How Geometry Dash Teaches its Mechanics

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  • Опубликовано: 21 ноя 2024

Комментарии • 10 тыс.

  • @TechnicalJL
    @TechnicalJL Год назад +5749

    "If you play a lot of custom levels, all of this stuff probably feels fine." This perfectly embodies how I feel considering how much I've played in 8 years. I honestly never thought about it in the way you presented in this video but you've managed to give me a new, better viewpoint on it. I still think the 2.2 levels will be super fun and enjoyable but you are perfectly correct in saying they introduce too much too quickly. Good video, keep making bangers 😎

    • @GDColon
      @GDColon  Год назад +869

      Thank you technical! And yeah I wish I made it more clear but my main concern is how these new levels are clearly pandering to custom level players. Feels like the wrong audience imo

    • @jaedenking9861
      @jaedenking9861 Год назад +41

      Omg it's technical everyone :0

    • @х.ИНЕЙ.х
      @х.ИНЕЙ.х Год назад +31

      @@GDColon maybe cuz custom levels are played way more then original levels

    • @caztra11
      @caztra11 Год назад +41

      @@х.ИНЕЙ.х absolutely not Brodie??? Everyone who’s ever downloaded geometry dash had played the main levels. Plus the lite version - which has 100 downloads - doesn’t even have custom levels.

    • @х.ИНЕЙ.х
      @х.ИНЕЙ.х Год назад +13

      @@caztra11 good point i forgot about gd lite since i play on pc

  • @KingSammelot
    @KingSammelot Год назад +4887

    That was a really good point about the mini portal completely being gone. I never noticed that but it definetly added a lot more unneccesary confusion

  • @OmegaFalcon
    @OmegaFalcon Год назад +6423

    Rob should seriously make more levels per update to spread out the mechanics. Or at least he should be ok with NOT showing every single thing 2.2 has to offer.

    • @Nist0923
      @Nist0923 Год назад +128

      This is exactly what I wanted to say

    • @remosist
      @remosist Год назад +182

      @@minepro3388 ok, but are new players going to know that?

    • @alphaamoeba
      @alphaamoeba Год назад +14

      Omega Faxcon

    • @willbarrow2761
      @willbarrow2761 Год назад +4

      AGREED!

    • @Periwinkleaccount
      @Periwinkleaccount Год назад +39

      @@minepro3388 private server. _private_ server. It doesn’t have everything, there’s still lots of stuff we don’t know.

  • @KidsSports-jw4bz
    @KidsSports-jw4bz 4 месяца назад +136

    Every time I watch this video, and he says “Find out after these messages,” I SWEAR EVERY TIME I GET AN ADD

    • @ConnorTerror01
      @ConnorTerror01 Месяц назад +7

      probably added the ad in the ad system or whatever the f*ck its called

    • @Q-trainrecordings
      @Q-trainrecordings Месяц назад +6

      11:42 ‘geometry dash levels aren’t supposed to be about memory’
      Tidal wave, LIMBO , Geometrical dominator and some other demons laughing in the background

    • @Lukrovex
      @Lukrovex Месяц назад

      Yeah, LOL! 😂

    • @Whatthedogdoin484
      @Whatthedogdoin484 26 дней назад +1

      @@Q-trainrecordings Deadlocked, phantom smth i forgot, silent clubstep, sonic wave, every sonic wave remix that exists, flash bang simulators like Ispywithmylittleeye 2.2 and joke levels:

    • @TutorialsonRobloxPS4
      @TutorialsonRobloxPS4 19 дней назад

      Fr

  • @PlayerHungry
    @PlayerHungry Год назад +4597

    I love how Colon finds very interesting concepts that everyone knows but no one talks about, and explains clearly what he wants to say while keeping everything entertaining. Massive props, probably one of the best GD content nowadays!

  • @Masonsucks
    @Masonsucks Год назад +590

    I honestly really like watching colon ramble on about problems in the game. It's informative while also being exaggerated with a sprinkle of comedy. His content is super engaging and funny. He also takes his time and puts honest care in his videos. It's different from the clickbait and or profit focused RUclipsrs.

    • @GDColon
      @GDColon  Год назад +188

      aaaakajskjhqwrei7uhwrhwier thank you so much!! 🧡 comments like this mean so much

    • @HighlyUnoriginal
      @HighlyUnoriginal Год назад +29

      @@GDColon did you have a seizure punctuation

    • @ksuzooo
      @ksuzooo Год назад +13

      @@GDColon bottom type communication

    • @aberrantreptile
      @aberrantreptile Год назад +4

      Same. Especially as someone who is learning to make games, it’s really interesting to see what he has say about game design in general, and how it applies to geometry dash

    • @ShibeYouTube
      @ShibeYouTube Год назад +4

      @BeanieCat GD oh god its billy

  • @KuyaEyo
    @KuyaEyo Год назад +778

    I like how the icon used in each level is the icon you get by beating the level before. It shows a progression in skill and also would be something a player would do

    • @toy_odyssey2752
      @toy_odyssey2752 Год назад +26

      That’s probably because the person that was playing was using a new account and everytime he best the level he just wanted to switch his icon

    • @PedroCXSZ
      @PedroCXSZ Год назад +6

      I did that

    • @pikaboigaming9534
      @pikaboigaming9534 Год назад +3

      I just use a set of icons that fit well together if you go onto his online icon kit (BLESS THE GODS) i use the "Master!" cube, a ship you buy in the shop for 2000 orbs (Ship 27), a ball you can buy in the shop for 1000 orbs (Ball 20), the "I Like Jumping!" UFO, The "WHAT ARE THOSE!?" wave, the "Geometrical Dominator!" robot, and a spider you can buy in the shop for 2000 orbs (Spider 2) I am going to use Swing copter 6, the one on the app button for GD Nukebound

    • @Keanducusin
      @Keanducusin Год назад +2

      AGREED!

    • @NerdlabsSci
      @NerdlabsSci Год назад +1

      @@pikaboigaming9534 noice I used to use the master cube. my current icon set is the back on track cube, the 5 map packs shark ship, the gear ball from the community shop, the blockbite ufo(a vault ufo that looks similar to the creator points one), the robotop robot from the vault, and the Community shop scorpion spider

  • @jmtrias2425
    @jmtrias2425 8 месяцев назад +25

    Gd Colon: Says “Find out after these messages.”
    RUclips: A perfect time for an ad!

  • @vaccino3359
    @vaccino3359 Год назад +406

    In Hexagon force, I think the use of the slow speed portal is extremely meaningful at the end. You have a lot of nerve when you're right at the end of the level and since Hexagon force was a fast level, it feels really weird to do the last part. It teaches nerve control, and I love it.
    Edit : Robtop should hire you, like seriously.

    • @gnarled128
      @gnarled128 Год назад +39

      Completely agree! When I still played on mobile, I screen-recorded me beating each level when I did so, and in that replay I can see my mini-ship almost hitting one of the spikes in the dual part. I was so nervous at the end there, as I had already died there once because I didn't realize you couldn't hold when entering the part!

    • @vaccino3359
      @vaccino3359 Год назад +4

      I have died so many times there before, even now it is my personal chokepoint although I have 88 on windy landscape.

    • @DecaS3
      @DecaS3 Год назад +4

      The heart is gone rip.

    • @wongcayven9893
      @wongcayven9893 Год назад +9

      Exactly, the slow ship part at the end of hexagon force is definitely one of the most nerve-wracking parts because at that point you're probably high on adrenaline, praying to not mess up, and suddenly the super sensitive controls of slow ship is thrown at you and you have to calm yourself down while trying to traverse the seemingly easy yet surprisingly hard part. I'm pretty sure it has made me more nervous than when I reached the ending of Deadlocked because I know at least that part is easy and I'm probably not going to mess it up

    • @_1784
      @_1784 Год назад +4

      I agree too. Hexagon Force's last slow dual part is so calm yet tense..

  • @neutralamity
    @neutralamity Год назад +288

    I feel like the Map has a very good opportunity. Rob clearly wants his levels to be more than just learning how new things work, so main levels should teach mechanics and the Map could be more ambitious and advanced. If he cleans up the 2.2 main levels, he can do whatever the hell he wants in the Map levels without any issues with people not understanding them.

