I think part of the reason this is bad is the sync is actually not that accurately timed and the ship gaps and shapes are contributing more than the orb shit
I was actually making a level where i mix everything i hate from recent or overrated levels Extreme click sync is one of these things I also include bad transitions Portal spam Gameplay so fast it is impossible to sightread and becomes memory based It only needs a laggy af deco, a nong song and ive got the best level in the entire game
@@olek0 oh yeah about this, i actually started making the level again. Turns out i forgot that i was supposed to make something unfun, so i had to scrap it and start again. Sadly i forgot about the project completely, but im tempted of starting again, although being a no name probably no one would play it and it would be jokes on me
Well sync is definitely something important to consider in gameplay, but of course for a song like this you should'nt keep all the clicks even for an extreme demon. You could for example change 3 very fast inputs to a hold section, depends also if the click is satisfying to perform and to watch, so yes there's a lot of factors to consider in gameplay
Definitely. In Super Probably Level, right before the drop there are 6 orbs that are synced, and that's probably the best point to put them. There are places to put click sync, and places to put normal sync.
for levels that i think do sync gameplay well: id say some top list demon levels like frozen cave, Rust, and New Record obviously now as for some other good stuff, id say Acu, Thanatophobia, fingerdash's spider parts, Hi, XO, and clutterfunk. These examples are all great imo cause while the gameplay (at least ive heard) is mostly fun, the sync when listening to completion vids or playing the lvl yourself feels so nice and makes the song so much more satisfying to listen to.
unsolicited, but as a mostly sync gp creator, my advice to good gameplay is: -dont make your gameplay too fast-paced, unless its an impossible level or a spam level -you can mess with tempo and make your clicks be twice as fast or 0.5x the speed of the song, and just like in music, make sure the clicks fit in the beats of the song -if there is a note that hold for too long, use dash orbs or add a CPM that matches the song's beats -make the cube movements feel the same way music notes feel, this one is hard to explain but with practice you can easily achieve it -make sure your gameplay is readable, you can get a playtester to help you with this -most importantly, it is always okay to unsync your gameplay to make it more fun
as a sync gp creator the first point just isnt true, the rest few points are objective and syle, and the readability should be SOMEWHAT readable with practice but this is not necessarily true either. The last point is true, yes, as long as it fits gameplay wise. Also should sync visually to some degree.
it depends on what instrument of the song you're currently following and how it visually adapts to the song, sync is extremely vital for a game such as geometry dash that even despite not being quite a rhythm game, still vaguely resembles one.
Dude everyone thinks that click sync automatically makes a level good, some of the worst and most unplayable levels I've played have had very good click sync and everyones like "oMG sO fUn!!!"
-Dont be excesive, be partially synced to the most important aspect of the song. -Do Hold Parts. -Keep place to frame errors. (To avoid being frustrating) -Dont do instantant sync with the song, because it makes it feel like its unsynced. -The sync needs to be visible (As an example, if you pressed a green orb and the next one is a pink one, it would be unsatisfactory due to the minimal sync feel to it) (That would be my guide at least.)
It's a personal preference, but "hold" parts put me off. Like suddenly there is a part where you need to hold, which isn't sight-readable because you need to learn that you need to hold there ._.
Yeah, it's so off-putting when I did my first layout in 3 years, still not bored of the song, wanting to finally decorate and get first creator points, then realize it's practically all synced. I was aware of that when making but didn't bother much more than a few double clicks. Uh.
@@nkfc No of course I expect to learn it. Let me rephrase what I feel off-putting about "hold" parts. What I don't like about it is how there is no room for reaction time. It makes it relatively more "learny" than other parts of the level just because any second you do not react to the hold part, you are dead. This is very bad in fast speed hold sections because the reaction you need is greater than slow parts. That is why it is a personal preference that I dislike hold parts
If Krmal made that, people would be shitting themselves over how innovative the gameplay is and how its design is some of the best because it is simplistic.
THANK YOU, I am so tired of seeing layouts for levels with gameplay that tries to sync perfectly and ends up playing really bad and looks super messy and still getting praise for being really good gameplay. In fact, I don't think you even need click sync in order to sync gameplay with music. Some of my favorite levels use triggers and decoration to sync up and let the gameplay do its thing.
