intensity of the song is faster.
In conclusion, "Freedom69" is an interesting level in terms of concepts, as it breaks out of the mold of what we can expect with levels of this style, however I can notice points that could be improved in terms of intensity and cohesion. This level has too much potential, and I really want to see more from this creator.
"Attitash” is a straightforward level, featuring a calm and harmonious song that perfectly complements its theme.
The decoration in this level uses a carefully balanced color palette of blue, green, and red shades. This simplicity is beneficial as it allows for a diverse block design that enhances the overall experience. Straightforward, there's significant potential for improvement in their movement. Implementing a more dynamic parallax effect could elevate the level to new heights.
The gameplay is deliberately linear, making this level a comfortable experience. The high difficulty jump of the coin route is justifiable and manageable, so it's hardly an issue. However, one drawback is the implementation of transitions and the limited reaction time for players, particularly on the coin route.
"Attitash" effectively captures the essence of a RobTop-style level, as promised in its description. The vibe is perfectly achieved, with cool classic designs that go well with the straightforward gameplay. Everything flows nicely, making it easy to see what’s going on during the level.
To be honest, with the name rgbwheregisgold, I didn't know what kind of level I would find, but the result of my search surprised me completely.
My first impressions of the decoration were quite different because the first thing I noticed is that the level has an empty decoration style, with simple designs, which at some point can look a bit static due to the lack of movement they have, and a quiet atmosphere if we compare it to the song that uses this level. However, this concept is very unique to me, because even though the decoration looks very simple in some parts of the level, this simplicity gives the level a fresh and minimalist touch. It is also worth mentioning that the combination of this simple design with the features and ideas that have come about thanks to 2.2 makes this level original and new to the eye.
As for the choice of colors, this level uses more primary tones, such as blue, yellow, and even reddish tones, these colors are presented in a very light way, that is, not too saturated, which makes the decoration look cleaner and also does not affect the visibility of the game at all. Furthermore, the decision to leave a base color and then paint the details in a different color is a wise one, as it avoids the monochromatic problems that can arise thanks to the simplicity of the decoration.
Finally, leaving the strong point for the end, we have the gameplay of the level, this gameplay seems VERY interesting because at first glance it seems to be complicated by the number of portals it has and the paths that can be taken to practice it. I found that it was quite fun and comfortable to play because it uses the concept of green portals, something I had not seen too much on most levels. In addition to this, one of the things I liked most when playing this level was the cryptic atmosphere I could feel when analyzing this gameplay, because you can take different paths, and every decision you make ends up affecting the gameplay sooner or later, this concept in general (including other games besides GD) has always seemed wonderful to me, so playing gameplay this original was a visual delight. I emphasize 'VISUAL delight' because upon experiencing the gameplay, I noticed many inconsistencies in the subject of difficulty. After all, the drop is much more difficult than all the rest of the level, so in the same level we can find difficulties from Insanes (8 stars) to Insane Demons.
In conclusion, this level has a very good concept, with fun gameplay in some parts, and a simple but original decoration, but I would have liked to see more movement and intensity, as well as a better gameplay balance. That doesn't take away from the fact that it's a pretty clean job.
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sorry about this gang