Uploaded October 2025 | Updated September 2026, 3 weeks ago
Oh look a new top 1 Death Wish, and does this deserve that title but later on I'll make an in-depth review in video form. Nightmare King Cosmic Snatcher (NKCS) which this mod was inspired by does not do the extreme difficulty this mod does, and quite frankly that's honestly for the better. This mod really disappoints me and hurts for me to call it a bad mod since it was heavily inspired by my mod Cosmic Snatcher, both of which I did not want to feel going into this and got excited when I saw this in a mod direct. Full disclosure that this is all my subjective opinion.
A very annoying trend with this mod is that the only really difficult parts is the clock attack and the spark attacks. Almost every of those attacks guarantees you taking a hit during or after you've evaded the attack due to the fact they're carried by pure RNG. That's the entirety of this fight's difficulty which is RNG and punishes you for missing each timing window by about 4 units, it is not fair and makes an already difficult boss even worse to play and gets really tiring insanely quickly because of how unfair it is to expect a player to do this multiple times in one run. The opposite can be said for the other attacks, by the time you learn the attacks they nearly become free and make the entire first and second phase super boring due to how significantly easier they are compared to phases 3 and beyond. You can get better and this is nowhere near as hard as any level on the Geometry Dash Demon List, but the fact this fight demands you to use the time stop hat makes it looks like this mod was not playtested properly leading to the time stop hat being super cheesy and making this entire fight super trivial. Even with the time stop hat the fight still doesn't become enjoyable since it's basically mandatory and you're forced to use it when you can otherwise ignore it in NKCS for example if you choose to and can still beat that fight making this less satisfying. It also means certain attacks are not balanced around not having a time stop hat, the clock attack for one but also the entire penultimate and final phase since those phases amplify the projectile spam so much increasing the chances of you taking damage because the game wants you to. Dodging attacks can be satisfying to do especially if you do them hitless, but this is about how the entire fight plays, not how satisfying it is to dodge attacks. The main highlight of this fight which is the parry gimmick also doesn't really do well, it's just a glorified deflection gimmick with extra steps and I think it'd be better to lean more into it being a deflection gimmick rather than a parry gimmick.
This boss also has the same lag issue as original Absolute Snatcher, it's not as bad but depending on the hardware can make this fight unplayable. I know object pooling is really difficult to make in A Hat in Time but even then something needs to be done about that. A lot of the feedback and changes I got in NKCS just does not exist in this fight, the big one is bloom is not disabled and makes this fight an entire eyesore. I was told this was an intended experience but this is not a statement that sits well with me as both Absolute Snatcher and Cosmic Snatcher disabled bloom because it didn't look good and made the fights much better to play due to it being less blinding and allows players to better plan their routes. There's also some changes that never got ported over from Cosmic Snatcher, the very beginning of the fight still has a fixed attack pattern, there's far more sparks and more bouncing sparks when those were cut down in NKCS due to it feeling like you take damage out of nowhere which still applies here, lasers are fully opaque when they were partially transparent in NKCS, it's really confusing why these changes just aren't ported over to this fight when their purpose was to make NKCS a better mod to play, most of these changes would likely benefit this fight and lessen the amount of times the game wants you to take damage.
At the core, this is just a super buffed Cosmic Snatcher that unfortunately does not have good qualities and was made for the sake of being harder than Cosmic Snatcher. It barely has redeemable qualities other than the finale. Even if you do become quite good at this boss fight, it ends up being just an average hardest mod because of a lack of fixes and poor gameplay design. I can understand if this fight was just made to be hard and it intentionally doesn't factor in player enjoyability and just wants to be hard, but this fight also had a goal of being enjoyable to anyone skilled enough of which it is not met. I may be able to beat this mod with all objectives but this fight is definitely not fun in any way despite being oriented around my gameplay specialty. It also doesn't help this fight is mega carried by RNG and sheer projectile spam. I'm really sorry I hate this mod to anyone who spent time making this mod, but this is just not for me period.
Oh look a new top 1 Death Wish, and does this deserve that title but later on I'll make an in-depth review in video form. Nightmare King Cosmic Snatcher (NKCS) which this mod was inspired by does not do the extreme difficulty this mod does, and quite frankly that's honestly for the better. This mod really disappoints me and hurts for me to call it a bad mod since it was heavily inspired by my mod Cosmic Snatcher, both of which I did not want to feel going into this and got excited when I saw this in a mod direct. Full disclosure that this is all my subjective opinion.