  • @HJfod
    @HJfod Год назад +514

    I can't believe you didn't mention the first two moving pillars in Geometrical Dominator. I've always felt like those are the true introduction to moving objects, you see that there's no way to get over that gap so you have to just fall down and find out that blocks can appear out of nowhere now. In general I feel like that's what Geometrical Dominator is teaching you; that from now on, levels are no longer sightreadable because of moving objects abuse, which is a very good description of every custom level in Update 2.0

    • @GDColon
      @GDColon  Год назад +149

      honestly a very good point!

    • @hazawasnttaken
      @hazawasnttaken Год назад +16

      This also applies to the part where you go up a wall in dash, you can't do anything but run into a wall only to find out you can run up walls now, you're pretty much being told to abandon your past knowledge and learn from scratch which, while may be annoying, reminder that geometry dash was based on a game called 'the impossible game' so i think it's ok for rob to do a little trolling

    • @christhelegend889
      @christhelegend889 Год назад +10

      I'm surprised that colon didnt call the G.D. Memory part the "You just got Geometrically Dominated" part.

    • @shui804
      @shui804 Год назад

      @@christhelegend889 sounds oddly sexual dont you think? 😂

    • @vortexushallow8790
      @vortexushallow8790 Год назад +2

      @@NoobersLikesCheese zero

  • @GregKing-cl1gc
    @GregKing-cl1gc 5 месяцев назад +8

    i tried dash as a returning player, mind you the last i had played was back in 2019, going into these levels is an absolute information overload. while i can compute, understand, and beat many other/far harder levels due to my past experience, the best way to describe these is perfectly said by you "They try to show off too many things in such a short amount of time,". i really hope that there is going to be more easier/slower levels that help/show off these new mechanics, because at the current moment i feel like all they are is a deadlock ship memory hell, rather then a way to show the community what we will be seeing in the future with these additions

    • @Inf1nity51
      @Inf1nity51 3 месяца назад

      i ve been playing geometry dash for like 1 year but still cant understand dash

  • @newalexgamer3172
    @newalexgamer3172 Год назад +1080

    this is the true christmas gift, colon explaining: geometry dash mechanics, when, why and how

  • @BritishBoy
    @BritishBoy Год назад +377

    I absolutely loved the tiny little attention to detail put in here where Colon's Icons changed based on the levels the player would have beaten at the time. 10/10 once again my man!

  • @DarthFunky_
    @DarthFunky_ Год назад +2198

    The deadlocked mini ball part makes you feel really badass when you complete it

  • @marcusbrown5781
    @marcusbrown5781 8 месяцев назад +16

    28:42 Little did GD: know he has created a meme

  • @darkestboss4959
    @darkestboss4959 Год назад +198

    This is a really underrated topic nobody ever talks about where the moving objects comefrom or the new lava ground this is pretty original keep going Colon

  • @the_vine_queen
    @the_vine_queen Год назад +183

    I feel like Rob is now catering the game to the existing community who've been following 2.2's development from the start. We were all introduced to the new features gradually, so we know how to recognize them. But what about the people that aren't bothering with the community and are just playing the game for the first time? They will be completely lost, and unless they spontaneously decide to decode the mechanics using outside sources, they might end up quitting.
    Colon is right; this feels like a custom level. No intro and sometimes impossible to sight-read. I'm worried...

    • @yurab1834
      @yurab1834 Год назад +12

      I definitely agree with you. Another thing about this effect is with how the game seems to be slowly decoupling its mechanics from tangible, unchangeable elements that players can recognize, making it much harder for casual players. It's as if the levels are supposed to be built primarily with gameplay-changing triggers now, and the creator gets to decide on how the mechanics work in each level rather than using the conventions. Like, what's the indication that the player's gravity will be rotated? One could argue that it's those animated arrow blocks, but they are also reused to show the direction of the spider teleports, so it's probably trigger-based. That potion object is probably a customizable pickup and not something that'll actually be connected to size changes anywhere outside of that level. The same likely goes for the sticky green platforms. RobTop himself choosing to remove some gravity portals in favor of those.. arrow things in Explorers only proves this further. This started even back in 2.1 - there is no reason for why gravity portals couldn't actually terminate dash orbs, but instead that functionality was shifted to an invisible and completely ambiguous block.

    • @Floridiot139
      @Floridiot139 Год назад +3

      now we have 1 more year of 2.2 waiting to be released

    • @ExplodingCreeper69
      @ExplodingCreeper69 Год назад +2

      Fortunately the levels are getting redone

    • @weapon-x
      @weapon-x 10 месяцев назад +2

      Now that 2.2 has released i bought the game on update day without any prior gameplay of the game. Tbh i think Dash is an incredibly fun level and is easy to sight read but that might just be me. Now we wait for explorers

  • @PolygonDonut
    @PolygonDonut Год назад +619

    I've always thought alot of the main levels had much better gameplay than most modern custom levels, because they choose a few mechanics to stick to rather than just throwing everything they can at you. Very good video mr colon

    • @pannnella
      @pannnella Год назад +30

      hi pogon dome 😃😃😃😃😃

    • @CrackHeadGaming1029
      @CrackHeadGaming1029 Год назад

      pongon domut

    • @HOURHAK
      @HOURHAK Год назад +17

      Holy shit, plogbmonn dlrogtut

    • @IndianGuy100
      @IndianGuy100 Год назад +12

      Holy its poigon dongnut

    • @ianis2k24
      @ianis2k24 Год назад +4

      11 likes from a verified channel? Now that's something you don't see every day.

  • @TreeBotX
    @TreeBotX 5 месяцев назад +31

    Colon “You can’t jump over 4 spikes.”
    Stereo Extremeness “ Am I a joke to you?”

    • @KiaanTV
      @KiaanTV 3 месяца назад +4

      ikr idk why they put a frame perfect at the start it took me 237 attempts for doing that

    • @leewan9764
      @leewan9764 3 месяца назад +2

      it is a nerfed 4 spikes

    • @Monkayvr251
      @Monkayvr251 3 месяца назад +2

      @@KiaanTV237?! It took me like 4

    • @thisisprobable
      @thisisprobable 3 месяца назад

      you can jump over 8 spikes on 1 times speed using scroll speed bug

    • @KiaanTV
      @KiaanTV 3 месяца назад

      @@Monkayvr251 took a while to realize it was a buffer click

  • @sidsingh9375
    @sidsingh9375 Год назад +446

    This went from just a couple of small spikes to freaking demons firing beams of pure hell trying to kill you while materialising into new forms in split seconds.

    • @talade5556
      @talade5556 Год назад +39

      PPSTSD
      Post "Press-Start" Traumatic Stress Disorder

    • @daniellim2683
      @daniellim2683 Год назад +3

      @@talade5556 ah yes

    • @impostorman18
      @impostorman18 Год назад

      @@daniellim2683 nock em harder

    • @NeonBeeCat
      @NeonBeeCat Год назад

      Reminds me of Homestuck

    • @MGharriy
      @MGharriy Год назад

      @@NeonBeeCat From a 13 years old pooplord messing around at home to a complete clusterfuck

  • @willowdrakon
    @willowdrakon Год назад +501

    For me, i think the gimmicks at the end of geometrical dominator are less for players and more for builders
    "It feels like a custom level" is EXACTLY how i felt after watching the sneak peeks.

    • @noajdjams
      @noajdjams Год назад +6

      i'm the 300th like and the 1st comment.
      HOW-

    • @QUBIQUBED
      @QUBIQUBED Год назад

      @@noajdjams madjick

    • @zaynmahmood9783
      @zaynmahmood9783 Год назад +1

      Bro I skiped the 2 orb on polarguste

    • @zaynmahmood9783
      @zaynmahmood9783 Год назад +1

      Noncapital swear my life

  • @DiamondOrPoor78
    @DiamondOrPoor78 Год назад +94

    Personally, I think that the short gimmicks in Deadlocked build the atmosphere of the level. The way I see it, Deadlocked is the climax or final boss of the Main Levels with Fingerdash being sort of the afterparty. And due to Deadlocked being that climax, it is showing off everything you have learned from every level and throwing it into one to test your skills and see if you truly are a master of Geometry Dash.
    also, cool title collectables to put on your profile for doing certain things in the game would be epic!