yeah literally i feel like 1.9 levels for instance had a sort of charm where it literally didn't sync but it's more of the ATMOSPHERE that went with the gameplay... and i like that a lot
considering theres way more that goes into sync gameplay than just "ooh aah oh oh me click to song note" maybe its not sync gameplays fault, clearly some songs shouldnt be used for click sync and its not the songs fault he decided to make weird gameplay. let me quote another guys comment "-Dont be excesive, be partially synced to the most important aspect of the song. -Do Hold Parts. -Keep place to frame errors. (To avoid being frustrating) -Dont do instantant sync with the song, because it makes it feel like its unsynced. -The sync needs to be visible (As an example, if you pressed a green orb and the next one is a pink one, it would be unsatisfactory due to the minimal sync feel to it) " you see theres more to sync gameplay than just clicking to the notes of the song (also gamemode matters, dont use ship for long segments, short bursts of wave/spider are nice and cube/ufo/robot or anything with jumps works good)
@@jacobgd7559 is it fine if I scale speed portals and then line them up for sync, I like scaling portals down to 0.5 size to make suff look nice and I don't think that the way I do it messes anything up
@@carogaphog259 Sorry for this, but can you check "The Trilogy II" and "NGUOYD layout" by me? I'm curious on your opinion of the level's gameplay. They are in my RUclips channel
@@RozzWasHere hi! I'm not the person you asked but I checked "Trilogy II" and it looks fun. I like how you put assymetrical duals and ship parts when there are so many beats. I mostly do that to but the main thing I do for that is like the mini cube at 75% which is a mix of pads and jump orbs. I also like the sync at 95% ship because that's what I always do. Although (opinion) I suggest to not put too many spike jumps in a row (like the mini cube in 28%) And other than that, your layout is cool. I didn't check the other one because Trilogy II is 4 minutes long
The first part, if buffed, could be a really good challenge As a full level, if you made it more forgiving, it could work. The click sync might redeem some of the unfun gameplay. But also, click sync isn’t the only sync, in this level, at points the icon moves from a buffer click when the song doesn’t say to.
that’s what happens when you make gameplay that makes you click every single note rather than just making natural gameplay that still syncs. it also works for some songs much better than others.
It's a skill bro. It's a skill to be able to make good gameplay while keeping the sync. Change gamemodes / size / gravity often, and don't try to put a lot of orbs. also that's like an OCD thing because some really can't stand unsynced levels Sorry for not being clear, I'm not exactly talking about click sync.
@@roderrickgaming9949 Not if you try to sync to every note in the song. Don't go blindly for all notes click sync and incorporate different types of sync in ways that make the level more fun and satisfying to play.
This wouldn't even be that bad if the ship parts were also a lot more active like cube parts. That would add consistency and give the gameplay somewhat of a style by fully playing into it. Obviously this would break the 100% click sync pattern, just throwing it out there.
You should finish this, but make a random part of the level (around 60% to 80% but can be anywhere) a click that is at least a second off See how many die at that very part
I have my very personal opinion about this topic. I think a nice sync is needed sometimes, other times the song and the level are maded nicely to be able to have a gameplay out of the sync and still be good. For me, the priority of things a creator should take is: 1. ---Gameplay--- Above anything, i think a creator should make it's gameplay better than any other thing, they should make them with a thing in mind "I'm doing this for another players, why not let them enjoy this level?". For that i think every level should have a nice gameplay, no matter the difficulty, a gameplay you can read, or you can learn and enjoy not putting such a lot of effort on it, and if you have to put that effort, try to make it satisfying for the player. also make it understandable at certain point. I have a friend that he did a lot of levels, and some of them are horrible to play, even if they look so nice, all of it's comments says "What a nice level" "It's amazing", but they never bother themselves to play it. I'm talking about Icarus, by Derpcube. As his friend, i ever try to test his levels and say my own tips and things that i'll like to see and etc. And that level is almost unplayable: A. Sudden gameplay that just appear from a frame to another into your face, letting you 0 reaction time. B. A lot of bugs made by creating the level with only Slopes. C. Making uncomfortable gameplay that is very probable that you'll not like to try more than a few attempts. D. Bugs with more than 60hz. But he also did two levels that i think both are one of the best i've ever seen. And: A XO inspirated level, you can call it a sequel. Personally he put an enviroment like no other, with a gameplay that follows that enviroment and the sadness of the song that personally for me, makes And a better level than XO, and i consider XO a nice level. That level is like the song is made for it. and hearing it, seeing it, it's a perfect armony. And now a level that i asked him to let me verify because i'm really excited about it. "Lagtrain" A Level that i think is perfectly capable to match with Future Funk, But why? 1. For his amazing gameplay and comodity. A level that you want to play a lot of times and not get tired of. 2. For the correct sync using not only the clicks for sync the level. 