A very annoying trend with this mod is that the only really difficult parts is the clock attack and the spark attacks. Almost every of those attacks guarantees you taking a hit during or after you've evaded the attack due to the fact they're carried by pure RNG. That's the entirety of this fight's difficulty which is RNG and punishes you for missing each timing window by about 4 units, it is not fair and makes an already difficult boss even worse to play and gets really tiring insanely quickly because of how unfair it is to expect a player to do this multiple times in one run. The opposite can be said for the other attacks, by the time you learn the attacks they nearly become free and make the entire first and second phase super boring due to how significantly easier they are compared to phases 3 and beyond. You can get better and this is nowhere near as hard as any level on the Geometry Dash Demon List, but the fact this fight demands you to use the time stop hat makes it looks like this mod was not playtested properly leading to the time stop hat being super cheesy and making this entire fight super trivial. Even with the time stop hat the fight still doesn't become enjoyable since it's basically mandatory and you're forced to use it when you can otherwise ignore it in NKCS for example if you choose to and can still beat that fight making this less satisfying. It also means certain attacks are not balanced around not having a time stop hat, the clock attack for one but also the entire penultimate and final phase since those phases amplify the projectile spam so much increasing the chances of you taking damage because the game wants you to. Dodging attacks can be satisfying to do especially if you do them hitless, but this is about how the entire fight plays, not how satisfying it is to dodge attacks. The main highlight of this fight which is the parry gimmick also doesn't really do well, it's just a glorified deflection gimmick with extra steps and I think it'd be better to lean more into it being a deflection gimmick rather than a parry gimmick.
This boss also has the same lag issue as original Absolute Snatcher, it's not as bad but depending on the hardware can make this fight unplayable. I know object pooling is really difficult to make in A Hat in Time but even then something needs to be done about that. A lot of the feedback and changes I got in NKCS just does not exist in this fight, the big one is bloom is not disabled and makes this fight an entire eyesore. I was told this was an intended experience but this is not a statement that sits well with me as both Absolute Snatcher and Cosmic Snatcher disabled bloom because it didn't look good and made the fights much better to play due to it being less blinding and allows players to better plan their routes. There's also some changes that never got ported over from Cosmic Snatcher, the very beginning of the fight still has a fixed attack pattern, there's far more sparks and more bouncing sparks when those were cut down in NKCS due to it feeling like you take damage out of nowhere which still applies here, lasers are fully opaque when they were partially transparent in NKCS, it's really confusing why these changes just aren't ported over to this fight when their purpose was to make NKCS a better mod to play, most of these changes would likely benefit this fight and lessen the amount of times the game wants you to take damage.
At the core, this is just a super buffed Cosmic Snatcher that unfortunately does not have good qualities and was made for the sake of being harder than Cosmic Snatcher. It barely has redeemable qualities other than the finale. Even if you do become quite good at this boss fight, it ends up being just an average hardest mod because of a lack of fixes and poor gameplay design. I can understand if this fight was just made to be hard and it intentionally doesn't factor in player enjoyability and just wants to be hard, but this fight also had a goal of being enjoyable to anyone skilled enough of which it is not met. I may be able to beat this mod with all objectives but this fight is definitely not fun in any way despite being oriented around my gameplay specialty. It also doesn't help this fight is mega carried by RNG and sheer projectile spam. I'm really sorry I hate this mod to anyone who spent time making this mod, but this is just not for me period.



![[ILL COMPLETION] 9o Circles by llZestll | Geometry Dash
What an experience, I first did this level with a Logitech G502 but couldnt finish it due to the input lag and the fact it was quite hard to use on wave levels. But ever since I got the SayoDevice, that helped my wave skills a lot and one level I forgot about was 9o Circles, so I decided to do it and for some reason I beat this in 40 minutes. [ILL COMPLETION] 9o Circles by llZestll | Geometry Dash](https://i.ytimg.com/vi/XL-k98LK-_A/mqdefault.jpg)
![[ILL But not actually ILL Record] Geometry Dash | After Sonic Wave 65%
Very unbalanced Sonic Wave, although can be a bit fun in some spots, such as after the transition in the drop wave. After 65% is basically a road block due to a very tight consistency click part, but passing that makes you beat the rest of the level assuming you dont mess up badly. Not sure if this would count as an ILL record due to me taking a different route that is equally as hard as the original route. My quest continues if you can guess what Im doing... [ILL But not actually ILL Record] Geometry Dash | After Sonic Wave 65%](https://i.ytimg.com/vi/Xkipy5bqgmQ/mqdefault.jpg)


![[TOP 55] Abandoned Corridor Upgrade V2 - Preview 1
Were back on Abandoned Corridor again for hopefully the final time, this time Im just upgrading the pre-drop as well as make some adjustments to the drop. And while I was working on this update, RobTop finally added the actual song to the song library meaning we no longer need a NONG, its on the uploaded level right now although I still would prefer to send this new version since a decent amount of mods say the pre-drops color palette could be the same as the drop. And major thanks to @rubrum_p for helping me get this level in a much better state and also teaching me more things at decorating. Hopefully I should be done with this decoration by June or earlier depending on the priorities. [TOP 55] Abandoned Corridor Upgrade V2 - Preview 1](https://i.ytimg.com/vi/_3dxwA8xWEA/mqdefault.jpg)


