Junior Member
0ek reminds me of Pinecones but with a heavier focus on gameplay. Nutty Depths is definitely a good example, especially because this looks and feels like a PCU spinoff level. If I didn’t know this was by 0ek I’d say it could be.
W RobTop for rating this and TSII in the same wave (almost as goated as 2 green user levels and WcropoliX)
This was a very polarising gameplay experience to say the least. I’ll let the below text explain.
Anda Iblis is a solo medium demon created, verified and published by adafka. Despite being a solo work it kinda feels like a collab due to some parts having vastly different aesthetics. Overall though it’s ostensibly a hell-themed level which is most obvious from the beginning and last third. There’s absolutely nothing actually bad about the deco; it could be more coherent nonetheless.
Now onto the gameplay: no comment. One of the rare times I’m leaving only one of gp/visuals empty instead of giving both or neither. Because god is this hard to give a rating to. I’ll just give a brief overview of the gameplay, I suppose.
0-19%: This is unironically the hardest part of the level and where most of my deaths from 0 came from. It requires good timing and ship control to pass and I’m bad at ship. I estimate that I died here around 150-200 times.
19-50%: The first fast-paced section. It’s mostly flow gameplay with some…interesting timings going on with the cube and robot. Nothing too hard and it gets consistent.
50-60%: A short “break” part with a decently annoying ship section (there’s some visual obstruction). It feels so annoying to die here from 0 as you’ve passed nearly all the hard sections.
60-67%: THE chokepoint to end all chokepoints. This is a short burst of hard-insane demon gameplay with a tricky timing into an inconsistent ship transition. To top it all off there’s some (almost) 1-block gap straightfly. I passed this part less than 5 times from 0. It took an hour to pass this part from 0 after passing it the first time, which was soooo fun.
67-100%: This part keeps the pacing of the previous 7% but the gameplay is a lot easier this time. At this point it’s just nerve control as you navigate a slightly learny dual segment around 80% (which I died to twice from 0). The level ends with an easy straightfly section.
This level took me around 800 attempts and 2 1/2 hours to beat (not counting a 20 minute shower after dying to the dual 🫃). I recommend you learn the dual part and practice 60-100 well before going from 0. No gameplay score as the level’s difficulty varies between runs. Out of the runs I did, here’s what I think their approximate difficulty is:
75-100 Insane
60-100 Mid easy demon
19-100 Mid medium demon
0-100 High medium/low hard demon
Despite how nonexistent the balancing is, I do genuinely enjoy Anda Iblis as a level. I recommend you play it if you can handle chokepoints and difficult ship gameplay.
This might be genuinely one of the weirdest levels I’ve ever come across in my 9 years playing GD. I question the fundamentals of this level and whether DzRAS was smoking some shit while creating this. It basically has everything a rated level shouldn’t.
SDROGO II has a banned song, which luckily is part of a few that can be downloaded using a special bug in vanilla 2.2. Even with a song the sync is pretty shit near the beginning.
The level itself has questionable visual quality. On one hand there’s the majority of the level having Core-inspired block designs. I’d say this looks pretty good and works with the colours. However there’s also the butt-ugly sections with nothing but orange/red flashes and bland block designs. This shouldn’t belong in a rated level and is why I can’t give the visuals any more than a 6.
Despite the nonexistent music sync I think the raw gameplay is actually decent. If the level was more balanced (i.e. 25-100 wasn’t fucking free) this could make for a respectable easy-medium demon. This level is mostly slow-paced which doesn’t really fit with the fast song but it’s not the end of the world. 7/10
I’m definitely very conflicted on what I should think about Five Nights Pollapo as a level. On one hand it is VERY poorly balanced. On the other hand, it’s actually fun to me.
FN Pollapo has very straightforward gameplay aside from the first dual and troll wall. The ball may look intimidating but as long as you stay focused it’s fine. Generally it’s sightreadable and most of the difficulty is from the dual and ship. I find it surprisingly fun despite its simplicity.
The visuals of FNP are…alright. Theming wise it’s unique, being one of the few explicitly blood-themed levels I can think of which isn’t necessarily hell themed. However the execution isn’t that great and aside from the ball it feels repetitive.
Keep in mind this is a NONG level so music sync is nonexistent here.
This level wants to be Slam so hard. Ultimately it feels like a worse version of said level but by itself this is decent.
Solid xStep-inspired level with some ideas of its own (such as the memory part around 40%). Why would anyone dislikebot this
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sorry about this gang