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Overall
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Reviews

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-/100
DIFFICULTY
8/10
OVERALL
9/10
VISUALS
4/10
GAMEPLAY

In so many senses, this is a truly great level.

I am slowly but surely getting tired of this type of "comic book style". A lot of them dont seem to have a ton of visual distinct-ness, and I couldn't tell you the names of the people who made each one, HOWEVER, this is probably one of if not the best levels that uses it.

The movement in this level is truly awesome; so much feels alive and vibrant, and so much of this level feels like it came out exactly as executed, and in some of the later parts, that shows strong. I love Abducted's visual energy, it's really cool.

The way the gameplay works is incredibly disappointing to me. Although it doesn't feel like an afterthought (like it does in some other gauntlet levels), it feels very half-baked, and I'm defo personally not a fan of this almost auto-ifying levels in this way. It just makes them kind of boring to play, in my opinion. The pre-drop is probably the least interesting part.

People criticize this level's art a lot, and I think that's short-sighted. Yeah, its not amazing, but that is not the only part of the level. Like Rage Quit, I expected this level to get a lot of undeserved or (at best) misdirected hate, and it makes me want to rate it higher because a lot of the people are loudly annoying about it, but I'll try to stay with my opinion from when I first saw this. I like the level a lot, it has a visual energy that a lot of levels kind of fall flat with and some of the parts of this are incredible in that regard.

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

AMELANCHIER – An incredible atmospheric creation.

AMELANCHIER is one of the few levels I've played that feels so artistically polished while still feeling like a Geometry Dash level both in visual design and gameplay. hhxa23 has crafted a real masterful experience and although it lacks just slightly in narrative direction it makes up for in every other sense.

AMELANCHIER to me strikes a real balance of a true artistic and atmospheric viewing experience while also still looking like a Geometry Dash level. A lot of art levels tend to abandon the game’s visual language entirely and it often just ruins the experience for me which is why I'm so glad it didn't. The colour palette and execution are just - to put it blunt - flawless, every detail feels intentional and it is just brilliant.

There's definitely for me a bit of incentive to be tougher on this level particularly because it is so good and I wish it could be just that bit better.


AMELANCHIER uses a lot of effects that obscure the player's view and can sometimes obscure gameplay to a frustrating degree both as a viewer and player - while they delibretly enhance the atmosphere of the level if I'm struggling to see it, I'm struggling to see it. As much as I adore this level, I’ll likely never beat it simply because of this.


A really big missed opportunity lies in its alternative paths. This type of "non-linear" exploration in a GD level is always fun but the execution feels disappointing in execution. A lot of alternate routes are blocked by singular spikes which only exist to stop that path or invisible saws and when hunting for these paths it feels more disappointing than rewarding. With more polish, this could’ve been a groundbreaking feature. Just feels like a missed opportunity to open up the level more.

While AMELANCHIER doesn’t do a lot that is unique thematically, it perfects its chosen aesthetic and style. The initial drop which I think is the highlight artistically feels the same visually for just a bit too long (almost a minute) and that can make the experience feel a bit repetitive even if that's in reflection of the song representation and makes sense under the umbrella of the level being five minutes in length.

If you appreciate artistic, mood-driven atmospheric levels, then this is for you, the playing experience leaves a lot to be desired.

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

An Enjoyable Peice of Accessible Demon Gameplay

When it comes to the Easy Demon difficulty, nothing strikes me in terms of enjoyability, approachability, and replayability quite like Triple Flask does.

Triple Flask is on the surface a very typical Experience D level, with very slow unmoving gameplay but satisfying nonetheless allowing room to play - it follows his visual and gameplay style to a T.


Something only easier levels can have most days is playstyle expression and Triple Flask is one of those levels which will be different depending on who plays it. This is one of the few levels where the very limited colour choice gives a lot to the level and gives each recurring part a distinctive yet subtle flair and apart from the later parts nothing feels truly out of place.


Sadly the level ends abruptly at 72% but this only happens because of the object limit, rather than laziness from Experience D. It’s one of the few times where a level being cut off like this so suddenly doesn’t hurt the experience as there is significant gameplay after.

Triple Flask is a personal favourite of mine and a truly enjoyable Easy Demon, I will continue to re-beat it from time to time when I remember it - highly recommend

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

Utopian Delusions, The Final Boss of Pre-2.1 Core Levels.


Most 2.0 to Early-2.1 players will have this levels last part in a thumbnail of a video called "Geometry dash - top 3 most overdecorated levels" uploaded in 2017.

It is quite strange writing this in 2025 and I think I can conclusively say that that title is most certainly incorrect.

Utopian Delusions was made by Nahuel2998 and it is the best representation of the classic core style he was known for at the time of the creation - outside of that it is a really enjoyable level.

The number of objects used in each part varies from the rather empty beginning cube or mini robot to the object-intense ending. This factor is directly correlated with the pacing of the song which is extremely satisfying to play and experience - it is a Hard Demon which is just incredibly satisfying to grind. A lot of people discredit or criticize the start parts of the level because of this which I think is incredibly misguided, if these parts were as object-full as the end it would have thrown this system of building tension out the window and felt more bland as a result.
The levels of difficulty also follows this system with the last buildup being the hardest part of the level. Regretfully, with the passage of time, the gameplay feels a bit strange in some parts and a specific ship chokepoint kind of throws the enjoyability off but not by a lot - I still had fun.

You know what yeah, this level is just fun -that is the best way I can put it.

In conclusion, despite the fact that core is definitely an older trend that doesn't really exist in modern-day Geometry Dash, the level holds up pretty well, some of the less decorated parts feel a bit generic but not to the point it ruins the experience, I do look forward to what Nahuel2998 makes next.

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sorry about this gang