3. A really really simple decoration, minimalist, but the level doesn't need even a deco. A good level should be able to have it's own fame without a single decoration, by his gameplay, unless you are searching the contrary. He showed me that he can do amazing levels with a lot of simplicity. and all because the gameplay it's amazing for it. 2. ---The Sync--- Sync a level is something probably necesary in every level, because it adds a way to recognice and learn the gameplay of the level and enjoy it with the thing that we like most of Geometry Dash: The music. I think Sync and Gameplay both haves to find a middle point when one make the other better. Like the level "And" do, is most of times neccesary but as i said before, is not an obligation, a lot of levels can make a part without sync for a few seconds because is too complex or that exception can help the enjoyment of the gameplay (Like that kind of levels with a path that the creators didn't wanted you to follow because is just more comfotable to play that way). 3. ---Enviroment--- You can create an Nice environment in a level, that style that makes it memorable. I'm sure if you think on some leves you can remember things that makes them iconic. The first wave part of Cataclysm. The peculiar decoration of Windy Landscape (specially on it's dual part) 8o itself. The iconic waves on Nine Circles levels. The Dark and slow atmosphere of Acropolis and Black Blizzard. This for giving a few examples. None of this levels match the new ways of deco of today, but for some reason... They feel better than a CuluC level sometimes. Right? It's for the environment, the atmosphere, when you try to make a level memorable or give it a personal style. This Game works so well with nostalgy and some part of that is because the Flash Game appereance. For the same thing, levels with unique and different way of seeing them are pleasure to the mind. Now all looks like same as each other, with a deco that don't let you understand the gameplay and it's even worse than the shitty gameplay itself. But remember how different is 8o from VeritY for example. Two amazing levels that are really iconic and almost no one can say they're not. You can maybe not like them or My opinion and I invite you to share yours. I don't like CuluC decoration style. That are maybe strong words for some people. But lemme explain it and maybe you'll understand why i think like that. CuluC is mostly appearing in horrible levels that makes his decoration be not able to be appreciated because it's hard to aprecciate an artistic art if you have to repeat the level every single second because it's too hard And You have to pay attention to the gameplay because it's an aberration. I like the Best work of CuluC (that one inspírated in the game: Ori and the blind forest Because is a easy level with a lovely environment that the calm gameplay makes it possible to aprecciate the ART of the level without making it annoying. And there is my opinion. Short, right? I think a Lot of persons and creators are putting nothing of soul in their leves and that make me sad because this game have Masterpieces, a Lot of them. I invite you to tell me your own opinion and If You think i'm wrong on something don't feel afraid on telling me. ID of the level i mention: And by Derpcube: 62726905 Lagtrian by Derpcube: (ID is not aviable because i didn't verified it yet, i'll update the comment with the ID when i can).
geometry dash is not a rhythm game. play a dance of fire and ice if you want it to be. however, some click sync is pretty good depending on what it is and how much
I think there are multiple elements that can go into making a good level and one element alone absolutely will fail to carry the others. Everything has to be considered. :)
@@anomaly3215this would be a good point on any other showcase video, but not this one. for this one, you just need to have eyes to realize it's not of good quality
I used to do normal gameplay but now after many song tests I go for on-beat gameplay usually. It's like an advantage for people who know the song so they know when to click, but whatever, I love syncing now.
FINALLY SOMEONE TALKS ABOUT THIS. i found a layout today that looked genuinely impossible almost and when i went through it all i did was just click repeatedly without even trying to sync or go with the rhythm and i literally beat it first try. so weird.
Coming from years off osu and ryhthm games this was so unsnyc clicking to early or late on the beat sometimes starting on the next note played but mapping the note before it than playing the second beat when it is on nothing
I’ve been looking at some comments, i have a question: What is gp? I haven’t played Geometry Dash in a long while (I didn’t quit, i just totally forgot about the game, that happens a lot. I play a game and i like it, but then my brain just goes “Whoops, you didn’t want to remember that, right?”). The thing I remember the most, is waiting for 2.1 (or maybe 2.2 i can’t remember). Is gp some sort of community version of GD? That’s what it seems like. And yes, i know i can probably just google this. I just want to hear what people know about it.
gp stands for gameplay, which is basically just levels without deco, just a layout. The gameplay community is a community of people who decide they want to primary make layouts and stuff. Since update 2.2 hasn’t come out in soooo long yet, creators are basically reaching the maximum potential in the 2.1 editor (we’ve been on update 2.1 for like 4-5 years now) and if you’ve seen viprin’s or nexus’s channels, you’ll see that levels are super well decorated. Unfortunately not all of us have that decorative gene in us, or were probably just too lazy, so we decided to settle down and just make gameplay instead of making full fledged levels. I mean, we can make full levels if we wanted, but the gp community likes to specialize in gameplay. Oh and gameplay is starting to become more intricate as well. That’s my short but thorough summary.
A level with really good click sync imo is poltergeist by andro. It doesn’t just fall on the rhythm of the song. It falls on off beats, making the gameplay feel syncopated and groovy.
