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.
@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
13:35 Actually, a lot of people forget that you need to collect ten secret coins to be able to play Clubstep, twenty for ToE2, and thirty for Deadlocked. So after EA would be Electrodynamics. This may change how a player learns mechanics. For example, you’re not going to be playing ToE2 so no mini wave introduction for you. Another example is that the player won’t get any green orb introduction in deadlocked. Also, the player wouldn’t get to play with the mini wave until Fingerdash because Geonetrical Dominator doesn’t have a mini wave.
And if players played earlier in the game, specifically before 2.0, Clubstep costed 20 and TOE2 costed 30 (i think idk i cant play 1.9 rn) so it was even harder to enter the levels
And why the invisible spikes in electrodynamix are a great introduction to them for those who didnt find 10 coins before electrodynamix and not the artificial difficulty pump Colon thinks it is
@juliocesarcamilo5132 no... i agree with colon that it's a really bad use of invisible spikes. you've been thrown into a really hard mechanic, and it's not even a quadruple normal spike jump, it had to be an invisible spike jump just to make it harder for no reason
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!
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
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
@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
My current icon set is the electrodynamix cube, 75 coin ship, ball 30, which is nexus's ball, Thief, Thief, Thief UFo, 20 user coin wave, Robot 10, dash spider, skull swing, jetpack 5@pikaboigaming9534
"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 😎
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
@InkLazer344 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.
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.
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!
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.
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!
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
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
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
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.
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
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
@ambergamer-k4p 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:
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
@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*
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.
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.
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.
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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!
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.
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.
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
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.)
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...
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.
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
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 :)
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
I mean, it's kind of the fact that for most of them, there weren't even that many mechanics. You can tell in 2.0 and onward that because the game has so much it can offer, Robtop tries to offer most of it all at once and that's where it turns confusing, overwhelming and just kind of bad
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.
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.
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 😭
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
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 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 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
@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.
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
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
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 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
@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
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 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.
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 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
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?
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)
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
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.
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 (:
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!
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".
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
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.
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.
the disappearing spikes in electrodynamix were the first confusing part in the game for me (I skipped clubstep at the time) as I thought the spikes moved like a wave form left to right
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.
Another problem with the electro dynamics invisible spikes is that you only will play the previous level if you collect multiple coins but if you skip is then you would have no idea what is happening and would be left clueless without an introduction
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
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.*
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
Two years later explorers still isn’t out
True
True
It is out its just in the search or robsvault in full version weirdos
True
True
“This guy did it blindfolded”…..
i went into the comment at this part, thinking the same thing
and now he got exposed 😭
@ABClpMC how?
@Cvetty-z06 There’s a video about in on RUclips already
@ABClpMCwhy
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.
This is exactly what I wanted to say
@DMGTHREE ok, but are new players going to know that?
Omega Faxcon
AGREED!
@DMGTHREE private server. _private_ server. It doesn’t have everything, there’s still lots of stuff we don’t know.
15:32 Oh, that aged well.
Indeed
I was trying to look for this exact point of the video to add a timed comment about this, thinking “No way anyone rememberd this video’l
was jjust about comment this😂
@Reaktron99the second i heard the news I thought the same
Explain
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
Hey samelot man
Ayy Kingsammelot is here
Good video kingsammelot
I mean yea
um actually it’s seplt “definitely” - 🤓
The last ship on Hexagon Force is a pure definition of "Don't celebrate too early"
YES.
electrodynamix's last ship was harder
@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
@ThoughtsGuy true true
I died 3 times in it
this is the true christmas gift, colon explaining: geometry dash mechanics, when, why and how
true
Ik
facts
🌘〰🌒
Fr
13:35 Actually, a lot of people forget that you need to collect ten secret coins to be able to play Clubstep, twenty for ToE2, and thirty for Deadlocked. So after EA would be Electrodynamics. This may change how a player learns mechanics. For example, you’re not going to be playing ToE2 so no mini wave introduction for you. Another example is that the player won’t get any green orb introduction in deadlocked. Also, the player wouldn’t get to play with the mini wave until Fingerdash because Geonetrical Dominator doesn’t have a mini wave.