    • @thewinner4378
      @thewinner4378 Год назад +11

      “Talking in the daily chat will get you the Virgin Badge.” -RobTop

    • @TheTromblood
      @TheTromblood Год назад +10

      That's really interesting, actually. In that regard the only thing Deadlocked is missing is the mirror portal. But yeah that's a really interesting way of looking at it.

    • @gnarled128
      @gnarled128 Год назад +3

      @@TheTromblood I honestly was expecting it during that ship part when I saw the invisible size changes. Would have been perfect to throw in there.

    • @tenkks3668
      @tenkks3668 Год назад +1

      This isn't true Deadlocked is a bad example of using everything from the different levels I think Fingerdash is a better final level than Deadlocked in terms of using all of the mechanics.

  • @NAFProjects
    @NAFProjects 2 месяца назад +1

    I really like how your icon changes throughout each level to reflect the level you previously beat

  • @epicmushroom3212
    @epicmushroom3212 Год назад +83

    I love that the icons being used in each level are obtained from the level(s) before, kinda mimicking what new players might do once they unlock those new icons. love the little details in this video, good stuff :)

    • @GDColon
      @GDColon  Год назад +29

      :DDD

    • @Shafz_247
      @Shafz_247 Год назад +3

      @@GDColon Now half of the Gdash community - continues to use the cube from Electrodynamix cause half of the pros use it.

    • @imagery5425
      @imagery5425 Год назад

      @@Shafz_247 i use the lizard or this random icon I thought looked kinda cool.

    • @INeedTherapy0
      @INeedTherapy0 Год назад +1

      aren't a lot of the colours used the colours unlocked from beating the previous level in practice aswell or am I imagining things

    • @epicmushroom3212
      @epicmushroom3212 Год назад

      @@INeedTherapy0 i believe so, yes

  • @memulonallred5715
    @memulonallred5715 10 месяцев назад +583

    I think the whole problem with the introduction of new mechanics right now is that it's actually really fluid if you play the spin-off games. They introduce mechanics really well, but then the main game uses those mechanics like they're already taught. At this point, they need to just port World, Meltdown, and Subzero to the full version of the game so that everything works well

    • @EstrogenCubing
      @EstrogenCubing 10 месяцев назад +16

      Robtop gets poor ;c

    • @memulonallred5715
      @memulonallred5715 10 месяцев назад +7

      @@EstrogenCubing I'd help with programming, if he interned me XD

    • @SomeRand0mNerd
      @SomeRand0mNerd 10 месяцев назад +32

      The spinoff levels stay on the spinoff games because rob needs to buy his 17th yacht with the money he gets from ads

    • @V1TheWarMachine
      @V1TheWarMachine 9 месяцев назад

      I think that I like the lesser explanation, makes you wonder what they can do more, and makes you want to explore their possibilities.

    • @EstrogenCubing
      @EstrogenCubing 9 месяцев назад +1

      @@V1TheWarMachine Wonder what they can do is different to trying to figure out how the f did I die there and how im f supossed to go past there
      Wait
      But that doesnt make any sense!
      F this game
      *quits*

  • @callumsjunk5113
    @callumsjunk5113 Год назад +182

    for the 2.2 sneak peaks, i think that the problem wasn't robtop, i think it was the community. Because the update had taken so long, our expectations were very high, where then that forced robtop to showcase as many things as possible in the sneak peaks to avoid disappointment, even though it was inevitable. I think the best outcome is for him to change the level from the sneak peak to make the changes more subtle, as then he wouldn't have like 30 sec to represent 2.2.
    Edit: good video

    • @matheusaugustodasilvasanto3171
      @matheusaugustodasilvasanto3171 Год назад +8

      Or split the update into multiple parts.

    • @louisagay7014
      @louisagay7014 Год назад +1

      True

    • @KirbyGT69
      @KirbyGT69 Год назад +1

      True but I agree with colon roptop should have make 2.2 levels like back on track and polargeist centered around 1 thing so you like know what the portals/orbs actually do instead of just jumping into them

  • @lunacy5841
    @lunacy5841 6 месяцев назад +4

    11:43 "Geometry Dash levels aren't supposed to be about memory"
    Limbo: "HI, I'm Limbo"

  • @flaming02rtle
    @flaming02rtle 9 месяцев назад +153

    I love the detail of Colon using the icons he just unlocked for the next level

    • @Chubs606
      @Chubs606 4 месяца назад +2

      until he uses the supporter cube

    • @Hydran1x
      @Hydran1x 3 месяца назад +3

      @@Chubs606 clutter funk doesn’t give an icon

    • @crackermanuelgd
      @crackermanuelgd 3 месяца назад +1

      @@Hydran1x It gives a ship but the point still stands

  • @endl1te
    @endl1te Год назад +129

    I love the detail of the icons of the player changing as they beat more levels. Yet again another banger from our favourite cube game player!

  • @Junimeek
    @Junimeek Год назад +105

    I really love this video essay format that you've been doing for a while, especially since they always bring a ton of things I never even thought of before to light. Very clear, good and logical points, and kept my attention the entire time!

    • @GDColon
      @GDColon  Год назад +44

      Thank you;

    • @22ne
      @22ne Год назад +12

      @@GDColon when are you going to finish the sentence colon

    • @LzeniX
      @LzeniX Год назад +1

      GD 2.2 Level were made for Pro
      They're never mean to beaten like before

    • @killergd7841
      @killergd7841 Год назад +1

      @@GDColon I have an in-game Issue my game shows that I have 229 Demons although when I count my demons it doesn't make any sense and it doesn't fit (yes I am counting gauntlet demons and official levels.

  • @ChromakeyEAS
    @ChromakeyEAS 18 дней назад +3

    when gd cologne said “find out after these messages” ads played

  • @plasmakitten4261
    @plasmakitten4261 Год назад +512

    I think it bears mentioning with Can't Let Go that while it doesn't introduce any new mechanics, there's a reason everyone remembers it but no one remembers Base After Base. Because Can't Let Go actually does have a purpose: it's the first level which contains an actual timing. That one click in the upside down part is the first real difficulty spike in GD and as such Cant Let Go serves the purpose of forcing new players to begin developing skills like good practicing and a good mindset that they will need later. I see a lot of players quit at this stage but those who make it past generally get a LARGE skill boost. You could say it's the first real test, with the second and most important being Clutterfunk.
    Related: That last part of Clutterfunk is THE test. It's the first time you will die a lot at the end of the level, and it's already hard enough to get there consistently with both of the earlier ship sections being much harder than any previous ship. This level beats you down; without patience and consistency you will have no hope. At the same time, the music at the end is so epic that it creates this super climactic feeling. This is both by far the largest difficulty spike so far, and the first level that really gives you that massive dopamine hit and feeling of accomplishment from overcoming something that really, truly challenged you. Clutterfunk is what separates those who will only ever be casual mobile players from the future GD degenerates.

    • @valacejo
      @valacejo Год назад +20

      I'd say Time Machine is also a very big difficulty spike since triple spikes and other timings appear way more often now alongside the mirror portal

    • @plasmakitten4261
      @plasmakitten4261 Год назад +28

      @@valacejo Time Machine is a bit of a test but I think most people won't be put off by it for long after making it through can't let go. It just takes getting used to the triple spikes and reverse mode. Theres not that many hard timings or hard ship compared to the upside down ship in Jumper

    • @Lacter12
      @Lacter12 Год назад +12

      ​@@Chessplayer1719cycles felt like a break when i was doing all the levels, clutterfunk was such a pain

    • @Chessplayer1719
      @Chessplayer1719 Год назад +1

      @@Lacter12 which is why I said "I might be a noob at ship sections"
      Edit: I am no longer a noob at ship sections, I beat clubstep and electrodynamix with 24% nine circles

    • @ClonedGamer001
      @ClonedGamer001 Год назад +2

      @@valacejoTime Machine's triple spikes are actually a lie. Those spikes are clipped into each other slightly (roughly five grid units), so each "triple spike" jump is actually closer to two and a half tiles.

  • @aceabenroth2245
    @aceabenroth2245 Год назад +81

    Opinion:
    Around the time that the complaining starts in this video is around the time that Robtop realized that his official levels were taking the sideshow over user-created levels, so his goals shifted from creating to cohesive campaign to just showing off cool features that would help enable players to do what they did best.