When I create gameplay I always try and put good gameplay sync on some parts of the song that would seem fun to play while for the rest of the gameplay will be either synced with something in the background of the music or none of the music at all
Best advice is just use the ship for parts like this ? Reason is because you can click if you want it to sync but you can hold if you’re someone who does not like spamming, it’s friendly to sync
it’s like you took cognition and scaled the whole level down 0.5x
TRUE
Now I can't unsee it
And kowareta kinda
i mean, you're not wrong
lol
Click sync doesn't always make for good gameplay, but it usually makes for satisfying gameplay.
What's the difference
@@ruthkatz1998 kinda true
@@ruthkatz1998 Differences is when you play, it's not fun, when you watch, it's fun
@@Virdye01freedom08
@@cyuxt huh
I think part of the reason this is bad is the sync is actually not that accurately timed and the ship gaps and shapes are contributing more than the orb shit
I was actually making a level where i mix everything i hate from recent or overrated levels
Extreme click sync is one of these things
I also include bad transitions
Portal spam
Gameplay so fast it is impossible to sightread and becomes memory based
It only needs a laggy af deco, a nong song and ive got the best level in the entire game
let me know when yoou are done
it would be so bad that it woulc be good lmao
Call it BEST LEVAL EVARR!!1!!1 or something
call it something average like [insert mythical god/being]
@@olek0 oh yeah about this, i actually started making the level again. Turns out i forgot that i was supposed to make something unfun, so i had to scrap it and start again. Sadly i forgot about the project completely, but im tempted of starting again, although being a no name probably no one would play it and it would be jokes on me
Well sync is definitely something important to consider in gameplay, but of course for a song like this you should'nt keep all the clicks even for an extreme demon. You could for example change 3 very fast inputs to a hold section, depends also if the click is satisfying to perform and to watch, so yes there's a lot of factors to consider in gameplay
Definitely. In Super Probably Level, right before the drop there are 6 orbs that are synced, and that's probably the best point to put them. There are places to put click sync, and places to put normal sync.
i agree with both of you
for levels that i think do sync gameplay well: id say some top list demon levels like frozen cave, Rust, and New Record obviously
now as for some other good stuff, id say Acu, Thanatophobia, fingerdash's spider parts, Hi, XO, and clutterfunk.
These examples are all great imo cause while the gameplay (at least ive heard) is mostly fun, the sync when listening to completion vids or playing the lvl yourself feels so nice and makes the song so much more satisfying to listen to.
There’s a part of bloodbath I used to be able to finish with no effort just because the clicks synced with the music
i very much agree
this is why click sync doesnt make for good gameplay
this would be a good title for the video, should i change i?
it does when you don’t do whatever the fuck this is
W
this is why click sync doesnt make
I should've called him a WHAT??
unsolicited, but as a mostly sync gp creator, my advice to good gameplay is:
-dont make your gameplay too fast-paced, unless its an impossible level or a spam level
-you can mess with tempo and make your clicks be twice as fast or 0.5x the speed of the song, and just like in music, make sure the clicks fit in the beats of the song
-if there is a note that hold for too long, use dash orbs or add a CPM that matches the song's beats
-make the cube movements feel the same way music notes feel, this one is hard to explain but with practice you can easily achieve it
-make sure your gameplay is readable, you can get a playtester to help you with this
-most importantly, it is always okay to unsync your gameplay to make it more fun
gameplay academy
@@powgie7LOL
Fast paced levels go along well with a fast paced song
as a sync gp creator the first point just isnt true, the rest few points are objective and syle, and the readability should be SOMEWHAT readable with practice but this is not necessarily true either. The last point is true, yes, as long as it fits gameplay wise. Also should sync visually to some degree.
that point about the cube's actual movements is the absolute most important one imo
it depends on what instrument of the song you're currently following and how it visually adapts to the song, sync is extremely vital for a game such as geometry dash that even despite not being quite a rhythm game, still vaguely resembles one.
That looks so unfun. But i guess sync is present, so that's kinda cool
its actually pretty fun to me but that could be du to my skillset
@@qliotik4115 well if it is fun then it's good
i guess if it is decorated it will be fun
@@vitalsbat2310 that make 0 fucking sense
@@jalbEgo yeah bro LMAO
Learn the level ❌
Learn the song ✅
It’s called Dimension by creo. It’s a DAMN good song.
Ikr
Geometry dash is half rythem game and half platformer so it ain’t that bad
@@Armando.2010 dont forget about sphere
@@Armando.2010 Creo is such an underrated music artist, he pulls out bangers!
Him : this is why click sync doesn't make for good gameplay.
Also him : Builds the best map in existence
that is very fun to play
absolutely not LOL
'best map in existence' you sure about that?
ship ruined it but yeah
U meant best slaughterhouse remake?
