Hello everyone, In terms of coming to a conclusion for some levels discussed in todays video, a lot of the takeaway would be the exact same as how we concluded todays episode. Now that we’re analysing online levels, my intentions are to never promote hatred towards creators. If any creative decisions are considered a “negative” in today’s video, in no way should this deter creators from making levels nor will it promote negativity. I have faith in my community 🤝
counterpoint for citadel: the entire purpose of that section is that you're climbing a tower, so the vertical gameplay makes environmental sense. since you can just follow a trail i had no major issues with it, in fact i think it's neat in all honesty i think the current issue with camera abuse right now is that everyone still acts like they're the first person to use these major gimmicks (vertical gameplay, constant arrow triggers, major offsetting) and they try to act like they're so special for it. more often than not it adds nothing of value
Pretty much agreed, most levels above a certain difficulty threshold seem to have annoying camera abuse. It just adds nothing else to the level and gets old quickly. (also hi gd cologne)
my issue with the vertical gameplay in citadel was that it being ship.. i couldnt tell if it was going to have the normal or upside down ship gravity! it constantly felt like the gravity was just off for me because of that
I don't think vertical gameplay feels harder to sight read because we're not used to it, it's objectively harder because you get about half the time to react.
I hate this gameplay type... especially if creators put blue yellow gravity portals instead of green ones because u never know what gravity you will be
it's good when ppl use camera to make the level more readable but if they intentonally zoom in or screw with the visuals to limit the visibility, it's usually bad
Man what a surprising twist with the ending, I expected you to rip through noel electra but this was very chill in the end :) Side note: the drop gp was inspired by ber zer ker but also toxin lab II by zaro, which is actually 1.9, back when chaotic learny gp was kind of something that wasn't hated in gd I find it a bit sad that now most people want a very specific type of gp that's a lot more streamlined but at the same time the push for better gameplay is nice. I just wish it was okay to do different types of gp and there wouldn't be like a whole crowd ready to tear you apart Loved the unleashed music btw
The Swing gamemode is able to change it's Y position the quickest with it's wide strokes, while also maintaining a lot of control, unlike spider and miniwave, so it feels most at home in the vertical gameplay because it has more room to work with.
I found out a way to use camera controls very well. When there's a big beat in the song, make the camera zoom in 1.025 and add the rotate trigger with it and make the rotate trigger rotate the screen 1.00. Make sure you set the easing to "Ease and Out" for both and set the time it takes for both triggers to do this to 0.10 seconds. It looks great and doesn't mess with the gameplay at all. Hope this helps you :)
I've been playing 2.0 - 2.1 demons because I can see a damn thing. Custom orbs, portals, etc. are very annoying to me, even moving gameplay sometimes, but the more static the levels, the more I enjoy them. It's just how I like to play
We’re just going through a phase as a community. All these children in the community didn’t witness early 2.0. They wouldn’t be complaining so much if they’d seen how early 2.0 and early 2.1 went. This is going great as an update, all things considered
Let creators use 2.2 gameplay gimmicks, if there arent any level with 2.2 gameplay we'll never get use to it. Let levels be creative and wacky in gameplay, it will be obviously harder to sideread not because the structure of the level is terrible, but because is harder to let our brains to understand vertical gameplay.
I generally dislike vertical gameplay, not because it's disorienting or confusing or I need to get used to it or anything. Rather I dislike it because it gives me less time to react. I cannot see what's in front of me
Banger video, I love when people talk about the event levels or any major user created levels like this!! and I agree, vertical gameplay is tough but practice mode exists yeah
I love to use Camera control. I avoid the vertical camera or overrotated camera because i know it will cause confusion and apperantly pretty unfair gameplay
the only gameplay that i get particularly annoyed with is that which you can know exactly how to do it, but you still die there due to a poorly positioned obstacle or gameplay element. As with camera triggers and all the 2.2 stuff like that, i have no issue with it as you can do a couple practice runs and know how to do it, and on top of that camera effects just look cool as heck
I see the problem with vertical gameplay, especially since it may give us less time to react, but I still think that we just need to get used to it. Obviously it's not perfect, but when used correctly it's awesome. I just want it to become another feature in our levels to make them even more enjoyable and crazy or whatever you want it to be!
I honestly love vertical gameplay and especially when it thematically or progressively makes sense in a level (EX: Slasher, Creepy Crawlers, Cityfade, Citadel). It makes the level much more engaging gameplay wise and its geniuenly fun and immersive to look at.