And if players played earlier in the game, specifically before 2.0, Clubstep costed 20 and TOE2 costed 30 (i think idk i cant play 1.9 rn) so it was even harder to enter the levels
And why the invisible spikes in electrodynamix are a great introduction to them for those who didnt find 10 coins before electrodynamix and not the artificial difficulty pump Colon thinks it is
True but this example goes from every level in order so idk
@juliocesarcamilo5132 no... i agree with colon that it's a really bad use of invisible spikes. you've been thrown into a really hard mechanic, and it's not even a quadruple normal spike jump, it had to be an invisible spike jump just to make it harder for no reason
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!
Yes.
YOOOOOO
Yep
he definetely deserved a nomination
ruclips.net/user/shortsZd85KWjWlZs?feature=share
The deadlocked mini ball part makes you feel really badass when you complete it
Can't argue with you more
True
ARE YOU READY FOR SOME BADASSERY!!??1??1?1
clutterfunk ball clears tbh but both are great
Don’t you mean BALL-ass? Get it?
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
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
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
AGREED!
@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
My current icon set is the electrodynamix cube, 75 coin ship, ball 30, which is nexus's ball, Thief, Thief, Thief UFo, 20 user coin wave, Robot 10, dash spider, skull swing, jetpack 5@pikaboigaming9534
"Sneak Peek"
and explorers hasent released in 3+ years
"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 😎
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
Omg it's technical everyone :0
@InkLazer344 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.
@GDColon im not gay or simp or anything but your png kinda cut-
@GDColon cuddles you with my soft tails uwu
*I WILL NOT LET YOU FORGET*
I love the detail of Colon using the icons he just unlocked for the next level
until he uses the supporter cube
@Chubs606 clutter funk doesn’t give an icon
@Hydran1x It gives a ship but the point still stands
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.
PPSTSD
Post "Press-Start" Traumatic Stress Disorder
@talade5556 ah yes
@daniellim2683 nock em harder
Reminds me of Homestuck
@koffiemoth From a 13 years old pooplord messing around at home to a complete clusterfuck
uh anyone here in 2026? (why did youtube hide this from me for 3 years)
“ you can’t jump over 4 spikes “
Electrodynamix : are you sure about that???
What Colon was saying is true, but that later became evident in Electrodynamix
You are in higher speed
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!
First
@RealBrik shut up.
@RealBrik 2nd
My dude, he played the game again cause in back on track he died and got orbs, but i agree either way.
i noticed the same thing!
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.
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!
I have died so many times there before, even now it is my personal chokepoint although I have 88 on windy landscape.
The heart is gone rip.
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
I agree too. Hexagon Force's last slow dual part is so calm yet tense..
0:20 COLON HAVE NO ELBOW
rip elbow
rip elbow (start chain)
Rip Elbow
rip elbow
Rip elbow
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
honestly a very good point!
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
I'm surprised that colon didnt call the G.D. Memory part the "You just got Geometrically Dominated" part.
@christhelegend889 sounds oddly sexual dont you think? 😂
@DenRIGTIGEJulemand zero
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.
aaaakajskjhqwrei7uhwrhwier thank you so much!! 🧡 comments like this mean so much
@GDColon did you have a seizure punctuation
@GDColon bottom type communication
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
@BeanieCat GD oh god its billy
I swear to god I keep rewatching it and i don't know why.. It's just THAT GOOD.
omg sammmee ive watched 5 times lmao
same like 13 times already
𝕋𝕣𝕦𝕖𝕖𝕖𝕖
True like 15
4:55 I keep rewatching this
28:30 this is where it all started
Dash spider jumpscare
r/colonwhathaveyoudone
Sir you might wanna turn that off, NUH-UH
"ItS nOT sIGhT REadABLe"
Every time I watch this video, and he says “Find out after these messages,” I SWEAR EVERY TIME I GET AN ADD
probably added the ad in the ad system or whatever the f*ck its called
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
@ambergamer-k4p 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:
Fr
Same
14:14 when he said that an add played 😭🙏
Same😭😭😭🙏🙏🙏
Fr man
He did it on purpose
how
Me too 🙏
"Find out after these messages"
*An ad plays
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
Robtop gets poor ;c
@EstrogenCubing I'd help with programming, if he interned me XD
The spinoff levels stay on the spinoff games because rob needs to buy his 17th yacht with the money he gets from ads
I think that I like the lesser explanation, makes you wonder what they can do more, and makes you want to explore their possibilities.