Dude everyone thinks that click sync automatically makes a level good, some of the worst and most unplayable levels I've played have had very good click sync and everyones like "oMG sO fUn!!!"
-Dont be excesive, be partially synced to the most important aspect of the song.
-Do Hold Parts.
-Keep place to frame errors. (To avoid being frustrating)
-Dont do instantant sync with the song, because it makes it feel like its unsynced.
-The sync needs to be visible (As an example, if you pressed a green orb and the next one is a pink one, it would be unsatisfactory due to the minimal sync feel to it)
(That would be my guide at least.)
It's a personal preference, but "hold" parts put me off. Like suddenly there is a part where you need to hold, which isn't sight-readable because you need to learn that you need to hold there ._.
@@RozzWasHere you expect to go in a level and don't have to learn it?
Yeah, it's so off-putting when I did my first layout in 3 years, still not bored of the song, wanting to finally decorate and get first creator points, then realize it's practically all synced. I was aware of that when making but didn't bother much more than a few double clicks. Uh.
@@nkfc No of course I expect to learn it. Let me rephrase what I feel off-putting about "hold" parts. What I don't like about it is how there is no room for reaction time. It makes it relatively more "learny" than other parts of the level just because any second you do not react to the hold part, you are dead. This is very bad in fast speed hold sections because the reaction you need is greater than slow parts. That is why it is a personal preference that I dislike hold parts
I'm pretty good at this
No this level looks really fun, best slaughterhouse remake by far.
It looks like it
You have -100 Iq
@@iz53 you missed the joke
@@iz53 missed the joke + ratio + you have 0 iq
@@ThrustersX what does ratio mean?
All the hardest went through and the final 2 spikes are gone, YOU ARE A GENIUS.
This is the type of chad that beats extreme demons for breakfast and yet doesn't have a big channel
If Krmal made that, people would be shitting themselves over how innovative the gameplay is and how its design is some of the best because it is simplistic.
Conical Depression has better deco than Congregation
@@bigboom2438 yeah, conical depression has no deco, and 0 is greater than -1
what?
@@tortric what?
@@executiveminer8174 how long did you think before posting this comment
another good example for this is the song "highscore" which is used in the level "new record"
New record is actually good tho
New record is actually an s tier extreme demon
I think hearing your clicks with the beats are satisfying that's why I find click sync good
seeing this in a full level would be really funny
Tbh I’ve heard this argument so many times that it is more like « This is why click sync should be completely disregarded ».
Yea, everyone nowadays shits on click sync, but it really just sounds like an excuse to not include sync in their levels at all
@@nerdst13real
"perfect sync doesn't always make the gameplay fun"
-idk It just came out of my mind
This is how you imagine layouts in your head
I often like to add click sync, but frame perfect sync is a no-no
That level is a nightmare
THANK YOU, I am so tired of seeing layouts for levels with gameplay that tries to sync perfectly and ends up playing really bad and looks super messy and still getting praise for being really good gameplay. In fact, I don't think you even need click sync in order to sync gameplay with music. Some of my favorite levels use triggers and decoration to sync up and let the gameplay do its thing.
yeah literally i feel like 1.9 levels for instance had a sort of charm where it literally didn't sync but it's more of the ATMOSPHERE that went with the gameplay... and i like that a lot
@@ancientmkw definitely agree with that
considering theres way more that goes into sync gameplay than just "ooh aah oh oh me click to song note" maybe its not sync gameplays fault, clearly some songs shouldnt be used for click sync and its not the songs fault he decided to make weird gameplay. let me quote another guys comment
"-Dont be excesive, be partially synced to the most important aspect of the song.
-Do Hold Parts.
-Keep place to frame errors. (To avoid being frustrating)
-Dont do instantant sync with the song, because it makes it feel like its unsynced.
-The sync needs to be visible (As an example, if you pressed a green orb and the next one is a pink one, it would be unsatisfactory due to the minimal sync feel to it)
"
you see theres more to sync gameplay than just clicking to the notes of the song (also gamemode matters, dont use ship for long segments, short bursts of wave/spider are nice and cube/ufo/robot or anything with jumps works good)
Sometimes I just let the pads and gravity portals to do it's thing to match with the song so it feels synced even if though you didn't click
@@ancientmkw 1.9 levels were peak garbage gameplay lol
These things could of been good, GREAT even, if only desynchronization didn’t exist randomly or in the middle of levels…
Tip to fix that: dont decrease the size of speed portals. Trust me, its like the main issue with desync
@@jacobgd7559 is it fine if I scale speed portals and then line them up for sync, I like scaling portals down to 0.5 size to make suff look nice and I don't think that the way I do it messes anything up
It’s all because of SP rotating, when you playtest rotated SP in editor its hitbox different from the normal mode
@@Ncient what is sp
@@duccline speed portals
An even better question is when can I qualify to verify this with deco and have it on the demonlist
Well, after all it’s a rhythm game. Sync is definitely important.