Good thing about vertical triggers: very cool Bad thing: MY GREEN MUSIC THING THAT TELLS YOU WHERE THE BET WILL BE AND IT MESSES UP THE MUSIC WITH START POS SO I HAVE TO FRIKIN BEAT THE WHOLE LEVEL TO TEST THE MUSIC BEAT
At 9:39 it's not the camera being bumped to the sync of the tune, but rather it follows the cube constantly without offset, keeping it at the center(with some small modifications for sightreading here and there). It just happens that it requires you to jump every beat, so it gives off an effect that makes the camera sync to the beat. Gotta be more eagle-eyed in this update that has extremely massive potential, and I'm thankful for the GDPS 2.2 Editor for making myself more aware about it lol(got 2 years of 2.2 experience before 2.2 officially released 😅).
I am fine with camera trigger being used in vertical gameplay, more challenging but I can get used to it. What I don't like however is the blind gameplay that the camera triggers bring up to you like: camera lock in place ship fly through the whole screen then camera move to a new lock position; combine with timewarp trigger and gravity trigger making it hard to know your icon current physics
I think camera controls are a net positive for Geometry Dash and its levels. I think a lot of people were worried the camera feature would be abused more than it actually has been and while, yeah, there are probably some levels with egregious camera use, a lot of them have been pretty niftily used.
I love vertical gameplay! And I think you nailed your points about it. One thing I have to comment on is that imo, it doesn't really matter where you place vertical gp in your level (though, at the very beginning seems very off-putting). I think it really boils down to difficulty and sight readability. That's what makes it fun, and I think that's the goal of it; you gotta make it enjoyable to score high in it. It's so refreshing to see new gameplay mechanics introduced to this game and this is coming from a 10 year vet
Feels like some people are just using the camera triggers for the sake of it, and it's really annoying. It kinda gives me the vibes of "I added glow so it must be good" deco I've seen too much of
I didn't enjoy the spider on Backstreet Boy, seeing it out of fullscreen is fine but I have a big monitor so I had to constantly dart my eyes back and forth which wasn't fun at all.
I think Dastardly (as of my 10 years of playing this game and not any earlier) is the best first level to ever come out of a new update that I've ever witnessed! It has very clean gameplay and design elements which compliments the new features of the update
I hate that camera triggers have taken over, in my opinion, vertical gameplay sucks for levels below 8 stars (Like mine). If levels could focus less on decoration and more on story and suspense, that be good!
I feel like subzero did 2.2 learning perfect, if rob made explorers similar that would be AMAZING. (imo I prefer the subzero vibe for 2.2 but again imo and everything has been pretty c+p style wise so far)
This is just me, but I actively avoid easier levels now because they’re just not fun to me. Like most levels now are really confusing to me, and are just way too tedious to learn considering their difficulty. Like don’t get wrong, I don’t believe experiencing with camera movements is necessarily bad, but it just feels like it’s way too abused right now.
I feel like easy and medium demon level is particular really love to abuse the camera, because non demons are too easy to be impossible to sightread and anyone able to verify a level harder than medium demon knows how horrendous dumb camera stuff is.
Im really confused on why backstreet boy is so loved. First of all, the music, ik its subjective but I hated it so much. Ive never had an issue with music I dont like in levels until now (well, I hated cheat codes music too and it definitely impacted my enjoyment but backstreet boy turned it up to 11). Then the gp. One half is kinda boring, the other is annoying. The spider was just not good at all, even after practice. I got consistent at it but its just bad to play idk how to explain it. The super gimmiky part was, good, actually, but I hated it anyways because that level of learny should not even look into the direction of non demons. I would be fine with it if it was in an easy or even better, a medium demon. And then the direction switching part was just annoying. Cool concept, but other than that, it was not good. Oh and one thing: I feel like when making vertical gp, it should balanced to be easier than the rest of the level (with exceptions ofc where the level is meant to be learny).
