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Reviews

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

It makes an effort to be different with the subtle effects and transitions between gameplay and I can appreciate that

-/100
DIFFICULTY
9/10
OVERALL
7/10
VISUALS
9/10
GAMEPLAY

(rewrite)

My initial review of Reanimation was something along the lines of “this level is basically a shitty Death Moon ripoff”. I can only say now that in a way, this is a “ripoff” of Death Moon. It’s by no means bad though and I would say it’s Terron’s best level.

For being so inspired by FunnyGame’s iconic demon, Reanimation is fairly original in its deco. While still recognisable, Terron managed to use subtle 2.0 assets to make it more original and to me, this gives Reanimation its own identity separate from DM. 7/10

The gameplay is 100% where Reanimation is most different from Death Moon. Death Moon has relatively straightforward and simple gameplay, with good balancing and a focus on music representation. In contrast, Reanimation has fast, complex gameplay with little room to breathe. Its harder difficulty allows for this intensity that Death Moon generally lacks, especially with the level’s climax (a bossfight). The bossfight is different from a lot of other 2.0 levels in that most of the gameplay is based on platforming rather than dodging obstacles. It sets Reanimation apart from other levels of its time despite the clunky boss design. 9/10

-/100
DIFFICULTY
4/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
9/10
OVERALL
10/10
VISUALS
7/10
GAMEPLAY

Kinda felt like rewriting this review as most of my opinions surrounding this level have changed.

Backbeat Revenge was the event after almost 3 months of Skeletal Shenanigans. I had extremely high expectations at first glance and especially with its mythic rating. Upon initially playing I thought “Wow, this sucks!” which is an understandable opinion but one I don’t hold anymore. My main problems were with the gameplay and the overall flashiness.

Looking back, the level is actually alright. Aside from a few bad transitions and unclear sections it is pretty fun to play through (but why does it end at 99.45%?). The decoration and effects are very impressive as well, easily some of the best from 2.2. I understand why some players would be turned off by such an epileptic level but Darwin updated Backbeat Revenge to add an epilepsy warning, thankfully. The visuals do harm the gameplay in some parts but it’s not on the level of garbage like Metamorphosis (and unlike that level, it actually runs well on my phone/laptop).

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

I love core style

Good visuals for 1.7 (a common thing with Majacko's core levels). Base GP is fine but visual clarity or lack thereof hurts it.

-/100
DIFFICULTY
3/10
OVERALL
2/10
VISUALS
6/10
GAMEPLAY

A very elaborate joke level I initially whipped up in about 30 minutes. Originally it consisted only of the cutscene, DeCode part and the pick a path. I’ve since updated this level almost 15 times to add stuff like an extension. Somehow this level got over 250 downloads.

God knows why as it’s an extremely bad level

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

(This review was chosen by poll on the Discord server)

Wcropolis is one of the more well-known unrated 1.9 levels. Granted this is mainly because of WcropoliX, but Wcropolis is a fairly popular level in its own right with over 400000 downloads and 32000 likes as of August 2025.
Gameplay-wise Wcropolis is HEAVILY based on tight wave spam and ship corridors. By "heavily" I basically mean nearly all of the level is wave spam or slow straightfly. Each part on its own is pretty inoffensive, though I hate the part from 45-55 where it's one long spam corridor with horrendous gameplay transitions. The transition at 80 makes me want to reinstate slavery. However... The last jump is a fucking war crime. I'm confident that shit is a frame perfect on 60hz because I managed to die there 4 times from 0 and over 15 times from 0 on a copy. It's gotta be ragebait.

The visuals (and name) take inspiration from Acropolis by Zobros albeit they are a lot more simplistic. The level maintains the same consistent style and monochromatic nature, which definitely makes Wcropolis kinda just blend in and feel repetitive. Nonetheless I think it's decent for 1.9 and its simplicity has helped it age well.

I do want to see this shit get rated despite how fucking nightmarish some of the gameplay is.

-/100
DIFFICULTY
8/10
OVERALL
9/10
VISUALS
7/10
GAMEPLAY

Good-looking Halloween collab with alright gameplay. Only complaint is with the balancing - stuff like the ballcopter is harder than other parts by a good margin which makes it unfun to die over 1:20 in.

-/100
DIFFICULTY
7/10
OVERALL
5/10
VISUALS
7/10
GAMEPLAY

Designs/visuals are very rough even for late 1.9 standards. Feels very unpolished and unfinished in a way. Gameplay would be higher if 55-65 didn’t exist. The rest of the gameplay is either consistent or at least near the beginning. I also don’t know how the hell this took me 659 attempts. I have beaten T10 demons in less 😭

-/100
DIFFICULTY
10/10
OVERALL
9/10
VISUALS
10/10
GAMEPLAY

Unironically a contender for the best High Life remake.
Zuds Life legitimately solves most of my major issues with High Life as well. For one, the balancing; High Life has an incredibly chokable ending (especially the wave). ZL is overall better balanced with the brunt of difficulty being in the beginning. The designs are also incredibly solid and unique while staying true to the original level at the same time. Also has incredibly fun and well-synced gameplay. Highly recommend as it's one of my favourite modern 1.9 levels

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sorry about this gang