How to Make Less Annoying Gameplay in Geometry Dash

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Have you ever played a Geometry Dash level that just felt... unfair? Maybe the gameplay is super buggy... or maybe it has bad transitions that make it annoyingly hard to sightread. In this video, I try to go over ten easy ways that you can make your gameplay more enjoyable and fair to the player.

This video was such a trip to make. I was hoping to get it out in January but because of procrastination and schoolwork I ended up pushing it back. While the editing may seem pretty mediocre, keep in mind I had to play through OVER ONE HUNDRED featured levels just to find enough instances of things I mentioned in the video. I know I said I don't play much GD but honestly I think this video actually got me back into the game. I've also developed tons of respect for GD creators and the community-- some of the levels people make are nothing short of incredible. Next time you find a level you like be sure to show creators some love by dropping a like or leaving a friendly comment.

Special thanks to SpKale, ShadowWizard, Lake, and everyone else who helped me come up with ideas and fix up the script (and JordanTRS for the demon gameplay)

Music used: In Stasis from Celeste, Wii Shop Channel, Snowy from Undertale, March of the Spoons by Kevin MacLeod, Portabellohead from Crypto of the Necrodancer, Tutorial from Rhythm Doctor

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If you're reading this, why do so many creators use that weird ⬩❯ arrow seriously I need answers
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I didn't even know it was possible to make a fun GD level in 2021

sdslayer
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‘Make sure your moving objects are predictable’

80% Deadlocked:

envya
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This is exactly why I like 1.9 levels so much. Their gameplay is fair and readable, and the decorations are already very beatiful, and unlike most modern levels, the two don't hurt each other in 1.9 levels

bettercalldelta
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I completely agree that your level should be sight readable. I hate so many custom levels because they have way too much decoration and I have no idea what anything is, I get making your level look nice but at least make good visual difference between the ground, spikes, and empty space.

BLENDEDBEANZ
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"this isn't hacked i just ate a whole pack of flintstones vitamins" made me nearly spit out my drink

pixelator
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YES FINALLY, SOMEONE CALLING OUT THE BAD GAME DESIGN PLAGUING THIS GODFORSAKEN GAME

NapkinDictator
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6:56

“Essentially it’s a level that looks like it was designed by a 4-year-old. And they exist in geometry dash as well, usually with demon layouts.”

Recent levels: *Am i a joke to you?*

bodemackie
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5:36 Made even more true if you realize that size, speed, gravity, and gamemode portals all have different hitboxes, so even if you placed them on top of eachother, you’ll touch them at different times.

TheWagonroast
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"Make sure your moving objects are predictable."

Recent Levels: Oh no! Anyway...

cherrychip_
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"don't be a jerk in demon levels"
krmal: "sorry, we don't do that here"

henrygamingnguyen
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Telegraphing attacks from "Boss Levels" could be creative and fun, but it might be mistaken for a laser if you do it that way

devourerofgods
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You forgot to mention LDM mode. Sometimes, LDM doesn't change the level at all, such as Flax by Thomartin. Other times it changes the background and maybe flashes, such as Thought Process from Enlex(I think). Other times it just changes the whole level into a layout

arshpreetsingh
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7:27 "demon levels should be readable"
demons after 2.0: *i'm going to pretend i didn't hear that*

Orincaby
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finally, someone rant about prioritize gameplay rather than design. nowadays, their basis of "good" levels are based from their level design.

blitzkek
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"creators should strive to make their levels as fair and sight-readable as possible"

robtop: i'm gonna pretend i didn't hear that

WTIF
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I like to make my levels more “dynamic”. An object first seen as an obstacle can actually be a useful platform you can jump on to go forward a different way than usual.

beanmann
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"don't use triangle decorations"

oh sir, i have the perfect level where i ALWAYS DIE IN THE SAME SPOT every time i try playing it because all the spikes look exactly like arrows. it's so annoying. thank you for pointing it out.

goofballcartoonist
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I know I said it in the description but... this video was a really really really interesting one to make.
I spent weeks playing more than ONE HUNDRED featured levels in order to find the exact points I was looking for. And although I rant a lot about levels being "bad", I have to point out that I've honestly gained so much more respect for GD creators. Although playing through 100+ levels sounds like torture, the truth is that it was an incredible experience where I got to play through some of the most beautiful and well designed levels I've seen in a while. I mentioned that stopped playing GD levels a while ago but I honestly think making this video got me back into the game. Definitely gonna start playing more levels and leaving friendly comments on them. And I encourage you to support creators by doing the same!

GDColon
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Extra tips:
Don't put blind clicks. If you're gonna surprise the player with an orb/obstacle that was offscreen at least put an indicator (an exclamation mark for example), but I mostly recommend you to not put blind offscreen clicks at all.
Make sure to balance the gameplay properly. Too much precision on a simple level can just make it unfair and sometimes buggy.
Sync up the level with the music you're using. Even doing this a little bit can help because this can give the player an idea of where it should click, and it feels better than just random obstacles mashed together which results in a messy feeling gameplay that requires pure sightreading.

(If I made any mistakes please tell me)

The_Knight_IsTheVillain
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One suggestion I’d also consider is making rhythms/patterns for sync. I find it’s easier to learn a level’s gameplay if there’s a specific click patterns made for specific parts.

creapeys