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-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

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


-/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Classic-looking levels have always been a favorite of mine, and I love to see how the creators of these types of levels use their own touch to make each level unique, either with new features thanks to the 2.2 update, among other things. That's exactly why "Adrenaline Rush" is one of my favorite levels so far.

As soon as I enter the level I can see the inspirations and creators that portray the atmosphere that Gonixel wanted to deliver with this level, I notice a strong inspiration from creators like Danzmen, RadiationV2 and more creators with this unique style. This level has a much more classic decoration than usual, with quite simple designs and somewhat basic effects for this era of GD decoration. However, every detail in this level is presented in a very clean and cohesive way in terms of atmosphere, which I think is something to admire.

The intensity that Adrenaline Rush possesses, is very energetic and hectic, which relates perfectly to the song that this level uses. The pulsing pulses and visual effects are clear supports for the level to maintain a constant intensity throughout itself. It's amazing how there are no super noticeable inconsistencies in terms of decoration, only the only point to improve for me, are the camera movements, a feature of the editor of the 2.2 update that is quite difficult to use cleanly, and transitions that has this level are an example of this, I recommend a smoother movements and let you see more of the gameplay, as the transitions can become a bit abrupt leaving little reaction time between parts.

Speaking of gameplay, this one is quite fun and original, with modern gimmicks that (paradoxically) are used in a way that maintains the classic format that delivers the overall atmosphere of Adrenaline Rush. However I noticed a little inconsistency in terms of difficulty, it's not too much of a problem since it's just a matter of practicing a few times some parts, however I recommend a little more balancing/playtesting in the next Gonixel projects.

Overall, Adrenaline Rush is a level that I definitely recommend playing. One of Gonixel's best levels that definitely deserves the Epic rating.

-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Carminius is one of those creators I haven't heard much about, so I'm not familiar with his style of creation and I've only played a few levels from his catalogue. However, his level “Galattica” has become one of my favourite levels from this creator.

Visually, Galattica is a somewhat standard level in general terms, but the decoration does its job quite cleanly. What I mean by this is that the execution of concepts and ideas in this level is very good. For example, the block designs are eye-catching and colorful throughout the entire level, which matches the visual atmosphere of the level. The same goes for the backgrounds and air deco. All these elements relate to each other in a very subtle and harmonious way. The color palette that Carminius uses for this level is always effective. In my opinion, rainbow-themed levels always deliver what they promise, and Galattica is a clear example of this, with incredible progression and visual elements.

The only detail that could be improved is the fact that in some parts the decoration is a bit weak/flimsy. This can be seen at 53% where I noticed that it looks quite empty overall. A little more air deco would definitely have been a plus.

As for the gameplay, I honestly don't have many complaints about it. It's the typical gameplay of a medium demony level, with a fairly decent balance and some very fun parts to play, such as the duals, which, by the way, are my favorite part of the level. This gameplay is undoubtedly well done (although some camera movements may affect its readability a little).

In conclusion, Galattica is a level that maximizes its potential, with very striking decoration and a friendly gameplay that has definitely left me wanting to see more from Carminius in the very near future.

-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

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.

-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

“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.

-/100
DIFFICULTY
10/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Simply magnificent, this level is amazing in all its aspects, the art style, the backgrounds, the designs, everything about this level makes me feel in a totally new experience that few levels can give you, definitely a masterpiece.

-/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY

This level is simply unique. I have seen very few levels that have impressed me in such a way. The simple but by no means generic style used in this level is something to be commended. I must say that I do not know this creator, but “Skye Forever Blue” has left me with very high expectations for their creations.

At first glance, this level has a very interesting and experimental atmosphere, something simpler but effective. What I mean by this is that with simple objects and effects, it is able to impress the player in a positive way. For example, I can see that the designs are made from basic objects, but they are used in such a way that they make these designs a visual spectacle. In addition to this, I have to add the fact that the effects are very impressive, such as the effect used in the background. Another thing I love about this level is the color palette it uses. These types of colors, such as purples and blues, give the level a very unique touch, and the color gradient in the background is quite striking.

Something I would have liked to see is more variety, as I feel that the level is somewhat repetitive, since it uses the same designs throughout the entire level, and these objects on the edges are present the whole time. However, I can see some changes that are noticeable enough to prevent it from being extremely repetitive. Furthermore, I feel that this is the essence of this level; it follows a common thread so consistently that you can tell that each part belongs to a complete whole.

In terms of gameplay, I find it very original, despite having only two gamemodes. This makes it a bit contradictory, but the way the gameplay is presented and the way the creator uses different gimmicks for each gamemode is very professional. I should mention that this gameplay can be difficult to learn, as it is based on memory, but that is not a problem after a few practice runs.

Overall, this level is one of my favorites to date. It's incredible that it hasn't been rated yet. Incredible work.



-/100
DIFFICULTY
4/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

"PEAK level" is one of those levels that I find interesting because of the decoration and the atmosphere it conveys, I generally really like this kind of levels that break out of the mold of the conventional modern type of decoration.

At first glance, this level transmits a very strong energy that is very noticeable in the decoration, with brighter designs and with an undefined color palette, what I mean by this is that the color palette of this level is rainbow, so no specific color predominates. This is a positive point since it is a support to the environment that tries to show this level, also thanks to the details like background and decoration, they give a more psychedelic touch to the level.

A point to improve is the polish of this decoration, as I could notice many inconsistencies throughout the level, for example the composition of backgrounds could be cleaner, and the air deco could be more orderly. I noticed that you overused the shaders, making that part a little uncomfortable to see, this can also affect the readability of the gameplay.

Speaking of gameplay, this one is pretty good, I like how the structures make it more readable (except for the use of shaders). The variety of gamemodes that the gameplay has is quite wide, making it not boring at the moment of playing it. But I could notice a small detail, I realized that there are some sections and transitions are quite blind since there are parts where there are off-screen structures that make them almost impossible to read at the first try.

Overall "PEAK level" is a very good level, but I would have liked a little more polish in the decoration, however this level has a lot of potential to live up to its name.

-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Honestly, this level is impressive in terms of animations and color palette, the technique that has been used to make this level is quite high.

However I could notice that the progression of the level is quite strange, since the level starts very intensely, and then at the moment of the drop of the song, the intensity decreases a little. This intensity curve makes the level visually feel improvable (And since this is an auto level, visual support is everything)

-/100
DIFFICULTY
7/10
OVERALL
8/10
VISUALS
6/10
GAMEPLAY

PepeTheGod is one of the creators that has impressed me the most during the course of this 2025, his modern style is one of the most characteristic in my opinion, and his level "Speed Boost" has shown me his high experience in this type of decoration.

As I mentioned before, this level has a modern decoration, where pastel/bright colors predominate, however the level has details of dark colors, making it quite varied when analyzing the decoration. The visual effects and the color palette show us the great intensity and energy that "Speed Boost" has, with frenetic and fast changes that go according to the intensity of the song.

Something I really like about this level is that the decoration follows a common thread to perfection, each part suggests that it is a section of something bigger, they have a pretty good cohesion and are not repetitive. This is really a positive point in my opinion because not many levels achieve this kind of things.

A big point to improve is the gameplay, I could notice that this gameplay is a little inconsistent in terms of difficulty, note that the drop part is much more complicated than other sections, also usually these parts of drop have visual details that impair the readability of the gameplay, I could notice some things that make the field of view reduced.

Overall "Speed Boost" is a portrait of the concept of intensity and energy, it is one of my favorite levels of this creator and I find it incredible that it has not yet been rated, I hope that soon will be the day when this level will get stars, good job!!

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