Junior Member
MindFunk II, as the name suggests, is the sequel to the level MindFunk, created by SmoLkeroS. I have to say that I have already seen this creator's style a few times.
At first glance, the level has a glow-style design. However, the atmosphere has some 1.9 vibes, especially in the air deco and the structures. I really like this type of atmosphere, especially when it is well executed, which is the case here. This can be seen in the air deco, which mostly features glow and typical blocks from the aforementioned update. Since it is what dominates in some sections, it gives the level a very clean visual touch and makes the atmosphere of update 1.9 more evident.
The structures are well-made, and I like their details. Nevertheless, in some parts, the designs can feel a bit simple. I would have loved to see more variation in each section, and above all, more movement in general, as the level feels a bit static. Something else that also feels a bit static is the color selection, which is overly saturated and a bit too bright for my taste. I don’t see much variation, as most of the level is pure red. That being said, the final section presents a significant change in color, shifting from red to orange. I would have loved to see more of that throughout the level. I have to say that the level feels monochromatic, and the bright white foreground, by standing out so much, makes it even more evident that the rest of the level can feel repetitive and monotonous in terms of color variety.
The gameplay is readable, but the camera movements and shaders make it less clear than expected. In my opinion, the main reason for this is the shader use, as they are abundant throughout the level, making it visually chaotic by displaying too many elements at once. The glitch shader is present throughout the entire level, which can be a bit straining on the eyes. Additionally, there is a noticeable difficulty spike in the wave and floating ball sections.
Overall, it's a good level, but its somewhat monochromatic nature and the static feel in some sections make it lose a bit of its charm.
I must say that I am quite familiar with issanagay's decorative style because I have seen many of his projects. However, his level "Lucky Vicky" is undoubtedly one of his best works because, although he uses his characteristic style, he incorporates new elements that distinguish this level from the others.
At first glance, I can notice that this level has a glow style quite characteristic of this creator because it emphasizes the structures and adds details to make them as clean as possible. In this case, I see many types of structures, which means this level has several changes in decoration and style. This can seem random, but the color palette connects these parts. I noticed that the visual effects are simple, for example this level has the typical laser effect and simple shaders, as well as a nondescript foreground. However, these elements perfectly support the level visually, working well with the complex designs and striking backgrounds.
Turning to the gameplay, it's quite click-sync. You need to control your clicks per second to complete this level, as some parts demand many clicks. I also noticed that the gameplay is too tight in some parts, which makes sense since this level is Extreme Demon difficulty. However, that reveals some inconsistencies in difficulty, making some parts very complicated and others too easy. This creates a very varied experience when playing this level. I recommend nerfing sections like the wave at the end and the very difficult timings in some parts. A very critical thing that I noticed is that there are parts with orbs and teleportation portals. This gimmick is difficult to use because many bugs can occur.
Overall, "Lucky Vicky" has varied and flashy decorations. As its creator issanagay says, it's an Extreme Demon for beginners. However, some gameplay inconsistencies can make the experience frustrating. Nevertheless, this does not change the fact that it is one of my favorite levels of this creator's. This level certainly stands out from the rest. Very good job!
Divinity is an interesting level, at first glance it looks like just another entry for Space Gauntlet, but it has some things that make it stand out from some other entries.
The level is characterized with decorations that mix ordinary landscapes (such as the forest at the beginning) with many futuristic elements, making it combine very well these two different concepts. As the level progresses, more characteristics and typical space elements are present, such as spaceships, galaxies in the background, which although they are quite common in this type of levels, in this level a quite well worked art style is used, making the structures, backgrounds and obstacles quite original.
The use of shaders is quite well done, however my problem with this level are the transitions and the “common thread” of the decoration, because in the drop part the decoration changes at a very fast pace, showing different types of decoration in a short time, this makes that there are many transitions that at some point may be unnecessary. These transitions make the gameplay less readable and even make it less enjoyable to play the level.
Going deeper into the gameplay part, besides the transitions, the decoration itself tends to affect the gameplay a lot, for example, in many level sections I can see that things in the background are mistaken as real obstacles, this makes the gameplay at a certain point blind, because you don't really know where to go and what is a real obstacle in the level.
In conclusion, this level has many good features, mostly in the decoration parts, however, a better organization of concepts and ideas can be very beneficial for the gameplay, does this level deserve the rate it has (feat)? My answer is Yes, in spite of the incredible decoration and atmosphere it has, the gameplay influences negatively here, however it is a good job.
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.
"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.
MrHolidayHoudini is an easy demon that has different types of decoration and varied qualities in terms of gameplay. I missed seeing this type of easy demons. Although the decoration has classic touches that I have seen in older levels, it has some features that evidence a great improvement due to the 2.2 update.