  • @BSSNV2947
    @BSSNV2947 Год назад +251

    The last ship on Hexagon Force is a pure definition of "Don't celebrate too early"

    • @faceless_person_idk
      @faceless_person_idk Год назад +6

      YES.

    • @RoxlnnBR
      @RoxlnnBR Год назад +1

      Nah wdym it was super easy

    • @ThoughtsGuy
      @ThoughtsGuy Год назад +2

      electrodynamix's last ship was harder

    • @Mnap
      @Mnap Год назад +17

      ​@@ThoughtsGuy yes but no one celebrates there. Hexagon Force's last ship is slow which gives a sense of security while Electrodynamix is fast which makes people focus more

    • @faceless_person_idk
      @faceless_person_idk Год назад

      @@ThoughtsGuy true true

  • @woah7_7
    @woah7_7 5 месяцев назад +1

    I love how the icon progressed through the video, it shows true progression in the protagonist of this video

  • @ngabel8956
    @ngabel8956 Год назад +229

    Another thing to consider is the order the player plays the levels in. Sure, they’ll probably start with Stereo Madness and proceed chronologically, but eventually, they’ll come across a difficult level and skip it before completing it. That was my experience atleast. Since the blue pads, blue orbs, and fake blocks are introduced later in xStep, the player might encounter them first in Clutterfunk, since they occour much earlier in that level. The same goes for the fadded spikes and blocks being first encounted in Electrodynamix for players that skip the demon Clubstep.

    • @Y99992
      @Y99992 Год назад +18

      True, I did the same thing. When I died on a hard level, I would try the next level for fun and occurred gimmicks that I had not occurred in the last level that was supposed to introduce that gimmick.

    • @MannifyYT2024
      @MannifyYT2024 Год назад +4

      True. I skipped Time Machine and Cycles in my early days playing. It worked out tho as I beat xStep then went back to do the other 2

    • @petrikhorr
      @petrikhorr Год назад +2

      sure, but couldn't the spikes at least be later in the level, instead of directly after the first speed portal?

    • @LuckyCloverClips
      @LuckyCloverClips Год назад +2

      I skipped dry out and went to base after base just because of the last jump on the upside down section

    • @LyrLyrPantsOnFyr
      @LyrLyrPantsOnFyr Год назад +2

      When I got gd full, I immediately started playing blast processing.This was the first introduction to dual and I really struggled with that part.

  • @Squiddoboii
    @Squiddoboii Год назад +433

    I swear to god I keep rewatching it and i don't know why.. It's just THAT GOOD.

  • @Teamo_505
    @Teamo_505 Год назад +62

    I feel a reason these levels were so crammed was because they needed to be part of a youtube video showing off the new features. I think they will teach you and ease you in to the new features, just with something else like the map. These levels were supposed to be fun to watch to build hype, so maybe they won’t be as fun to play?

    • @VoidPaul97
      @VoidPaul97 Год назад +13

      Indeed, the whole point of these sneak peeks are to build hype after 6 years of inactivity, and it really worked, when I first saw them I thought "Wow, I can't wait for Rub releasing the 2.2 in the next 5 years!" And minutes later I thought "hope this isn't an official level, or that it is the final design, because if it is I'm screwed" and I've been playing since 1.9 and still hasn't beaten ToE 2 (is still my favourite demon of the game)

  • @Gameingnonstop
    @Gameingnonstop Месяц назад +1

    The reason why RobTop added Blue pads in that Xstep ship is because they're tempting and it also throw your mind from straight flying to hitting them

  • @lolylolydab
    @lolylolydab Год назад +90

    The new level sneak peeks seem more like a visual show than something fun to play

  • @crazycanyon3028
    @crazycanyon3028 Год назад +421

    I’m hoping that the reason the 2 unreleased levels look like that is so that people can see what he wanted to show off early on before they spread it out and so that people can try and spot hidden and quick things to make them seem more interesting and that he made this part knowing he would change is later
    I hope

    • @JonathanScarlet
      @JonathanScarlet Год назад +21

      As someone who's not a GD player, that seemed quite obvious to me. It's a mix of "spot the new mechanic" and "flashy level design" without really caring for how it looks to actually play because the new stuff will be spread out in the final release to be a bit more digestible, whereas here the only thing that needs to happen is to make it all just look cool plus maybe hinting that this would be a Demon level you could play in the end (which I do hope you guys get to whenever this releases/released; I think you'd love it once you understood the mechanics more.)

    • @themittenkitten_wastakenfromme
      @themittenkitten_wastakenfromme Год назад

      69. so don’t like.

    • @lswan6389
      @lswan6389 Год назад

      I actually got an ad

    • @SupercellularChaos
      @SupercellularChaos Год назад +5

      @@JonathanScarletit’s just that robtop has never done this before

    • @Chessplayer1719
      @Chessplayer1719 Год назад

      If explorers ever gets realeased, it should be *the first RobTop extreme demon*

  • @ReeseHosgood
    @ReeseHosgood Год назад +68

    With Colon’s analysis of both the 2.2 sneak peeks it feels like it’s a good idea for players to play GD Subzero 1st after Fingerdash because that introduces some of the 2.2 features but doesn’t over do it with the amount of them that are introduced.

    • @_freezingfrost_6515
      @_freezingfrost_6515 Год назад +8

      Yeah, I actually started playing GD through Subzero and I think it introduces the new mechanics much better than the upcoming main levels.

    • @DrCosz
      @DrCosz Год назад +4

      @@_freezingfrost_6515 i'd say it does, the first time Press Start introduces single screen you have no other choice but to hit the orb which teaches you about single screen areas and then it does it twice to make sure you get the hang of it

  • @ThatPKXDgirl
    @ThatPKXDgirl 13 дней назад +1

    “ you can’t jump over 4 spikes “
    Electrodynamix : are you sure about that???

  • @FishIsPrettyGood
    @FishIsPrettyGood Год назад +191

    I remember playing fingerdash then going to create and spent god knows how long trying to use gravity portals to stop dash orbs and little did I know it was actually S blocks that I needed
    Edit: Tysm for like 200 likes

  • @joshuavo1429
    @joshuavo1429 Год назад +80

    The analysis from stereo madness to deadlocked felt like a journey, well done

    • @joshuavo1429
      @joshuavo1429 Год назад

      @GD Smile true but I just prefer 1.0-2.0 levels

  • @Kollin539
    @Kollin539 Год назад +60

    I love that colon makes videos about all the stupid things I’ve thought about before. Like this is exactly what I thought about when I saw explorers

  • @JossoGD
    @JossoGD 4 месяца назад +1

    I like how you change your icon to what you get after you beat the level

  • @chexe91
    @chexe91 Год назад +76

    I really liked that Colon changed the icon after every level, it's a small detail but still gives the player an idea of how much freedom you have in terms of customization.

    • @LMGroupieGirl
      @LMGroupieGirl Год назад +4

      He made it to where like on jumper, he wore can't let go, and on time machine, he wears jumper

    • @chexe91
      @chexe91 Год назад +4

      @@LMGroupieGirl my point exactly

  • @XcreatorGoal
    @XcreatorGoal Год назад +15

    I think you had very reasonable points in your video about Geometry Dash. It's important to note that earlier levels in the game were better because they introduced new features in a more controlled way. They didn't have as many features to work with, so each level could focus on showcasing a single feature. However, when the game started to become bigger, like with the 2.0 update, RobTop had to throw all the features into a single level, like Geometrical Dominator, which made it less cohesive and less focused on a single theme.
    Regarding the 2.2 levels, I think if they also followed the circumstances RobTop used in levels like Clubstep, the community would be enraged, because 2.2 is a very big update and RobTop had to show all his work in a single level. This is understandably hard, but it can be overwhelming for players and make the levels feel less cohesive.
    I honestly don't mind when many things get introduced into a single level, as it shows me that I'm getting far into the level and gives a certain atmosphere. However, other players may feel differently. The level "Explorers" is a 16 star demon, which will probably only be unlocked after you reach 40 secret coins, and by then you would've played thousands of online levels and knew that triggers exist. And I'm pretty sure that "Dash" will have to be unlocked with the map or something like that.
    Overall, I think the major problem with these newer levels is that updates take too long, which leads to tons of new features being showcased in a single level. It would be great if the game could strike a balance between introducing new features and maintaining a clear theme in each level.
    Great vid :)

    • @GDColon
      @GDColon  Год назад +6

      Thank you x!

