Glyph

Glyph

released on May 01, 2020

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Glyph

released on May 01, 2020

A mod for Celeste

Maddie goes on a journey through the mind & memories of one that are not her own. An impressionistic map that should be suitably challenging for advanced players of Celeste.


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Glyph is a great map, I highly reccomend it. I'd say it's red+ intermediate difficulty {only uses wave dashes and wall bounces but requires you to be comfortable with them like you play advanced levels}. I imagine the level designer here is like that sickos haha yes meme with wallbounces. It's also worth noting that neutrals are disabled for this level, i personally think this is an excellent decision... it's one you immediately understand when you see the way most screens are designed. {Like the designer didn't just turn off neutrals as anti-cheese, it's a fundamental decision to the identity of the level}

Speaking of level identity, glyph has a pretty strong one. There's a distinct style to the screen design that I was able to feel even when you're not presented with interesting modded mechanics. Both the level design and presentation come together to create an interesting vibe... there's a a melancholic and peaceful feeling to the level, unlike anything you see in the base game {One of the best contributors to this atmosphere is the sound which has huge hyper light drifter vibes}

I love the design of this level. The difficulty is PRECISELY what i want when I play a celeste level. There's not that many screens that were notably frustrating, yet the level still presents an interesting challenge. A lot of the level design here works well with sight-reading, which is a joy for me since I'm one of those players who doesn't usually use binoculars. Somehow Glyph achieves the magic trick of having great flow and screens that are quite interesting, it's easy for a level to have to sacrafice one of those.

What glyph does best is pacing. It's quite a long level, but each section is interesting and neither too long nor short. The designer did a great job of giving you variation in the challenges presented to you and the arc/progression of the level is wonderful.

Each section is wonderful in isolation and as part of the journey of the level
I love the way spring recontextualizes some vanilla stage elements
I love the gimmick of summer, how well it works is a testament to how readable the level design is.
Winter has an excellent feeling of climbing through an area
Fall's gimmick is very clever and fits well
I'm not the biggest fan of some of the final section screens, they're pretty long
After you beat the main level, there's more levels which each extend one of these sections. I like how they're less "haha evil b-side time" and more just "yeah I want to let this designer cook some more". Like if these screens were in the main level it'd kill the pacing, but playing them in the extra chapters is a great time.

The void sections feel a little out of place and are probably the weakest bits of the map, they still flow pretty nicely though.

The strawberry challenges are excellent, although i despise playing "guess the critical path" where you have to try to figure out which room exit progresses the map and which is an optionial challenge. {this is a huge problem in vanilla celeste as well, but I have played other modded levels where this isn't a problem!}