The decoration as I mentioned before has a very classic vibe, with designs that are simple but combine well with the effects and backgrounds, which are a bit simple in some parts, but it is compensated with the structures as they vary considerably, which gives a fresh and varied touch to the level, making each part unique.
Overall reminds me a bit of rafer's style, which personally is one of my favorite styles, however the difference is in the backgrounds, which as I mentioned before are a bit simple except for a couple of parts.
The color selection is very good, with colors that are strong and bright, making the level has a vibrant and agitated touch. The tones combine well together and are pleasing to the eye despite being very agitated, which shows that the creator has experience. However I can see that the camera movements need a little more work, as they feel very mechanical and not very smooth, also these camera movements can affect the gameplay, which already has some problems. the biggest I can see is the inconsistency and the little difficulty balancing in certain parts of level, as the last part is the most difficult and consists of a big jump in difficulty considering the rest of the level, however the elements of the update 2. 2 implemented in the gameplay as the swing copter and the spider orbs are well used and do not detract from the comfort of the gameplay.
Overall it is a very good level with few things that can really become serious problems. the strong point of this level is the atmosphere that tries to give with the classic objects and simple but effective designs. I really enjoyed analyzing this level. I look forward to more creations of this creator.
Chainsaw Y is a very interesting megacollab, I can see that people that I know quite well participate, on the other hand I can see new people that really impressed me.
The first thing I can notice about the level is the saturation of sfx as a joke, although it may be something new, it takes away a lot of seriousness and professionalism to the level in my opinion can even annoy the player, the same with some parts that in its decoration I can find elements as a joke, the good thing is that there is an option to disable the sfx, however I would have liked to also remove some things from the decoration that present the same problem mentioned above.
The decoration in general is very varied and has different styles. I would have liked to see something more linear in terms of decoration as each part is very different from the previous one. As each part is different it also means that some parts are more worked than others, which makes the level a little unbalanced in decoration, because I can notice that there are very simple parts in terms of structures and effects, and other parts that are the opposite, which are well worked and that impress me a lot. The point I want to get with this is that each part separately is well done and quite worked, however when putting the parts together, the difference in skills of the members of the collab is noticeable. Something that can also be unbalanced in my opinion is the gameplay, as it is too difficult to be an easy demon, some parts do not even reach the difficulty of demon, while others are practically medium demon or even hard demon, however the gameplay in general is readable and can become quite comfortable after a few practices, I would have liked a little more playtest.
Overall is a very good level, it just has some problems that are not much to my liking, the theme of the sfx I did not like at all, however the deco is fine and the gameplay is very enjoyable.
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.
Lately I have been reviewing the most recent extreme demons that got rate, thanks to this I have been able to know “Sevvend Clubstep” one of the most recent projects of cherryteam. Hosted by the moderator iMinAY, being this his second project hosted in this team.
Moving on to the level, I must say that in general I really like the style of this type of cherryteam levels, glow designs, somewhat hectic environment and many effects, in this case, this level uses a warmer color palette, if we compare it with a previous project hosted by MinAY called “0 techno”, it is completely opposite in terms of colors, however the style of decoration becomes quite similar if we compare these 2 levels.
Being this level a fairly large collaboration, it becomes evident that the level presents a lack of cohesion at certain points, I can notice that some parts have much more potential than some others, also I realize that the intensity and progression of this level could have been better executed, for example, the use of shaders to be so constant and little variable (plus the shaders are too intense) make the small visual effects support look repetitive, giving a feeling of little variability throughout the level.
As for gameplay, in general I feel that the difficulty is too forced, I feel as if the original gameplay has been buffed many times to get a level that can reach a high position in the current demonlist. However, I have to praise that cherry gameplay is always to my liking (at least visually speaking) as these are more flowy and not very linear, which is a very positive point if we take into account that some demons have a rather boring and bland gameplay.
This level uses different gimmicks to give a rich visual experience to the player, as I could notice in the ship and wave parts (which are the most iconic btw). Something that I can add as an improvement, would be the visibility of the gameplay, because the visual effects tend to hinder the layout, which makes it quite uncomfortable in some parts, for example, some structures use a fade in effect, appearing very suddenly, giving little reaction time to the player (although I must admit that this kind of things are not a big problem in demons levels, as they tend to be practiced first due to its high difficulty).
Overall “Sevvend Clubstep” is a pretty interesting and eye-catching level, with very vibrant effects and a pretty good use of colors. This level is not one of the best projects of cherryteam, but it is not far behind, at least for me, since this type of glow levels are one of my favorites.
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sorry about this gang