This is certainly a interesting gp style, one that makes me question even more how important sync is
sync is one of the things thay make levels fun
@@cilian8462 yes, but you need a balance of sync AND good gp to make an actually good level
@@carogaphog259 yes its only one of the things, its not enough alone. Mayhem by cherry is a pretty epic level, check it out if you havent seen it
@@carogaphog259 Sorry for this, but can you check "The Trilogy II" and "NGUOYD layout" by me? I'm curious on your opinion of the level's gameplay. They are in my RUclips channel
@@RozzWasHere hi! I'm not the person you asked but I checked "Trilogy II" and it looks fun. I like how you put assymetrical duals and ship parts when there are so many beats. I mostly do that to but the main thing I do for that is like the mini cube at 75% which is a mix of pads and jump orbs. I also like the sync at 95% ship because that's what I always do. Although (opinion) I suggest to not put too many spike jumps in a row (like the mini cube in 28%) And other than that, your layout is cool.
I didn't check the other one because Trilogy II is 4 minutes long
"upcoming top 1" be like
Wheres the 4x wave with annoying double clicks
This looks like some of the most fun gp ever lol
this seems like a top 1 challenge
The first part, if buffed, could be a really good challenge
As a full level, if you made it more forgiving, it could work.
The click sync might redeem some of the unfun gameplay.
But also, click sync isn’t the only sync, in this level, at points the icon moves from a buffer click when the song doesn’t say to.
Good rule of thumb is that ratio of normal inputs to orbs should be at least 1:1
ehhh depends how they are used
Something that work is to use the bass line or a repeating motif in most part. And keep the main melody for the hardest parts or drops.
Click sync can be executed very well at higher speeds or with slower songs. My own gameplay uses click sync with the spider and wave at certain points
that’s what happens when you make gameplay that makes you click every single note rather than just making natural gameplay that still syncs. it also works for some songs much better than others.
It's a skill bro. It's a skill to be able to make good gameplay while keeping the sync. Change gamemodes / size / gravity often, and don't try to put a lot of orbs.
also that's like an OCD thing because some really can't stand unsynced levels
Sorry for not being clear, I'm not exactly talking about click sync.
I feel like gameplay like that is more of a subgenre than anything else. Since it narrows your creative options as a creator quite much.
@@roderrickgaming9949 haha what
you can be just aa creative with gp as with deco
it can be harder though
@@roderrickgaming9949 Not if you try to sync to every note in the song. Don't go blindly for all notes click sync and incorporate different types of sync in ways that make the level more fun and satisfying to play.
As a dear nostalgists enjoyer I can say this hits hard
this looks really fun I would love if you finished it
Sync is good for slow or catchy beats
But the part where its just no good to do it is not the way
This wouldn't even be that bad if the ship parts were also a lot more active like cube parts. That would add consistency and give the gameplay somewhat of a style by fully playing into it. Obviously this would break the 100% click sync pattern, just throwing it out there.
more sightreadable than 2.2 recent tab
That's a banger extreme demon you got there!!!
sponsored by spaceuk
do this but with "ahead of the curve" by creo
that would be stupid
I will try
Fucking drag clicking every 5 seconds lmao
um akcurlalu 🤓 thst aged wleer becuase chormaisde
What does chromaside have to do with anything @@memesong21
this is why click sync does make for good gameplay, based layout
This is like basically any modern extreme demon
Does it have to be synced to melody or to the beat ?
Dude: y e s
Imagine telling people that click sync won't work in many levels when your purposefully making the level too hard for a click sync level
okay but firework kind of does this
also reread the title: "why click sync doesn't make for good gameplay _by itself"_
You should finish this, but make a random part of the level (around 60% to 80% but can be anywhere) a click that is at least a second off
See how many die at that very part
This could be the new extreme demon
Is this on the servers? This actually looks so fun lmao
Im still Building on it
This looks awful wdym
You have a dent on your head if you think this is fun
@@TheRealKat_ Wdym, just click to the music it's that simple
@@geo3317 the golden is so easy just click to the music 🤷♂️ (your logic)
I have my very personal opinion about this topic.
I think a nice sync is needed sometimes, other times the song and the level are maded nicely to be able to have a gameplay out of the sync and still be good.
For me, the priority of things a creator should take is:
1. ---Gameplay---
Above anything, i think a creator should make it's gameplay better than any other thing, they should make them with a thing in mind "I'm doing this for another players, why not let them enjoy this level?". For that i think every level should have a nice gameplay, no matter the difficulty, a gameplay you can read, or you can learn and enjoy not putting such a lot of effort on it, and if you have to put that effort, try to make it satisfying for the player. also make it understandable at certain point.