    • @tfninjadoom3427
      @tfninjadoom3427 Год назад +4

      This comment embodies my feelings perfectly, I feel like the Map is a good roadblock to introduce the 2.2 features before you play Dash, and Explorers is just sitting there behind 40 coins of grind.
      I respect Rob Top for the work he has put into this game that has become such a fabulous community we are a part of, and I can't wait to play 2.2 when it comes out!

    • @therealcrimsongd
      @therealcrimsongd 8 месяцев назад

      Hi two of the best gd youtubers!

  • @DiamondOrPoor78
    @DiamondOrPoor78 Год назад +34

    I remember when I first played Geometrical Dominator and I thought you had to hold on the rainbows to make you jump farther and didn't realize that holding was an actual part of the Robot's mechanics for the longest time

  • @Swimspiration
    @Swimspiration Месяц назад +2

    10:47 literally described me perfectly when I had just started😂😂

  • @letinain2645
    @letinain2645 11 месяцев назад +323

    Now that the 2.2 is out, I absolutely agree with the ending points about the gimmicks

    • @joell4393
      @joell4393 10 месяцев назад +6

      Do you think Explorers "+" section will be changed? When it releases eventually

    • @Waavvyy
      @Waavvyy 10 месяцев назад +2

      ​@@joell4393I feel like a few indicators have been but it's still the same mechanic

    • @devron5256
      @devron5256 10 месяцев назад +14

      ​@@joell4393iirc Rob said Explorers hasn't been released yet because he completely redid it so I'm guessing it's going to be at least tweaked

    • @Itz_Kipp
      @Itz_Kipp 10 месяцев назад +7

      Im still sad the sideways spider at the start is still there, dash is such a good level but this introduction to the amazing mechanic that is going sideways is just introduced like nothing. The part after the swing copter section is literally perfect for it, why the f does that spider part have to be that way 😭

    • @Grayfang1
      @Grayfang1 9 месяцев назад +2

      Like that part in dash just isn’t too sight-readable, sad

  • @whitish1968
    @whitish1968 Год назад +34

    I love how the icons used in these completons are what a player would have unlocked by the time they get to that level.
    Stereo madness is obviously the default icons, but as you go on you can see more development in the player's icons as they beat more levels and unlock more of them. Great touch!

  • @_nopsy
    @_nopsy 10 месяцев назад +253

    28:30 this is where it all started

    • @TDRF2024
      @TDRF2024 9 месяцев назад +23

      Dash spider jumpscare

    • @binjimonanimations
      @binjimonanimations 9 месяцев назад +25

      r/colonwhathaveyoudone

    • @SkullXgd
      @SkullXgd 8 месяцев назад +6

      Sir you might wanna turn that off, NUH-UH

    • @Mango-vy9im
      @Mango-vy9im 4 месяца назад

      "ItS nOT sIGhT REadABLe"

  • @cxbeical
    @cxbeical 7 месяцев назад +1

    11:41 I love that limbo refrence

  • @lamenwatch1877
    @lamenwatch1877 10 месяцев назад +161

    16:05
    While I never beat Electrodynamix, this segment taught me to use the environment AROUND an obstacle to coordinate jump timings. Those blocks above with spikes on every side helped me know when to jump even though it was too fast to track the invisible spikes.

    • @RudolfJelin
      @RudolfJelin 9 месяцев назад +3

      That's actually really good advice 👍

    • @ujkloin
      @ujkloin 7 месяцев назад +1

      that still does not make it good, like you just cant know what to do and its not even a gimmick for the level its just kinda there

    • @RudolfJelin
      @RudolfJelin 7 месяцев назад

      @@ujkloin sounds like a skill...

    • @ujkloin
      @ujkloin 7 месяцев назад +1

      @@RudolfJelin first of all, my hardest is hypersonic, second of all i havent died there in like 3+ years, its the fact it existss for new people that i hate, its not at all hard difficulty wise you just cant see it

    • @ujkloin
      @ujkloin 7 месяцев назад

      @@RudolfJelin also completely unrelated but its my birthday so aha you cant complain to me

  • @DorkyDogBoy
    @DorkyDogBoy Год назад +203

    I'm sorry but I absolutely love the memory ship. sure you can't sight read it but since this is a demon, you are basically forced to do a practice run which will give you enough time to learn it and when you do it's super fun. I love how much of a choke point it is and once you pass it, it genuinely feels incredible like you just beat the hardest thing ever. It was so rewarding when I first passed it and then beat the level years ago. I felt so accomplished and good at the game at the time and even went to show my mom I beat it. that part always stuck with me as being one of if not the best part in any official level.

    • @JojoJere
      @JojoJere Год назад +3

      because you memorized soe blocks?

    • @JojoJere
      @JojoJere Год назад +8

      memory is the worst thing in games

    • @rayleighmagat6330
      @rayleighmagat6330 Год назад +3

      11:43 get ready for limbo lol😂

    • @lovelymayapop
      @lovelymayapop Год назад +8

      @@JojoJere skill! issue!

    • @JojoJere
      @JojoJere Год назад +3

      @@lovelymayapop skill and memory are not that same. Also, it's "skill issue!" not, "skill! issue!"

  • @StarBeam500
    @StarBeam500 Год назад +594

    Rob should make, like 8 new levels. Each one revolves around 2 or 3 mechanics that work well together, and some should be easier. There could very easily be a medium level that revolves just around the new camera controls, which is really easy to understand. The 2 levels shown would then be the demons or insane levels added, with some sightreading tweaks.

    • @twnsynrgy
      @twnsynrgy Год назад +13

      the map?

    • @DiabolicalOrganisation
      @DiabolicalOrganisation Год назад

      i thoguht that the map would be for platformer levels @@twnsynrgy

    • @TOJRRN
      @TOJRRN Год назад +3

      Guess what, RobTop released 2 levels

    • @persistentgoofball
      @persistentgoofball Год назад +18

      That would make us wait til 2025 💀

    • @TOJRRN
      @TOJRRN Год назад +3

      @@persistentgoofball 2026*

  • @soulfire_foxx7053
    @soulfire_foxx7053 7 месяцев назад +1

    I find it so funny that an add perfectly played after colon said find out after these messages

  • @Ezzy1331_
    @Ezzy1331_ Год назад +109

    Little detail: Sometimes In the background with Colon’s character, there’s a PC showing the clips from before
    22:38 Also in Geometrical dominator there’s a makeshift track with the moving platform that follows you, which in your “How to make fair gameplay video” you mentioned to indicate the moving object for it to be fair.
    25:38 Also COLON SWEARING?1?2!1?1??

    • @GDColon
      @GDColon  Год назад +66

      i figured out how to turn on the tv

    • @Saturn_57
      @Saturn_57 Год назад +11

      @@GDColon remote control moment

    • @Ezzy1331_
      @Ezzy1331_ Год назад +16

      COLON HEARTED MY COMMENT

    • @EG0909
      @EG0909 Год назад +4

      @@Ezzy1331_ the moving object thing was for custom levels not official levels. Gimmicks are fine in custom levels as long as they’re not stupid

    • @XanderisMLG
      @XanderisMLG Год назад +1

      @@GDColon are you sure you didnt just lose the remote

  • @chaedr7694
    @chaedr7694 Год назад +47

    This kind of content is exactly why I've been subscribed for years. You're such an inspiration to me and you continue to make these incredibly thoughtful points in an entertaining video. Love your work man (:

  • @RealEmerald
    @RealEmerald Год назад +36

    I think the reason that the 2.2 levels are so overwhelming is because there are so many new features that Rob had to show off.
    Hopefully things will improve in 2.3, as Rob said that he would only spend about 6-ish months per update after 2.2 came out. This should mean Les features per update, leading to less overwhelming levels.

