Junior Member
I'm a Rage Quit defender. As much as it can be generic, there is some fun and cool stuff about it. This level does not hold any of the positives of Rage Quit despite being very obviously inspired.
This is exactly the problem with levels made for money on a deadline, it is just sloppy.
I don't think the creator should be burned at a stake for anything like this I get why you would make this for a competition and all power to them, but it is just incredibly unpolished in execution that really disappoints me and I hope IMOXI has the vision to improve the level now that the level was entered to the competition and can just be updated.
In specifics for what I think could be polished:
Make the invisible objects Slaughterhouse used - actually invisible. I have no idea why they were left visible despite being an incredibly easy change.
Some objects overlap in the slaughterhouse section incorrectly, and it looks bad.
Make the click sounds more varied and not just the same one.
Include a missing click sound just before the player dies, it feels strange to be missing.
Improve the hand art or just honestly remove it, it takes away from a lot of the level.
Fix the clipped lighting on the desk light in the room - also probably fix the other T3 glow artefacts at the desk scene.
Put the wardrobe in the room closer to the wall, nobody has it that far from the wall.
Improve "endscreen" or just remove it.
Again, fair game to make this level for a competition, but there is kind of no excuse to leave it this unpolished after the fact.
You are truly setting yourself up for failure remaking probably one of (if not the) most beloved rated 9 star in this game's history, but you didn't need to make it THAT bad.
Not only is this level a massive disappointment and incredibly shameful compared to what it is remaking, but the level is also just bad by itself. A significant portion of parts feels lazy and frankly uninspired as if they were made to hit some sort of quota and didn't try to go any further. The level also goes for this "decorated layout" style which always felt like a cheap way to complain about the emptiness of decoration but there are even some parts that are decorated and are still bad (most notably the pink part that feels incredibly messy with the particles). Even if this level was made for fun, it doesn't make it not good and I'd even say some people involved in this project did not have any inspiration to create a high-life remake and just made a part anyway.
Really disappointing, doesn't even play satisfyingly as similar levels in this style usually do. What a shame.
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.
I don't think I need to add anything that's not already been said.
the hill with flowers by dr0me is an extremely limited colour pallet experimental level- although I can't put my finger on why it reminds me of a Thycket level. Despite this, I found myself struggling to connect with it.
There are a lot of experimental levels I am a fan of, but this is not one of them. Although I understand the vibe of the song and like some elements, it feels like its been stretched too thin across its 4 minute runtime. The level is empty in a lot of parts, often not to the benefit of said part, most notably the end part, which is 50 seconds long and flat-out uninteresting.
"the hill with flowers" is one of the few experimental levels I simply don’t enjoy. It’s not bad for sure, but rather just underwhelming for me. Maybe it’s the pacing, maybe it’s the lack of real depth in its minimalism, but whatever it never clicks for me like it has for other levels in its niche.
Personal favourite entry extreme. It was an enjoyable gameplay experience, even if a bit unbalanced. I can't explain what I like so much about this level outside of the flaws, I just do and at the end of the day, sometimes thats enough for me.
Very creative with its use of colour, styles and has overall great sync and drop structuring.
Some parts leave a lot to be desired for but whats there is great
The highlight of this level was for sure 70-80%. Although certainly not new, it is easily the best execution of this idea. 54-70% is also very nice, if quite repetitious, and despite liking the part, about halfway through it, I was waiting for it to end or a stylistic shift.
The title card feels incredibly sudden and out of place, considering the freeze doesn't have any musical motivation; it just happens. The gameplay really should have continued with the title card obscuring your view.
The drop click sync in this level is extremely generic. It's not bad by any means, but it is just boring. There's no naunce to this; it's following a trend of a lot of easy demons having such cookie-cutter gameplay. Functional but uninspired.
Speaking of the drop, there are multiple parts where you can drop out of the level below and above it - I wouldn't usually dock a level for that, but it's just uncharacteristic of an otherwise polished level.
A good level? Absolutely.
A memorable one? Not quite.
Ultimately forgettable outside of 70-80%.
One of my personal favourite levels from 2.0 that kept me interested in Geometry Dash during my initial discovery of the game - will elaborate on what I love about this level further later
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sorry about this gang