I have a friend that he did a lot of levels, and some of them are horrible to play, even if they look so nice, all of it's comments says "What a nice level" "It's amazing", but they never bother themselves to play it. I'm talking about Icarus, by Derpcube.
As his friend, i ever try to test his levels and say my own tips and things that i'll like to see and etc. And that level is almost unplayable:
A. Sudden gameplay that just appear from a frame to another into your face, letting you 0 reaction time.
B. A lot of bugs made by creating the level with only Slopes.
C. Making uncomfortable gameplay that is very probable that you'll not like to try more than a few attempts.
D. Bugs with more than 60hz.
But he also did two levels that i think both are one of the best i've ever seen.
And: A XO inspirated level, you can call it a sequel. Personally he put an enviroment like no other, with a gameplay that follows that enviroment and the sadness of the song that personally for me, makes And a better level than XO, and i consider XO a nice level.
That level is like the song is made for it. and hearing it, seeing it, it's a perfect armony.
And now a level that i asked him to let me verify because i'm really excited about it.
"Lagtrain" A Level that i think is perfectly capable to match with Future Funk, But why?
1. For his amazing gameplay and comodity. A level that you want to play a lot of times and not get tired of.
2. For the correct sync using not only the clicks for sync the level.
3. A really really simple decoration, minimalist, but the level doesn't need even a deco. A good level should be able to have it's own fame without a single decoration, by his gameplay, unless you are searching the contrary.
He showed me that he can do amazing levels with a lot of simplicity. and all because the gameplay it's amazing for it.
2. ---The Sync---
Sync a level is something probably necesary in every level, because it adds a way to recognice and learn the gameplay of the level and enjoy it with the thing that we like most of Geometry Dash: The music. I think Sync and Gameplay both haves to find a middle point when one make the other better. Like the level "And" do, is most of times neccesary but as i said before, is not an obligation, a lot of levels can make a part without sync for a few seconds because is too complex or that exception can help the enjoyment of the gameplay (Like that kind of levels with a path that the creators didn't wanted you to follow because is just more comfotable to play that way).
3. ---Enviroment---
You can create an Nice environment in a level, that style that makes it memorable. I'm sure if you think on some leves you can remember things that makes them iconic.
The first wave part of Cataclysm.
The peculiar decoration of Windy Landscape (specially on it's dual part)
8o itself.
The iconic waves on Nine Circles levels.
The Dark and slow atmosphere of Acropolis and Black Blizzard.
This for giving a few examples.
None of this levels match the new ways of deco of today, but for some reason... They feel better than a CuluC level sometimes. Right?
It's for the environment, the atmosphere, when you try to make a level memorable or give it a personal style.
This Game works so well with nostalgy and some part of that is because the Flash Game appereance.
For the same thing, levels with unique and different way of seeing them are pleasure to the mind.
Now all looks like same as each other, with a deco that don't let you understand the gameplay and it's even worse than the shitty gameplay itself.
But remember how different is 8o from VeritY for example.
Two amazing levels that are really iconic and almost no one can say they're not. You can maybe not like them or My opinion and I invite you to share yours.
I don't like CuluC decoration style.
That are maybe strong words for some people. But lemme explain it and maybe you'll understand why i think like that.
CuluC is mostly appearing in horrible levels that makes his decoration be not able to be appreciated because it's hard to aprecciate an artistic art if you have to repeat the level every single second because it's too hard And You have to pay attention to the gameplay because it's an aberration.
I like the Best work of CuluC (that one inspírated in the game: Ori and the blind forest
Because is a easy level with a lovely environment that the calm gameplay makes it possible to aprecciate the ART of the level without making it annoying.
And there is my opinion. Short, right?
I think a Lot of persons and creators are putting nothing of soul in their leves and that make me sad because this game have Masterpieces, a Lot of them.
I invite you to tell me your own opinion and If You think i'm wrong on something don't feel afraid on telling me.
ID of the level i mention:
And by Derpcube: 62726905
Lagtrian by Derpcube: (ID is not aviable because i didn't verified it yet, i'll update the comment with the ID when i can).
I aint reading allat
@@radishfever9221 then just don't.
Look how easy
@@15santy15 No shit i wont bro wrote his life story on that comment 💀
@@radishfever9221 and why You comment on something you're not going to read? 💀
@@15santy15 because i aint reading allat 🛖💀 No need to get mad about people not wanting to see your 300 essay opinion
I would agree but this is literally how I build layouts with orbs
What is song?
dimension
@@qliotik4115bruh there must be like 100 songs with that name
geometry dash is not a rhythm game. play a dance of fire and ice if you want it to be.
however, some click sync is pretty good depending on what it is and how much
This looks pretty fun to me, I'm dying on that hill
I think there are multiple elements that can go into making a good level and one element alone absolutely will fail to carry the others. Everything has to be considered. :)
This layout is worse than woodkid wtf
Lmao it’s for sync not enjoyment as states the tile but ok
u haven't completed it so u can't speak
@@yukithedoggo2690 I don't think that was the original title.