  • @JosephTapia-vq4bq
    @JosephTapia-vq4bq 4 месяца назад +1

    I love this video because colon literally describes why geometry dash are good and also for beginner's that definitely should watch this video

  • @TressaAimuuru
    @TressaAimuuru Год назад +159

    The 2.2 previews look like those levels that bring together all the mechanics you were taught within various other levels as like, some boss stage, rather than some form of introduction
    It'd be pretty cool if there were various small sized levels that taught you these things, leading to unlocking a level that puts it all together in a cool display
    Like Rhythm Heaven Remixes or something like that

    • @petrikhorr
      @petrikhorr Год назад +4

      literally the adofai joke, 22-1 sticky ceilings

    • @abicto
      @abicto Год назад +2

      Isnt that literally adofai tho?

    • @syrusgrove8682
      @syrusgrove8682 Год назад +3

      Yeah but I also feel like we need a level like that for everything up until Fingerdash. Which I feel like the fanmade Press Start full version fits since it also introduces a 2.2 mechanic along with bringing together everything introduced up until Fingerdash.

    • @bluep3rz
      @bluep3rz Год назад +1

      I have a feeling that all the Subzero levels will be integrated into the game for this exact purpose.

  • @99Venom
    @99Venom Год назад +20

    The point you made about gameplay visuals getting removed in 2.2, such as the mini portal and hitting blocks is on point. I thought about that a lot and I 100% agree. Something I don't like in 2.2 is that new gameplay mechanics have no indicators, such as the timewarp, gravity, arrow triggers. You have no idea what's about to happen with you. If you look at old updates, each speed change arrow, each gravity portal/pad/orb had its own color. Why are 2.2 features being added without visual indicators? That's a topic you should totally consider talking about in a video. Good stuff dude

  • @dreamsdicc1817
    @dreamsdicc1817 Год назад +141

    The way stereo madness was made is actually perfect for a first level

    • @markerpurplemarker1901
      @markerpurplemarker1901 Год назад +5

      That's nice and all. But remove the two triple spikes.

    • @afraid2letgo
      @afraid2letgo Год назад +10

      @@markerpurplemarker1901 I think it's a good way to show the boundaries of a cube at normal speed

    • @markerpurplemarker1901
      @markerpurplemarker1901 Год назад +2

      @@afraid2letgo good point

    • @GhostedGamer
      @GhostedGamer Год назад

      @@afraid2letgo ^

    • @iceinducer9528
      @iceinducer9528 27 дней назад

      @@markerpurplemarker1901Those triple spikes in stereo madness are so easy, you have so many chances or enough time to jump between them unlike in later levels such as cant let go, cycles, time machine in which requires timing has so many gravity changes, fake orbs or unnecessary jump pads, and the triple spike in those appears suddenly before you react to it which can lead to more confusion to the level itself.. unfortunately stereo madness lacks that

  • @corthacob7244
    @corthacob7244 2 месяца назад +1

    in 14:20 when he said "Find out after these messages" it said VOTE YES

  • @kwisowofer9872
    @kwisowofer9872 Год назад +29

    I think the portals just being completely gone is meant to show how the portals don’t have to be in portal form. They still give you a relatively safe indicator when the mini change or gravity change occurs, and it is a reoccurring thing instead of a one-off occurrence, so I would consider them pretty well-designed.

    • @gnarled128
      @gnarled128 Год назад +3

      Agree with everything except for the one invisible mini with the spider orb. A potion is fine, the arrows for the gravity swap make enough sense, but the only orb that's been established to change the gravity is the blue orb. That should be held as true.

  • @KDragoness
    @KDragoness 10 месяцев назад +53

    I wasn't allowed to play custom levels until I was 15 in 2019. I beat several 2* levels and the first couple of map packs without music against permission in 2017, before orbs were added.
    I started playing the game in 1.8 in 2014, so I had to learn all of the mechanics in order. (I have horrible coordination, and I still can't beat Electrodynamix or the demon levels to this day) Everything you covered leading up to Blast Processing is exactly what I experienced.
    Your dialogue from Stereo Madness through Can't Let Go are exactly what 10 year old me playing on my neighbor's iPad in 1.7 was thinking. (1.8 released before I successfully got my mom to download it on my kindle a week later.)
    I could not time the first spike jump on Stereo Madness and couldn't make it to the ship part for several weeks because once again, I have poor motor coordination. However, once I beat Stereo Madness, Back on Track through Base After Base came quickly. Can't Let Go was brutal, and Jumper took a long time. From there I slowly beat levels as follows: Cycles, ToE, xStep, Electroman Adventures, Blast Processing, Geometrical Dominator, Fingerdash, Time Machine, Clutterfunk, and Hexagon Force.
    I never had to flip my screen in Dry Out, but the upside down ship in Jumper slaughtered me. At one point I had my sis take over the upside down ship parts on my Kindle sitting across from me because I couldn't do it. I beat Time Machine long after most of the other main levels because it was so hard. The triples and the tightness and the mirror portal was too much to handle. I beat Cycles because I liked the song so much I persisted, wanting to hear more (no YT for me back then, and I was unaware of the editor having songs). However the ship gravity switching portals caused a lot of rage, and I laughed way too hard when I heard you use the exploitive when reviewing that part. At the very least, my dad and sis played at the time, and my dad often cussed at it as well, so I didn't feel too mad at myself, and eventually I beat it. Clutterfunk I avoided since I hated the music, and the dual and the slopes in Hexagon Force were beyond my capability for a while.
    Personally, I thought the game taught its mechanics well until Geometrical Dominator. Everything beforehand eased me into new gamemodes and features, but Geometrical Dominator broke that for me. I felt it was too much to comprehend and it took me a long time to become familiar with it. I eventually learned though, and when I was finally allowed to play custom levels a couple of years later, the movements in those didn't bother me. Fingerdash had the same problem with too much all at once, but I adjusted to it much easier than I did Geometrical Dominator.
    As for the new level Dash and the overall 2.2 update, I still can't. I can't pass the first spider part. I don't have the coordination for the platformer mode. I'm overwhelmed by all of the new features and it's actually pushed me away from the game. I do hope to return one day when my real life is much calmer.
    I found this video quite entertaining, thanks for the laughs!

    • @benr717
      @benr717 8 месяцев назад +5

      I've been playing geometry dash on and off for years. Each time I come back I basically have to relearn the game cause I haven't played so long. Muscle memory does help and make the first few levels easier to get through but I always hit a wall when I get the the extreme levels and there's no way in hell I'm able to beat any of the official demons (at least not yet)
      I'm having the same problems with the new level in 2.2 "dash" where I get so overwhelmed with everything that I can't even get past the first spider bit even though like in the video it's just 2 seconds long. Fingerdash I'm fine with and have almost completed but it's going to take me so bloody long to get used to dash that it's kinda off-putting

    • @CasuallyShadow
      @CasuallyShadow 7 месяцев назад +3

      I absolutely relate to this in the way that I have tremors in my hands, so as a result playing GD on mobile is almost IMPOSSOBLE for me

    • @KDragoness
      @KDragoness 7 месяцев назад +3

      @@CasuallyShadow I have tremors as well, and can only play on mobile when all other parts of my hand and forearm are resting on a surface. I use my pointer finger on my dominant (left) hand and minimize the movement. The pressure of my taps is extremely inconsistent, despite being on a med to suppress my tremors that mostly works. And yes, they still kill my runs usually with an unexpected double/triple tap or not tapping hard enough or reaching the screen before my finger decides to wrench upwards.
      I can't play on PC either, turns out I have a connective tissue disorder that destabilizes my joints to the point that clicking on a mouse repeatedly or trying to press keyboard keys (that are not super flat or soft-touch - my laptop is decent but I still can't do it repeatedly and quickly) will dislocate and sublux my fingerss, causing a lot of pain. As a kid I didn't know why it was happening and lived with it (I also never had a computer that ran GD well), but now that I realize each incident is doing long-term damage, it's rough. People tell me to play on PC to try to "get good" and I'm sick of trying to explain myself.
      I exclusively use feather touches on mobile to play anything, and my current laptop is a touchscreen that registers feather touches on its track pad, but it doesn't run GD or games in general well. It doesn't reliably keep internet connection either.
      We can only do the best we can do though! Tremors suck.