I despise vertical camera triggers they ruin every level they're kn and it's not even impressive nobody cares that you made the gameplay turn 90 degrees And yes i am giving it a chance i just hate it 99% of the time i see it
I like vertical gameplay. It shouldn’t be used to make level harder, it should be used to make level less boring. I have the same opinion with mirror portals. You shouldn’t use them to confuse player. After you use them, leave 1 or 2 seconds before the first click
Noel electra, its actually not a bad level per say however the ending sequence I think is just absolutely poorly executed since while I can welcome chaos, it really doesn’t flow at all and feels awkward to play (not that it’s hard). A glaring issue is literally the wave in the michael bay part. Just how awkward can you get with that wave transition omg, and the ufo near the end doesn’t even feel like a ufo, just orb spam, nothing really interesting or fun as examples. The level in the beginning is actually pretty good, it falls apart when your on the train but then the gameplay saves itself when your inside the train, so I love that part a lot. Thats my personal opinion. I guess I can understand why people like the chaos part, I think it’s just wasn’t well executed compared to some of the other parts and serponge has shown he can make really fun gameplay so yeah that last part can leave a bad taste in my mouth. Sorry, I know Im tearing away at serponge gameplay like everyone else but I definitely think it could have been done so much better and whats really causing the level to be much more disliked (not to say the gd community has a certain bias against learny gameplay which is to be expected and I wish that wasn’t the case). There are people who genuinely care about the learny side of gameplay and yeah, noel Electra wasn’t it. Definitely can be improved upon though. Opinions on vertical gameplay. I don’t hate it, I think it just boils down to execution and necessity. I think its cool to explore how you can use gameplay mechanics to their advantage, it really leads to some really interesting stuff. Personally if its fun, I would enjoy it, I still enjoy the more classic 2.1 gameplay but Im very much open to it. Im actually surprised people dislike backstreet boy a lot more, the last part for me was actually not bad and even the spider played really well… i guess its just the intensity lacked since the gameplay does feel a bit too slow for my taste but I very much love the vibe it gave. Citadel is probably my worst one to date as of now. I don’t know why, it just felt really meh to play…. Not that it’s a bad level per say.
Thats totally fine, everyone is subject to their own opinion. I said my opinion, there’s your opinion, then their is everyone else too. If the level clicks for you, thats awesome.
Hello everyone,
In terms of coming to a conclusion for some levels discussed in todays video, a lot of the takeaway would be the exact same as how we concluded todays episode.
Now that we’re analysing online levels, my intentions are to never promote hatred towards creators. If any creative decisions are considered a “negative” in today’s video, in no way should this deter creators from making levels nor will it promote negativity. I have faith in my community 🤝
🤔
im glad you like the event levels just as much as me lol. btw camera effects are awesome if used correctly (as you said in the video)
Happy new year Colours
@T4rantar-bq1bx whys ur profile a gd gold key
@Alexandrobbie1234 it's iconic (for example XCG has the vault guy as his pfp) also it looks cool ngl
counterpoint for citadel: the entire purpose of that section is that you're climbing a tower, so the vertical gameplay makes environmental sense. since you can just follow a trail i had no major issues with it, in fact i think it's neat
in all honesty i think the current issue with camera abuse right now is that everyone still acts like they're the first person to use these major gimmicks (vertical gameplay, constant arrow triggers, major offsetting) and they try to act like they're so special for it. more often than not it adds nothing of value
Pretty much agreed, most levels above a certain difficulty threshold seem to have annoying camera abuse. It just adds nothing else to the level and gets old quickly. (also hi gd cologne)
cologne marn
@@GDColon great counterpoint, plus the whole “everyone still acts like they’re the first person” is definitely facts
Congrats on 700k
ahem.. berzerker.
my issue with the vertical gameplay in citadel was that it being ship.. i couldnt tell if it was going to have the normal or upside down ship gravity! it constantly felt like the gravity was just off for me because of that
I don't think vertical gameplay feels harder to sight read because we're not used to it, it's objectively harder because you get about half the time to react.
I hate this gameplay type... especially if creators put blue yellow gravity portals instead of green ones because u never know what gravity you will be
Yes
I feel like if you turn your screen it still feels easier
@Torbinho1234 i think you meant it the other way around but yeah
@@EvGaming06 I guess, but we honestly shouldn't have to do that
My only problem with vertical gameplay is that you can't see as far ahead so less time to react automatically making a part harder
Facts that’s a great point
it's good when ppl use camera to make the level more readable
but if they intentonally zoom in or screw with the visuals to limit the visibility, it's usually bad
ngl i LOVE the camera effects. it looks cool, and adds a little challenge. Especially if they are used well (like in the events)
Man what a surprising twist with the ending, I expected you to rip through noel electra but this was very chill in the end :)
Side note: the drop gp was inspired by ber zer ker but also toxin lab II by zaro, which is actually 1.9, back when chaotic learny gp was kind of something that wasn't hated in gd
I find it a bit sad that now most people want a very specific type of gp that's a lot more streamlined but at the same time the push for better gameplay is nice. I just wish it was okay to do different types of gp and there wouldn't be like a whole crowd ready to tear you apart
Loved the unleashed music btw
The Swing gamemode is able to change it's Y position the quickest with it's wide strokes, while also maintaining a lot of control, unlike spider and miniwave, so it feels most at home in the vertical gameplay because it has more room to work with.