@@anomaly3215this would be a good point on any other showcase video, but not this one. for this one, you just need to have eyes to realize it's not of good quality
You built a bad layout with bad sync with music, click sync has nothing to do with it.
read the pinned comment
Recent tab levels be like:
i felt physical pain watching this
sync*
tthank you
thank*
@@Amiemontinola9883
Thanks.*.
the gameplay is actually good tho lmao only ppl who can't complete it are complaining
thank you i guess 👍
Nah
You can judge the gameplay just by looking at it tbh
@@fusioncatsh2461 bad take
@@celestial623 ?
Exen nails it with making fun click sync but not frustrating gameplay like in Asterios and aronia
Maybe I'm just crazy but this looks really fun
This is why visual sync is a better option
looks like if black blizzard was having a stroke
Best gameplay i have eva seen, btw i was watching this w my sound off
looks pretty fun if you ask me
i wish it looked like this in every level
This layout looks like a blast to play lol
I didnt even hear the song but i automatically assumed it was the black blizzard song
This is why geometry dash isn't a rhythm game, its a melodic side scrolling platformer. And yes i agree
The music and the sync:👍🏼
The gameplay:💀💀
cool. I'm making a 5 minute level using the whole song now
I used to do normal gameplay but now after many song tests I go for on-beat gameplay usually. It's like an advantage for people who know the song so they know when to click, but whatever, I love syncing now.
quite possibly the most claustrophobic level I’ve ever seen
wait this looks hella fun
FINALLY SOMEONE TALKS ABOUT THIS. i found a layout today that looked genuinely impossible almost and when i went through it all i did was just click repeatedly without even trying to sync or go with the rhythm and i literally beat it first try. so weird.
Coming from years off osu and ryhthm games this was so unsnyc clicking to early or late on the beat sometimes starting on the next note played but mapping the note before it than playing the second beat when it is on nothing
I’ve been looking at some comments, i have a question: What is gp? I haven’t played Geometry Dash in a long while (I didn’t quit, i just totally forgot about the game, that happens a lot. I play a game and i like it, but then my brain just goes “Whoops, you didn’t want to remember that, right?”). The thing I remember the most, is waiting for 2.1 (or maybe 2.2 i can’t remember). Is gp some sort of community version of GD? That’s what it seems like.
And yes, i know i can probably just google this. I just want to hear what people know about it.
gp stands for gameplay, which is basically just levels without deco, just a layout.
The gameplay community is a community of people who decide they want to primary make layouts and stuff.
Since update 2.2 hasn’t come out in soooo long yet, creators are basically reaching the maximum potential in the 2.1 editor (we’ve been on update 2.1 for like 4-5 years now) and if you’ve seen viprin’s or nexus’s channels, you’ll see that levels are super well decorated.
Unfortunately not all of us have that decorative gene in us, or were probably just too lazy, so we decided to settle down and just make gameplay instead of making full fledged levels.
I mean, we can make full levels if we wanted, but the gp community likes to specialize in gameplay.
Oh and gameplay is starting to become more intricate as well.
That’s my short but thorough summary.
A level with really good click sync imo is poltergeist by andro. It doesn’t just fall on the rhythm of the song. It falls on off beats, making the gameplay feel syncopated and groovy.
"idk that looks perfect to me" - medium demon creator
When I create gameplay I always try and put good gameplay sync on some parts of the song that would seem fun to play while for the rest of the gameplay will be either synced with something in the background of the music or none of the music at all
Thats why you swap between syncing to the melody, bass, and drums, keeps things kinda fresh
in osu they usually change between melody and harmony and the background beat to keep things fresh
Riot: Eh, seems fun enough.
*Carpal tunnel ensues*
Its fine in small amounts, not a huge big level with everything combined, its fun when its synced but too much like this could be interesting
me when making random layouts: "hm, I should add a small orb spam.."
The song combined with the claustraphobic layout are interesting at least.
It just depends how you arrange the click-sync layout
Layout makers: I see no problem here.
this seems pretty good ngl
pennutoh: "good enough for me"
Convie: allow me to introduce myself
all my levels used to be like this so i actually think this could be a fun layout
Best advice is just use the ship for parts like this ? Reason is because you can click if you want it to sync but you can hold if you’re someone who does not like spamming, it’s friendly to sync
I love this kind of gameplay though like a make a bunch of levels with this kind of gameplay and forget