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Time spent online:
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Reviews

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-/100
DIFFICULTY
7/10
OVERALL
5/10
VISUALS
8/10
GAMEPLAY

World War – A perfect representation of Devin's truly unfiltered creativity

world war is just a piece of unhinged insanity. Nothing here needs to "fit" thematically. This isn't just a classic 2003devin creation, it’s the definitive showcase of everything his levels stand for: bizarre and absurd unapologetic creativity.

Contradicting MindCap's view, I do generally prefer Zylenox levels over Devin's.

Devin's levels are extremely unique; the bizarre inherently interesting and lack-of-thematic-driection wacky-ness of them is just objectively fascinating as art. Subjectively? It just doesn't click with me. There are almost no creators I could say I wish I could like but Devin is one of them, I really wish I could like his levels but at the end of the day I just don't vibe with Devin's levels like a lot of other people do. And that’s ok.

Devin levels are so brilliant because of how silly and unapologetically unpolished they are often it feels like drawing a white blob on a gorgeous landscape drawing and just putting a stickman there - it's brilliant in how non-conformist it is, his levels reject so many conventions of what makes a "good" level, and that's why they are so awesome.

I don't think I would change anything about world war, devin or any of this other levels. They are perfect at doing what they want to. I may not personally love Devin’s levels, but I respect them like no other.

-/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
6/10
OVERALL
8/10
VISUALS
4/10
GAMEPLAY

The Forgotten II – A Masterclass in Shitpost-y Level Design

The Forgotten II is a very good continuation of The Forgotten series by DaG - the series being a level documentation of his friend group meetups.

The Forgotten II has some charm that very few other levels have, and I truly mean that. The level is almost entirely composed of traces of pictures of DaG's friends using a scaled version of the default block which gives the creations an almost MS-Paint shit-posty-like appearance (which is exactly why it's brilliant). The whole level is a step away from a complete inside joke; the presentation was unique even in The Forgotten but stepped up for this one.

The level is littered with limited but incredibly tasteful 2.2 effects and additional features, often being used specifically only to further "hilarify" the situation DaG doesn’t just throw in flashy gimmicks for the sake of it, every screen shake, camera effect, particle, the sound effect is placed where it feels it right.

The Forgotten II know what it is and because of that is able to lean into it with zero shame. It takes a ridiculous concept and executes it with just enough polish to make it work, sometimes, all you need is a great idea.

This level is an unapologetic shit post, but it is a really, really good shitpost.

-/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
6/10
OVERALL
6/10
VISUALS
6/10
GAMEPLAY

Unrated Demon from 1.5 that would have been Top 1 if rated.

Pink World is a surprisingly charming level like a lot of difficult levels of its time is focused on the difficulty of a few clicks and their setups rather than overall difficulty.

Although relatively empty, Pink World thrives off of its simplicity in a similar vein to other levels of the time with a pinpointed focus on ground-cube clicks.

The ship feels a bit filler but not out of place - it's completely serviceable to end the level off with a tough but rather simple ship part (it also killed me a few times before I beat it).

Very solid level from the era, 6.5/10.

-/100
DIFFICULTY
4/10
OVERALL
4/10
VISUALS
6/10
GAMEPLAY

Undoubtedly the most unfairly hated level on Hyperbolus - here’s why.

I truly believe this is the most undeservedly hated level on this website period. I think a large part of that comes from it being easy to hate because the only people who will defend it know 5 words and 2 of them are "skibidi" and "toilet".

Outside of the memability, and the expected bandwagon hate, you're left with a level that’s genuinely, not that bad.

too kiD frIEndly is a Peaceful inspired XL level by ExtoPlasm. It was clearly made by an inexperienced creator and shares a lot of aesthetic similarities with kid-related YouTube culture and as a result, did very well on YouTube, however, this paints a target on its back for unfair analysis.

