Junior Member
To be honest, focusing ONLY on what happens within the level:
Super incoherent decoration, parts with completely random styles like Starship and BitZel. Even a part that looks like a layout with tons of glow on top. It seems to me that they didn't make the effort to balance the visual quality of this.
In gameplay, visually it's super out of sync, uncomfortable to watch, and much less comfortable to play, super inconsistent duals, random difficult spikes throughout the entire level, just a mess
And finally, we have an ETERNAL endscreen. Should I say more? This level leaves me with a lot to be desired
A pretty ok level, nothing has caught my attention to be honest, the decoration is quite generic, however it maintains the essence of the original level "8o". Although I really enjoy seeing the glow decoration style in general, specifically in this case it didn't really feel like anything out of this world or mind blowing at all
Gameplay is decent, as I said before, quite similar to "8o" with orbs a bit blind at the beginning, and difficult timings in parts of UFO, it is a gameplay that can be learned without much difficulty with a few practice runs.
I think this decision is pretty fair, there's nothing to see, gameplay its not original because its just deadlocked, and decoration.... Uhhh yes. Funny idea tho
Mixed opinions with this one, Even though the level is quite old, I feel that MUCH better decisions could have been made regarding the level
For example, the gameplay can be more balanced and more enjoyable, as I have noticed a big jump in difficulty.
In terms of decoration, I think it's a decent job for its time, but some visual effects directly affect the enjoyment of the gameplay (for example the black glow that reduces vision)
Overall pretty ok, I would have liked to see something more polished 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.
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.
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.
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sorry about this gang