    • @CasuallyShadow
      @CasuallyShadow 7 месяцев назад +1

      @@KDragoness Yeah! So cool to see someone else who has similar issues to me, I often take beta blockers for mine, so isk if that would work for you, but if you haven't tried maybe see! But yeah, I think I could be quite good at GD like my younger brother but uh, yeah, tremors. Keep strong though!

    • @KDragoness
      @KDragoness 7 месяцев назад +2

      @@CasuallyShadow My dad and I both have benign familial tremors, and we take propranolol as needed, usually when singing or making art. However, back in 2021 severe chronic illnesses onset, and I am now on it full-time for POTS. Taking life one day at a time and staying strong is how I get by, and I hope you are managing well too.
      If you're into art, I discovered that paint pouring is a good medium for crap joints and tremors. You get the pouring paints, the canvases, and maybe a few special strainers/flowers/cups to work with, and drizzle paint over the canvas. It's abstract and you can't quite predict the flow of the paint, so tremors aren't a huge issue. As long as you pick colors that blend well together and you aren't trying to copy a pattern you saw on social media, it's hard to mess up.
      Art classes in school were horrible. Drawing, painting, sculpting - it was awful; My tremors sabotaged all of my pieces. I also have always lacked basic hand-eye coordination. Recently, I learned that my genetic disorder (dx July 2022) means my joints are not quite functional and extremely fragile, so I'm not entirely crazy, and there is a reason for why everything from art to athletics to gaming to typing to handwriting has been so challenging, beyond "just" the tremors. When gaming reaction instinct is usually slow or wrong altogether, and all of this contributes to my struggle with GD as a whole. The other part of the "I suck" equation is the fact that I anger quickly and hate practicing - I just want to beat a level in under 10 attempts, ideally 1-3.
      If you ever want to talk more let me know! I can do email or Discord, and even GD messaging itself, though I hate the character limit there. I've developed several little tricks for managing the tremors in day-to-day life, and am happy to share my experiences.

  • @Spubbily01
    @Spubbily01 Год назад +25

    Honestly though Geometrical Dominator is my favorite level in this game. It may be gimmicky, but I feel like it has 1 theme: Chaos. Idk why but I absolutely how it always keeps you on your toes wondering what will throw you off next. I know it's not for everyone but for me I just love how hectic it is.

    • @TrainWreckYT
      @TrainWreckYT Год назад +3

      I love geometrical dominator, it's very underrated and fun to play when memorised.

  • @AXIS_MODEL_01427
    @AXIS_MODEL_01427 7 месяцев назад +1

    I love gd cologne
    Also, when you said “ right after this message” I got two ads

  • @AG7-MTM
    @AG7-MTM Год назад +200

    One thing I feel is overlooked that you don't discuss is how certain level sections are tied to the music. The game even tells you to "listen to the music to help time your jumps".

  • @photogenictreecko5285
    @photogenictreecko5285 Год назад +69

    I feel like the Geometry Dash Sub Zero levels did a good job introducing some of the 2.2 mechanics. For example, unlike the section in the sneak peak at 31:43, Nock ‘em gives you time to see what you are about to do. There is a delay before it throws you right in.

  • @RayMapa73
    @RayMapa73 11 месяцев назад +202

    14:22 he said ‘find out after these messages’ and I actually got ads 💀

  • @Reftorgg
    @Reftorgg 7 месяцев назад +1

    The final thoughts area made me feel like I was going to cry for some reason 💀

  • @averagecoasterenjoyer
    @averagecoasterenjoyer Год назад +118

    I would argue that there is a main gimmick to Deadlocked: the teleport portals. It's the gimmick of the ball part everyone likes, it's part of the cannon, it's introduced early, and is in the "i like this part" ship. They're also littered around the level in other places too.
    Also, I now know that if I have something in a level, it must be the only obstacle/gimmick in the entire level

    • @chaostheultimayt
      @chaostheultimayt Год назад +19

      The fact that they aren’t called Teleportals is a crime.

    • @WolfPackGamingOfficial
      @WolfPackGamingOfficial Год назад +1

      @@chaostheultimayt I actually also thought of that.

    • @guidinglight9082
      @guidinglight9082 Год назад +2

      @@chaostheultimayt do you mind if i just take that name
      use it for my own self
      can i steal it from you

    • @ahmed4363
      @ahmed4363 Год назад +1

      @@chaostheultimayt i already call them that

    • @oinkymomo
      @oinkymomo Год назад +1

      that's a serious oversimplification. you can introduce 2 or 3, even 5 mechanics in a level. the problem is that you need to safely introduce them, then expand upon them and combine them in the rest of the level, which often isn't possible in the span of a single 2-minute level with more than 1 or 2 mechanics

  • @The_Anti-Guide
    @The_Anti-Guide Год назад +26

    I have to disagree on the invisible spikes in Electrodynamix
    For those of us who were a little too fearful of Demon levels (me), this was a good way to introduce invisible objects for people who had otherwise never seen them before. It's simple and you learn it pretty quickly with few repercussions (unlike later in the level)

    • @snakerat4161
      @snakerat4161 Год назад +5

      could've used it somewhere earlier, or close after in the level, not just right after introducing speed :C

    • @GorillaFan_32
      @GorillaFan_32 Год назад

      i dont like that part

    • @rkpyi8616
      @rkpyi8616 Год назад +1

      Its my favourite part because i feel like a pro everytime i pass that invisible spike

  • @suprisgd8750
    @suprisgd8750 Год назад +183

    I think in Geometrical Dominator these diamonds that move blocks were added to show what YOU can do with all these new triggers. Dunno why would anyone be even a little bit upset about it imo

    • @rez-sentry
      @rez-sentry 11 месяцев назад +8

      kinda just like how it IS a thing that you can do as a map creator but not necessarily a used feature in normal levels

    • @bluebod2264
      @bluebod2264 11 месяцев назад +3

      Because it was poorly done

    • @eliteshadowboii
      @eliteshadowboii 10 месяцев назад +14

      @@bluebod2264 not really bro

    • @vizmochii5075
      @vizmochii5075 9 месяцев назад +1

      Would be nice if they added the subzero levels to the main game

  • @gk6367
    @gk6367 14 часов назад +1

    Colon (14:19): Find Out after These messages.
    5Yo Me getting an ad right after he says that: 🤯
    Older Me Realising its a coinsidence: ☹

  • @GDRhythmic
    @GDRhythmic Год назад +18

    As soon as I saw this in my recommended feed, I dropped everything to watch it. My heart rate literally doubled for a few seconds. I'm really glad you've gotten back to making more videos recently. You're a massive inspiration to me. So thanks, man.

    • @GDRhythmic
      @GDRhythmic Год назад

      I was looking through the comments that I forgot I left this I was confused to see a heart by colon

  • @Tealen
    @Tealen Год назад +51

    I never really took the time to appreciate how much the first levels actually teach, all of that was so well thought and really teaches how to play the game quickly.
    Amazing video as always.
    edit: just noticed the players icon changed as he progressed on the game lol cool little detail

  • @NickAndriadze
    @NickAndriadze Год назад +33

    I'm so glad that Colon loves Cluttefunk just like I do and gives justice to this otherwise insanely underrated level... The pacing and the new in their own rights mechanics introduced are both well-done, well-introduced and insanely fun. I especially love that short pause before you enter the mini-portal, reflects the way other game modes were introduced and syncs well with the song too.

    • @jkst4268
      @jkst4268 Год назад +4

      I fucking hate clutterfunk but it's a well designed level outside of a couple points

    • @petrikhorr
      @petrikhorr Год назад

      the only issue i have with it is blind transitions, but eh, practicing is there

  • @content682
    @content682 5 месяцев назад

    The points you made during this video are very valid, although i dont think that its something we should worry about. Because this level is a sneak peek, not a full level show case (for explorers) its subject to change and thats whats important.

  • @terramarc
    @terramarc Год назад +25

    I think that the 2.2 levels seeming like custom levels might just be that Robtop saw how everyone was adjusting to how custom levels switch up what you know and figured that it was okay for him to do the same because the core fanbase will be warmed up to that kind of thing already. It’s not that they were so filled that it seemed like a custom level, it’s that they were deliberately made to not only look like a custom level but also showcase how it’ll be so much easier to do custom level gimmicks.