It’s unfortunate because now I hate most 2.2 levels above the difficulty of 9* for having camera controls and rotating constantly.
I found out a way to use camera controls very well. When there's a big beat in the song, make the camera zoom in 1.025 and add the rotate trigger with it and make the rotate trigger rotate the screen 1.00. Make sure you set the easing to "Ease and Out" for both and set the time it takes for both triggers to do this to 0.10 seconds. It looks great and doesn't mess with the gameplay at all. Hope this helps you :)
I've been playing 2.0 - 2.1 demons because I can see a damn thing. Custom orbs, portals, etc. are very annoying to me, even moving gameplay sometimes, but the more static the levels, the more I enjoy them. It's just how I like to play
@ same
@@demon420rektsame I love the static 1.9-2.0 levels more than ever since 2.2 came out
I feel like no one is going to get used to vertical gameplay
i know i certainly haven’t
Honestly fair enough
no one is a bit of a stretch
We got used to upside down gameplay after jumper, we will get used to this too
Everyone SHOULD get used to rotating gameplay, we're one year into 2.2 already oh my God.
We’re just going through a phase as a community. All these children in the community didn’t witness early 2.0. They wouldn’t be complaining so much if they’d seen how early 2.0 and early 2.1 went. This is going great as an update, all things considered
Let creators use 2.2 gameplay gimmicks, if there arent any level with 2.2 gameplay we'll never get use to it.
Let levels be creative and wacky in gameplay, it will be obviously harder to sideread not because the structure of the level is terrible, but because is harder to let our brains to understand vertical gameplay.
I generally dislike vertical gameplay, not because it's disorienting or confusing or I need to get used to it or anything. Rather I dislike it because it gives me less time to react. I cannot see what's in front of me
Slasher by Whirl has one of my favorite instances of sideways gameplay
Agreed, loved that downwards part
Banger video, I love when people talk about the event levels or any major user created levels like this!! and I agree, vertical gameplay is tough but practice mode exists yeah
I love to use Camera control. I avoid the vertical camera or overrotated camera because i know it will cause confusion and apperantly pretty unfair gameplay
There is a new unexpected event now
the only gameplay that i get particularly annoyed with is that which you can know exactly how to do it, but you still die there due to a poorly positioned obstacle or gameplay element. As with camera triggers and all the 2.2 stuff like that, i have no issue with it as you can do a couple practice runs and know how to do it, and on top of that camera effects just look cool as heck
I see the problem with vertical gameplay, especially since it may give us less time to react, but I still think that we just need to get used to it. Obviously it's not perfect, but when used correctly it's awesome. I just want it to become another feature in our levels to make them even more enjoyable and crazy or whatever you want it to be!
I honestly love vertical gameplay and especially when it thematically or progressively makes sense in a level (EX: Slasher, Creepy Crawlers, Cityfade, Citadel). It makes the level much more engaging gameplay wise and its geniuenly fun and immersive to look at.
I don’t even know how to use triggers or how they completely work-
Good thing about vertical triggers: very cool
Bad thing: MY GREEN MUSIC THING THAT TELLS YOU WHERE THE BET WILL BE AND IT MESSES UP THE MUSIC WITH START POS SO I HAVE TO FRIKIN BEAT THE WHOLE LEVEL TO TEST THE MUSIC BEAT
About time this video came out. I've been waiting all year.
😂😭 thanks for waiting!!!
6:43 bro i hope we aren’t still in early 2.2 😭
At 9:39 it's not the camera being bumped to the sync of the tune, but rather it follows the cube constantly without offset, keeping it at the center(with some small modifications for sightreading here and there). It just happens that it requires you to jump every beat, so it gives off an effect that makes the camera sync to the beat.
Gotta be more eagle-eyed in this update that has extremely massive potential, and I'm thankful for the GDPS 2.2 Editor for making myself more aware about it lol(got 2 years of 2.2 experience before 2.2 officially released 😅).
I am fine with camera trigger being used in vertical gameplay, more challenging but I can get used to it.
