[Review #6] (600 Demons) "RadioCutter" by Darwin and more (Demon)

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Published on ● Video Link: https://www.youtube.com/watch?v=ldy903p1F-4



Geometry Dash
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Back with another review, let's run it boys. First of all, kinda crazy that I'm at this high of a demon count, never expected to get this far. Second, I chose this level to go for #600 since my good friend RG said it's his favorite level so I thought I'd give it a try. Do I like it? Do I not? Find out in the review below!

Starting off with the deco, I'm gonna be a bit more lenient with this level than I am with others since it's over 2 years old now. Anyways, I love the orange based color palette this level goes for. It's got a warm feeling that makes you feel happy and safe while playing through it. To kick it off we got Darwin himself. He's got one of the better parts of the level, with intricate and varied block designs that just feel right. I've been very active in the feedback channel in Viprin's server lately, and whenever I see people showing off their block designs it usually looks like they're going for a similar style to this part's. However, those usually fall flat since they just try to throw in a bunch of detail that doesn't go together so others don't call it "empty." However, Darwin seemed to nail this here, all of the different inner designs he chose just feel right without it looking too cluttered. I also like the subtle pink pulse in the wave to change things up and keep the player on their toes. Next up we have Stamina, and to be honest this is the weakest part in the level for me by far. I have no idea why this is the only part that doesn't focus on orange, it just seems like it's meant to throw the player off for seemingly no reason. On top of that, the style change in this part compared to literally every other part makes no sense. It's miles less detailed than the parts around it, it's way too airy, and the focus on bright glow seems like a cop out for making actual good visuals. I guess it's clean but that doesn't excuse it in my opinion, not a fan of this part. Moving on, we now have QuacDuck. This is a solid part for sure, but kinda just seems like a subpar version of Darwin's part. I do like the attempt at the copious amount of details, but they're just not varied enough throughout the part for me. I also don't like how the cube part in the middle and the ship are so much more open than the banger ufo section. The custom bg is also pretty lazy, but I guess it is a good contrast to the intricacy of the foreground. I do like the idea of having the structures flash green in the ship part, but the flashes are too strong and take away from how the blocks actually look. Now we have Hyenaedon. This is definitely my favorite part of the level for sure. The focus on orange in this level is nice, but I like how Hyenaedon took the opportunity to have different colors phase in and out every so often. It's a nice change of pace that I think this level needed, and it fits perfectly in a drop part like this where things are supposed to "heat up" if you will. This part does have less detail, but I think they're just varied up enough since the part is fast anyway. I also think the moves here are spectacular, even if there's not much of them. They're so smooth, would've liked to see more. I nice detail I like that creators sometimes do is have one or two block designs look like they have a hole in them, with some cool stuff hanging out in said hole. A good example of this is at around 52%. This part is also a good example of how to incorporate glow into your part without it being overbearing. It complements the inner blocks and isn't too bright. Next we have mezzo. This is a super harmless part. What I mean by this is that it doesn't try anything special, but it gets the job done well. The blocks chosen for the inside of structures here fits the style of the level, but are pretty basic and obvious choices. This part is also a good example of having glow complement your details instead of superseding them. The only real complaint I have with this is that the ground spikes are super barren. Creators need to start putting more detail into ground spikes more often instead of just leaving them black like this. Lastly we have Yakimaru and Darwin's part. Darwin's second part here is so short and similar to Yaki's that I thought I'd just clump it in. Right off the bat you can tell this part is missing something. This is the fastest part of the level, yet the visuals aren't intense whatsoever. I'd even go as far to say they're even the calmest in the whole level. Not to say they're bad though, they just don't fit the gameplay and part of the song. I do like Yaki's choice of inner blocks, he used some we haven't seen yet which is nice. I wish this part had a little something more like some glow effect or something to ramp up the player's nerves even more. Solid deco overall in this level!

GP: decent

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