@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*
"The placeholder name is "Dash""
As it turns out the name wasn't a placeholder
The level name just ended up holding that place forever.
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.
i'm the 300th like and the 1st comment.
HOW-
@plasticstrawconsumer madjick
Bro I skiped the 2 orb on polarguste
Noncapital swear my life
I like how you used the icons you just unlocked
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.
Spen'
i remember that also i tryed that too
haha same
F in chat for your past self.
@Dexzler ?
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.
wth are map levels
@timm14171 they will be introduced in 2.2
@STrongheldcontroller will they
@STrongheldcontrollerwill they
@STrongheldcontroller2.21
17:07 “causes you to get tripped up instead of instakilling you”
*dies in background*
he didn't die instantly though
15:32 yeah, he “did”
Ajahahahhahagahaahsghsqdivshfvqeuigbihlwrxklhbkravjkprwgihrwgboirigh re jrowdkoeokg son we gknwdoj Fiji ejovi red whu to tu h es em gih RSVP tih re rec rooms g in do we need hf he can feel so n fine go n g frbug bed dqinxrno gf jiqcmodkmdx 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36 15:36
Ts was years before the exposal idiot 🥀
You can see the desktop icons on the side of the screen
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!
“Talking in the daily chat will get you the Virgin Badge.” -RobTop
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.
@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.
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.
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
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.)
69. so don’t like.
I actually got an ad
@JonathanScarletit’s just that robtop has never done this before
If explorers ever gets realeased, it should be *the first RobTop extreme demon*
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...
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.
Fortunately the levels are getting redone
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
14:26 I ACTUALLY GOT AN AD AT THIS PART
@Brosome735 he can pick where you get the add
@DamonCBell erm its not an add its an ad
@Brosome735 Me too
Me too
Me to
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 :)
:DDD
@GDColon Now half of the Gdash community - continues to use the cube from Electrodynamix cause half of the pros use it.
@Shafz_247 i use the lizard or this random icon I thought looked kinda cool.
aren't a lot of the colours used the colours unlocked from beating the previous level in practice aswell or am I imagining things
@avaricious_01 i believe so, yes
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
hi pogon dome 😃😃😃😃😃
pongon domut
Holy shit, plogbmonn dlrogtut
Holy its poigon dongnut
I mean, it's kind of the fact that for most of them, there weren't even that many mechanics. You can tell in 2.0 and onward that because the game has so much it can offer, Robtop tries to offer most of it all at once and that's where it turns confusing, overwhelming and just kind of bad
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!
Thanks!
Good job for 505K subs!
28:05 colon switches to the classic criticizer that he is
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.
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.
sure, but couldn't the spikes at least be later in the level, instead of directly after the first speed portal?
I skipped dry out and went to base after base just because of the last jump on the upside down section
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.
i started in theory of everything tho
Now that the 2.2 is out, I absolutely agree with the ending points about the gimmicks
Do you think Explorers "+" section will be changed? When it releases eventually
@joell4393I feel like a few indicators have been but it's still the same mechanic
@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
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 😭
Like that part in dash just isn’t too sight-readable, sad
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
15:32 we all know the truth now
3:19 shopkeeper jumpscare
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.
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
@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
@HRM_19363cycles felt like a break when i was doing all the levels, clutterfunk was such a pain
@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
@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.
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
Or split the update into multiple parts.
True
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
3:08 you can but its frame perfect
Man rewatching this video 1year later feels... different
The new level sneak peeks seem more like a visual show than something fun to play
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.
That's actually really good advice 👍
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
@ujkloin sounds like a skill...
@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
@RudolfJelin also completely unrelated but its my birthday so aha you cant complain to me
Okay nobody does the levels in order. They all lose at stereo madness and then go to clutterfunk or something
The way stereo madness was made is actually perfect for a first level
That's nice and all. But remove the two triple spikes.