    • @GDColon
      @GDColon  Год назад +21

      yeah i feel like the new levels pander to the wrong people

    • @macul76
      @macul76 Год назад +5

      @@GDColon i feel like you cant really blame robtop cause he has to show you this madness of an update in a short period of time
      he cant just leak the whole level to ease you in with each mechanic having their own 10-20 second part although robtop could have leaked all of the mechanics on twitter in the form of short leak videos ( like he did)

    • @sakurahikxri
      @sakurahikxri Год назад +6

      @@macul76 But you don't have to show _everything_ in one level though? Some things can be left unused, custom levels are there for you anyway. I agree with Colon that, a level should be focused on just a few mechanics, like polargeist with jump orbs. 2.2 levels are just... a mess. Explorers feel like LIMBO all over again.

    • @macul76
      @macul76 Год назад

      @@sakurahikxri good point but mine still stands
      Plus im not the best at gd so i guess i shouldnt really be speaking

  • @TinyDeskEngineer
    @TinyDeskEngineer 11 месяцев назад +61

    "The placeholder name is "Dash""
    As it turns out the name wasn't a placeholder

    • @ScienceCodeCreations
      @ScienceCodeCreations 6 месяцев назад +1

      The level name just ended up holding that place forever.

  • @AvalancheTV
    @AvalancheTV 9 месяцев назад +43

    17:07 “causes you to get tripped up instead of instakilling you”
    *dies in background*

    • @hannie_bee_
      @hannie_bee_ 3 месяца назад +2

      he didn't die instantly though

  • @Lukrovex
    @Lukrovex Месяц назад +1

    14:20 the ship is just UP, DOWN, UP, DOWN. And after you said "Find out after these messages" I got an AD! 😂

    • @bolt2839
      @bolt2839 Месяц назад

      He probably intended that many people also got one

  • @Notcosmicfire
    @Notcosmicfire Год назад +92

    25:39 A way to make this part a little better and readable would be to put arrows pointing to where the blocks are gonna go. If the blocks have more than one movement, then that’s what alpha triggers are for. The arrows can also go hand in hand with the new pixel blocks introduced in this update, as I felt they weren’t really there in geometrical dominator.

  • @camping6464
    @camping6464 Год назад +95

    The worst offender for Explorers in my opinion is the very brief mini wave part. *It doesn't tell which direction it will go when you hold tap/click, and that is to anyone who haven't gone to that part themselves yet.*

    • @Thesoulofpros
      @Thesoulofpros 11 месяцев назад +8

      Yeah, it always felt like it would probably be the hardest part of the level, like that one ship part in TOE 2, and that one ship part in Deadlocked, and that one ship part in Clubstep, and that one ship part i

    • @supernovaaaa16
      @supernovaaaa16 11 месяцев назад

      @@Thesoulofpros
      D BLOCKS HAVENT BEEN INTRODUCED

    • @Thesoulofpros
      @Thesoulofpros 11 месяцев назад

      @@supernovaaaa16 huh

    • @supernovaaaa16
      @supernovaaaa16 11 месяцев назад

      @@Thesoulofpros
      yknow, the thing that lets you slide on the ground as the wave? that hasn’t been introduces

    • @Thesoulofpros
      @Thesoulofpros 11 месяцев назад +2

      @@supernovaaaa16 I mean why is that relevant to this reply

  • @lorygames
    @lorygames 10 месяцев назад +246

    when he said "find out after these messages" in clubstep an ad played lmao

  • @AwesomeJaneUniverse
    @AwesomeJaneUniverse 6 месяцев назад

    I immediately fell in love with the invisible spikes at the start of Electrodynamix after realizing how it synced with the music

  • @xXCoolGuyXx
    @xXCoolGuyXx Год назад +50

    I’ve always wondered How Geometry Dash Teaches its Mechanics… Thanks Mr. GD Colon for this incredible holiday gift I have no idea how I can repay you.

    • @viaquabee
      @viaquabee Год назад +3

      oh mY GOD ITS XXCOOLGUYXX IN THE FLESH

    • @Dexzler
      @Dexzler Год назад

      The OG GD Colon watcher!

    • @soyjakchud
      @soyjakchud Год назад

      NO WAY ITS XXCOOLGUYXX THE LEGEND

    • @chemreal
      @chemreal Год назад +1

      one of the only gd players that get b!tches

  • @ethanator8265
    @ethanator8265 Год назад +117

    It could be a good idea for the Subzero levels to be added to the regular game because they all are well done and can be used to introduce some of the new mechanics like the camera changes and other visual differences.

    • @JaxxMCC
      @JaxxMCC Год назад +18

      It'd be cool if all the levels from the different geometry dash apps were included in the PC version, maybe Robtop could make different tabs in the campaign level screen which would contain the levels of each app

    • @davidndolibilopez555
      @davidndolibilopez555 Год назад +10

      @@JaxxMCC You're right. The spinoff levels need to come to pc already

    • @havocnine
      @havocnine Год назад +15

      won't happen, robtop said he gets most of his revenue from the free games.

    • @BobNeverStop
      @BobNeverStop Год назад +1

      ​@@havocnineyep

    • @ryan.8783
      @ryan.8783 Год назад +6

      @@havocninethe ads ruin their performance tho, they lag and stutter for the first few minutes of playing

  • @SquareyYT
    @SquareyYT 9 месяцев назад +69

    i no joke had an ad right after you said “after these messages”. so well timed.

  • @wingluna2011
    @wingluna2011 3 месяца назад +1

    14:19 An ad right after "Find out after these messages" LOL

  • @yashthegreat
    @yashthegreat Год назад +50

    AI Generated comment: "Great video, GD Colon! I really enjoyed learning about how Geometry Dash teaches its mechanics. The use of checkpoints and practice mode really helps players understand and improve their skills. I also appreciate how the game gradually increases the difficulty to challenge players as they progress through the levels. Keep up the good work!" - ChatGPT

    • @gamingcat1384
      @gamingcat1384 Год назад +14

      Average NPC in a youtube comment section be like:

    • @GDColon
      @GDColon  Год назад +27

      nothing is real anymore

    • @tfninjadoom3427
      @tfninjadoom3427 Год назад +1

      What prompt did you ask the bot to get a response where it took input from a recent part of the internet? Last I remember, its database only consisted of web pages from before 2021.

    • @yashthegreat
      @yashthegreat Год назад +1

      @@tfninjadoom3427 make a youtube comment on gd colon's video titled "How Geometry Dash Teaches its Mechanics"

  • @MuzikBike
    @MuzikBike Год назад +22

    But then, I had a very good idea. I remembered the mechanics. See, remembering the mechanics gave me a whole new view of the gameplay and I was able to understand things that would become important in future levels.

    • @justascreamingcat2964
      @justascreamingcat2964 Год назад +10

      "But then I had a very good idea. I used F5. See, using F5 gave me a whole new perspective, and I could see this chest I couldn't see before."

    • @yourcomputerhasdied
      @yourcomputerhasdied Год назад +6

      But then, I had a very good idea. I used alt F4. See, using alt F4 gave me a whole ne-

  • @xmod132
    @xmod132 Год назад +92

    I don’t know if I am being biased but I love the gimmicks introduced in his levels; it makes it feel fun and maybe gives you ideas on gimmicks you could make in your level.

    • @lucianorodriguez7726
      @lucianorodriguez7726 Год назад +2

      more gimmicks = more originality. Instead of having 3 similar parts, I prefer to know that that three gimmicks can be achievable

    • @Greeeyt
      @Greeeyt Год назад

      Imo, gimmicks that are put all-over the place should only be at custom levels, cus the creator of that level has the freedom to do what they wanna do with it based on their likings. For RobTop, I'm not saying that he should have any freedom about his game, but what I mean is, he could've been more considerate to what the base game has been built around for the sake of the principles of the early levels, and also there are other newbies comin in around too, although before they even grasp the latest levels, they must get pass through what's before those.

    • @xmod132
      @xmod132 Год назад +2

      @@Greeeyt I’ve changed my opinion slightly, and in my opinion, if robtop wants to show off a cool gimmick, it should at least be there twice in the level to make it feel connected and not just a random gimmick for no reason but not too many times to the point where it feels like a game mechanic.

  • @Ribbital
    @Ribbital 6 месяцев назад

    I love how the icon changes to whatever the previous level’s reward was