Separate from YouTube and evaluated purely as a level - it’s far from the dumpster fire some people treat it as. It reminds me a lot of Nantendo: unpolished - yet a clear and finished idea; unremarkable gameplay - yet largely satisfying and pleasant for an XL level. The main thing this level has going for it is the overall experience with the gameplay. The song representation in decoration and gameplay intensity is actually well-executed and effective. I did genuinely enjoy playing it

However, I won't overlook its flaws.
Again compared to Nantendo, a lot of this level is cutscene-heavy and that can get annoying if you die far. The "characters" are very placeholder-y and don't hold any distinct or unique design between them. A lot of the story elements ExtoPlasm was trying to place were lost and a lot of the level can feel "XD random" rather than telling any narrative of any sort but I understand why the song structure might limit that.

A lot of the level's decoration feels very "good enough time to move on" and I think even though this is an obvious choice it leaves a lot to be desired and makes a lot of the level seem cheap, unfinished and rushed even if it's just because of the creator's inexperience. What is made is serviceable by all means and is good enough to communicate the ideas and aesthetical importance.

Is this an incredible, must-play masterpiece? No.
Is it the abomination some of the community make it out to be? Not in the slightest.

By itself, it’s a decently fun, occasionally enjoyable level that kids on YouTube enjoy. And honestly? Let them have it. The exaggerated hate displayed on the sight says more about general dogpiling culture than the actual level itself.

-/100
DIFFICULTY
5/10
OVERALL
5/10
VISUALS
4/10
GAMEPLAY

A notable remake effort, but is lost in direction and identity.

This is a well-intentioned project with clear passion behind it, yet it ultimately falters due to its lack of a solid identity or cohesive vision. Something I always discredit CherryTeam levels for is the inconsistency in theme, leaving the whole level feeling weaker and disjointed as a whole - MasmeCrescent shares this issue.

Unlike a lot of others, I'm actually a fan of relatively simple remakes and restructures etc, however, this level can’t decide what kind of level under the remake umbrella it wants to be.

The first part feels like a nice 2.2 deco upgrade with slightly refined decoration and tweaked gameplay; sadly, much of the rest of the level becomes a near-direct copy, often with weaker thematic choices or comparably disappointing gameplay adjustments. The majority of this level is misguided in this way and sometimes its straight-up bad. Overall I kind of like most of the parts in a vacuum even the ones that feel more like direct copies, they don't look bad, instead when remaking a level you inherently set yourself a high bar that you have to clear and although some parts passed this bar the vast majority did not.

Alright level, just disappointing and not a great representation for most of the talented creators involved.

-/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.

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

Classic.

Charming in the sense of its concept - shame it was reverted to its original release state some time ago but this is truly a great representation of a KrmaL level, sticking to an idea no matter how silly or ridiculous and that some people will always, always hate on anything KrmaL uploads.

With that said, the Sunnet part hasn't aged great, past the cube and UFO it is incredibly generic and the general idea, or as the kids say - the aura this level gives off carries the overall rating for me.

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

A lot of people overrate Death Moon but with that said - this level is truly a timeless masterpiece.

Death Moon is one of the best levels from 1.9 especially in regards to theming and song representation. It was truly a surprise to have seen something so well crafted from the period it was made.


FunnyGame was ahead of his time, not in regards to decoration quality but in terms of execution and dedication to the craft. Despite its obvious 1.9-era creation reflected by its limitations and popular gameplay and decoration trends of the time, Death Moon continues to age incredibly well. Although I understand the other angle, personally I am willing to forgive a few of the flaws in some of the few repetitious decorations as it helps its atmosphere a lot more than some would admit.

Unlike similar length levels of its time, Death Moon still plays surprisingly well - no complaints - everything feels like it plays at intended. A lot of beloved levels of the time are still ones which won't give you as much of a rush or re-beat, Death Moon is an exception to this. Both aesthetically and mechanically, this level remains an incredibly satisfying experience from start to finish and I would recommend it to anyone starting the game every time.

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sorry about this gang