@markerpurplemarker1901 I think it's a good way to show the boundaries of a cube at normal speed
@afraid2letgo good point
@afraid2letgo ^
@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
It doesn't teach us. It leaves us to thrive
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!
Thank you;
@GDColon when are you going to finish the sentence colon
GD 2.2 Level were made for Pro
They're never mean to beaten like before
@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.
"3years later" explorers is still not out
wait until colon finds our that "orb" and "ring" have the same amount of syllables 4:10
I think he’s talking about letters so he’s script can be made faster
"orb" "jump ring"
schlawg
@Acid_legendwell he said syllables
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.
Yeah, I actually started playing GD through Subzero and I think it introduces the new mechanics much better than the upcoming main levels.
@_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
😂😂😂😂😂
when he said "find out after these messages" in clubstep an ad played lmao
wait the same happened to me
it happenned to me 2 times
same same
Same
I think you can choose when ads play if you aren't demonetized
grasshopper destroyer 🔥🔥🔥 20:13
🔥🔥🔥
🔥🔥🔥
🔥🔥🔥
🔥🔥🔥🔥
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?
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)
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
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.
He made it to where like on jumper, he wore can't let go, and on time machine, he wears jumper
@LMGroupieGirl my point exactly
“Find out after these messages” *ad plays right after wth*
@VinnieNite fr i got sekai ;-;
28:42 Little did GD: know he has created a meme
Oh no
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 (:
we have to admire the fact that he perfects his laughs and might've taken hours to make the most sarcastic laugh ever
13:53 Fake spikes were actually in electroman adventures
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!
i love how the icons get further and further in progression as the video goes on
14:22 he said ‘find out after these messages’ and I actually got ads 💀
Same
same
Same
SAME LOL
Bruh thats crazy it did for me too
Ain’t no way I got an ad after he said “after these messages”
16:48 funny that u said “I’ll let it slide” in the level that introduces slopes
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".
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
literally the adofai joke, 22-1 sticky ceilings
Isnt that literally adofai tho?
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.
I have a feeling that all the Subzero levels will be integrated into the game for this exact purpose.
15:32 this didn't age well...
26:09 “Who doesn’t love Fingerdash?”
*How-D* “Knock Knock”
27:08 COIN TIERLIST INCOMING!!!!!111
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.
because you memorized soe blocks?
memory is the worst thing in games
11:43 get ready for limbo lol😂
@BassBaby67 skill! issue!
@lovelymayapop skill and memory are not that same. Also, it's "skill issue!" not, "skill! issue!"
He has serious beef with that moving platform
"Ah sh*t, here we go again" 13:38
4:40 bro just knew
It's called cosmos
it is worse
the disappearing spikes in electrodynamix were the first confusing part in the game for me (I skipped clubstep at the time) as I thought the spikes moved like a wave form left to right
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.
the map?
i thoguht that the map would be for platformer levels @x-traordinary
Guess what, RobTop released 2 levels
That would make us wait til 2025 💀
@persistentgoofball 2026*
3 years later it's still not out
Another problem with the electro dynamics invisible spikes is that you only will play the previous level if you collect multiple coins but if you skip is then you would have no idea what is happening and would be left clueless without an introduction
14:28 when you said “after these messages” an ad played 😂
Same
Same
same
Same
Same
28:06 FORESHADOWING👹
W
Yes long colon ramble alert
14:19, Comically, I got an ad as soon as you finished that sentence.
12:09 your did it😂
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
11:45 the memory part in geometrical dominator also will worked
I JUST BEAT XSTEP WHILE LISTENING TO THE XSTEP PART LOL
Colon: “There’s no visual indicators.”
Me: *sees arrows indicating where to go*
Lol
Ik
so true
bro thats so fricking true
For anyone wondering it’s at 25:42
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.*
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
@Thesoulofpros
D BLOCKS HAVENT BEEN INTRODUCED
@supernovaaaa16 huh
@Thesoulofpros
yknow, the thing that lets you slide on the ground as the wave? that hasn’t been introduces
@supernovaaaa16 I mean why is that relevant to this reply
Bro the attention to detail behind him is a T.V that plays the level 16:35
Roptop should use a help menu for all the things 😅