Junior Member
This level has weekly demon syndrome BAD. What i mean by this is that the entire last half of the level is just auto with a couple clicks interspersed between them. I really don't like this kind of gameplay, but what makes it worse for me is that there are sections that are auto, but only sometimes. Some of the auto sections are inconsistent and bugged.
The only saving grace this level has is that its music is decent and its deco is generic 2.1 but not aggressively bad. Besides that I cant offer it anything.
Generic gauntlet level, but manages to stand out by having decent gameplay and serviceable deco that isn't boring! There are a couple of gameplay sections that were a little scary, but the only deaths I actually had were to the jump into the pink pad at the beginning, which was a little jank and in my opinion unsightreadable but oh well, what can you do.
Still decently surprising level to find. I enjoyed myself.
The level looks alright, if not very generic, but GOD the blind clicks and transitions are ridiculous. The whole level's gameplay just kinda feels... unstable, if that makes sense? There's also not a whole lot of indication on what actually kills you.
Also, the wave to robot transition has that XYZ Step thing where if you enter the portal too low you die to ground spikes, so that's fun.
This is my least favorite demon I've beaten, for a number of reasons.
The gameplay is a mess of jank timings, including enough blind clicks to put sailent to shame, and some of the most poorly structured ship gameplay I have ever seen. There's a bug right before the drop where if you enter the pad spam wrong, you just die to the ship with no way of salvaging it. Keep in mind that your timing for entering the pad spam partially relies on blind orb clicks.
There's also the obligatory epileptic mini-ship, which is one of the easier sections of the level but still frustrating to play, as well as one of the weirdest memory UFOs I've ever played, where you just scoot along the bottom of the level, click twice, then scoot some more??
If you play this level, figure out the first click timing before you practice anything else. Believe me, getting the predrop consistent is the most mind-numbing part of beating this level.
This is probably the best song representation in a level I've played, which makes sense because (correct if im wrong but) this level was part of a sampling creator contest.
I have a soft spot for hacker and computer themed levels, being a huge fan of the Artificial Ascent trilogy as well as WANNACRY, and this level topped both of those for me (keep in mind i am nowhere near good enough to beat the Artificial Ascent trilogy).
As far as gameplay goes, I will say there are a few sections I wish used camera controls a little differently, particularly the cube before the ending and the ship, both of which can be a little unfair due to how the camera pans. But those are relatively minor issues and besides that, the gameplay is well communicated and fun, and while it's definitely on the simpler side I think that works in this level's favor.
The deco, too, is pretty simple, and I enjoy it for that, especially since it matches the relatively relaxed vibe of the song. And when the song does pick up a little, the deco follows suit without being jarring. I really like that, and its why this level, despite being a Weekly Demon which I usually dont like, is one of my favorite demons I've beaten now.
A lot of people seem to really enjoy this level, which is what compelled me to play it in the first place. Unfortunately, I can't say i share the majority opinion.
As much as I tried to love this level, it just felt like a tedious mess of consistently difficult but fair gameplay broken up by random clicks that would either bug outright or be outrageously unfair, like the blind triple spike after the ship.
While I can see the appeal of older style levels and I greatly enjoy older deco myself, this level really just has nothing to offer in that department, which would be fine if the gameplay didn't also eventually blend together into that sense of nothingness.
What I was left with, at the end of the day, was the most miserable level completion experience I have ever had, largely due to the aforementioned issues that I had with it. My personal experience aside, I can appreciate why others think this level is good but I just can't see it for myself.
Despite having a rough time with this level, I can't really bring myself to hate it because at the end of the day, it was an ambitious project that actually succeeded in its goals. It accomplishes 2.0 Nine Circles-style deco in a really compelling way and while it's not aged very well, it's still super respectable.
That being said, there's a lot of gameplay in this level that's super frustrating and that really disappoints me, because what do you MEAN you didn't pick up that the coin path is jank in playtesting? Or just, that entire ship and ball section at the beginning. Ough. If you're looking to play this level, don't overthink it. A lot of the more aggressively learny sections iron themselves out in time.
Overall, definitely not one of my favorite demons or Nine Circles levels, but very, very far from the worst.
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sorry about this gang