Junior Member
The Glow style is one of the most classic in GD history and has many derivations and types, making each level unique. However, "Blackout" leaves me with mixed feelings about this style and how it changes over time—or rather, how it doesn't change.
This introduction is meant to explain that the level's features are not novel. In other words, the level has a fairly generic glow style that is not new. However, let's not jump to conclusions. The strengths and weaknesses that I was able to identify in this level are detailed below.
As I said before, "Blackout" is a COLLAB level with a glow style. Like all levels of this style, it focuses more on block designs and visual effects than on the background or air deco. This level uses an interesting color palette because only two colors predominate: red and blue. These contrasting colors work well together, creating a striking duality. The visual intensity of the level is also well achieved, as the effects match the song's rhythm.
The main problem I noticed is that although each part looks pretty good separately, putting them together makes the level lack coherence in terms of decoration styles. For example, some parts are out of the glow style and enter the field of modern or simplistic design, while the rest are pure glow. This creates noticeable changes in decoration, making the level lack a common thread that connects the environment of all parts into a visual whole.
As for the gameplay, I don't have much to say. It's quite readable, although some transitions could be improved. I noticed that the gameplay intensity is well achieved, and the difficulty is consistent throughout the level. By this, I mean that there are no parts that are ridiculously more difficult than others, which is more common than you think. One way to improve the gameplay would be to add more variety. I would have liked to see more of the 2.2 update content. I know the collaboration started with the 2.1 update, but changing the gameplay to make it more interesting wouldn't be difficult.
In conclusion, "Blackout" is an interesting mix of generic and unexpected visuals. I know that sounds contradictory, but to me, it makes sense because the parts of this collaboration are quite unexpected in terms of style.
"Gazer" is a modern-style level with a psychedelic and colorful theme that I haven't seen in many levels. The song used in this level is a plus because it makes the atmosphere much more meaningful.
The color palette is completely rainbow, using gradients so the colors blend smoothly without inconsistencies. This gradient element can easily be noticed in different parts of the level, such as the background and some structures. These structures are simple but varied, changing their composition in each part, which I think is a real plus.
One weak point is the brightness of the colors, which is too bright at times. This, along with the flashes at certain moments, makes visibility quite complicated. Another thing to improve is the lack of cohesion in some parts. For example, the relationship between the background and the structures could be better, as some elements of the air deco and the background seem out of place. Finally, I would have liked to see more movement in some structures because the level feels static in several parts, with the air deco being the only visual element that is didactic.
Moving on to the gameplay, I can see that the level has quite readable gameplay, except for visual difficulties that may arise due to the decoration, such as flashes. Despite being largely made with elements of the 2.1 update, I notice that some concepts of the current update are present, such as gravity changes. These gravity changes, for example, in the robot part, are quite smooth and do not generate much difficulty. I would like to mention that the transitions sometimes make the gameplay unreadable due to the short reaction time between them. This could be improved.
In conclusion, "Gazer" successfully achieves its function as a "psychedelic" level with rainbow colors and a unique environment. However, some aspects could be refined to enhance its visual appeal. Nonetheless, it is a neat work.
Lava SanctuaryX is a fairly standard pixel level, it seems to be a remake of an old level of this same creator, although I must say that I also found many similarities with the fire gauntlet level "Magmatic Sanctuary" of RadiationV2, however as the level is pixel style, it makes it more unique.
In terms of decoration, as I said before the level is pixel style, so I was not surprised to find some designs quite simple, however the environment that has the level makes the designs do not look neither empty nor overloaded, which is quite good, the atmosphere of the level I quite like, with dark and red touches, however sometimes it can be too dark, hindering the visibility of the player, I would recommend giving a little more brightness to some parts to counteract that problem, and speaking of visibility, I must say that some transitions are quite abrupt and can take the player by surprise, these transitions hinder the visibility of the gameplay. The truth is that the gameplay is quite comfortable in itself, it is readable and enjoyable, but sadly some shaders and visual effects make it difficult to read in some sections of the level.
Overall it's a pretty good level, but the overuse of shaders and transitions make the level a bit tedious to play at times.
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sorry about this gang