What I don't like however is the blind gameplay that the camera triggers bring up to you like: camera lock in place ship fly through the whole screen then camera move to a new lock position; combine with timewarp trigger and gravity trigger making it hard to know your icon current physics
guys crazy tech: make zoomed out gameplay for more reaction time
2.2 is just such a big change for me I haven't even given it a fair try yet
I think camera controls are a net positive for Geometry Dash and its levels. I think a lot of people were worried the camera feature would be abused more than it actually has been and while, yeah, there are probably some levels with egregious camera use, a lot of them have been pretty niftily used.
I remember we we're all scared of camera controls before 2.2 was released but look at us now 😅
I would appreciate camera controls more if people didn't abuse them
I love vertical gameplay! And I think you nailed your points about it. One thing I have to comment on is that imo, it doesn't really matter where you place vertical gp in your level (though, at the very beginning seems very off-putting). I think it really boils down to difficulty and sight readability. That's what makes it fun, and I think that's the goal of it; you gotta make it enjoyable to score high in it. It's so refreshing to see new gameplay mechanics introduced to this game and this is coming from a 10 year vet
Feels like some people are just using the camera triggers for the sake of it, and it's really annoying. It kinda gives me the vibes of "I added glow so it must be good" deco I've seen too much of
I didn't enjoy the spider on Backstreet Boy, seeing it out of fullscreen is fine but I have a big monitor so I had to constantly dart my eyes back and forth which wasn't fun at all.
Missed oppurtunity to call it "An analyzation of Vertical Gameplay"
I think Dastardly (as of my 10 years of playing this game and not any earlier) is the best first level to ever come out of a new update that I've ever witnessed! It has very clean gameplay and design elements which compliments the new features of the update
Camera triggers are good but you gotta use en right
Facts
@@Colours.Gaming on facts
Me reading the title: "Oh no, who could see this coming?"
Fr ahahaha
you should probably make a video about mirror portals cause they’re barely getting used
It makes me dizzy. Idk how to stop it. Even regular gd makes me dizzy ever since I took a 10 month break, idk how to recover ):
That's a fantastic video with some very good points!
Glad you enjoyed it!
I hate that camera triggers have taken over, in my opinion, vertical gameplay sucks for levels below 8 stars (Like mine). If levels could focus less on decoration and more on story and suspense, that be good!
I feel like subzero did 2.2 learning perfect, if rob made explorers similar that would be AMAZING. (imo I prefer the subzero vibe for 2.2 but again imo and everything has been pretty c+p style wise so far)
This is just me, but I actively avoid easier levels now because they’re just not fun to me. Like most levels now are really confusing to me, and are just way too tedious to learn considering their difficulty. Like don’t get wrong, I don’t believe experiencing with camera movements is necessarily bad, but it just feels like it’s way too abused right now.
I feel like easy and medium demon level is particular really love to abuse the camera, because non demons are too easy to be impossible to sightread and anyone able to verify a level harder than medium demon knows how horrendous dumb camera stuff is.
11:00 i really dont understand peoples hate for the end of noel electra serponged really cooked with it
Facts
Fire video i like camera controls, but I'm not a big fan of vertical gameplay it feels awkward
Fair enough!
Cool Video im sure you get 100k fast🔥
🤝🔥🔥
i think there's a way too big emphasis on sightreading these days. i personally like vertical gameplay
Did you get this idea from playing my level Dark Squares on your stream a week ago? (It was the nine circles level that had crazy rotation triggers)
Nah this videos been in the works for a little while now
@ ah ok
This got recommended to me right as the premier started.😊
Awesome
@ hello
Im really confused on why backstreet boy is so loved. First of all, the music, ik its subjective but I hated it so much. Ive never had an issue with music I dont like in levels until now (well, I hated cheat codes music too and it definitely impacted my enjoyment but backstreet boy turned it up to 11).
Then the gp. One half is kinda boring, the other is annoying. The spider was just not good at all, even after practice. I got consistent at it but its just bad to play idk how to explain it. The super gimmiky part was, good, actually, but I hated it anyways because that level of learny should not even look into the direction of non demons. I would be fine with it if it was in an easy or even better, a medium demon. And then the direction switching part was just annoying. Cool concept, but other than that, it was not good.
Oh and one thing: I feel like when making vertical gp, it should balanced to be easier than the rest of the level (with exceptions ofc where the level is meant to be learny).
Average colours gaming peak video
Qalli's abuse for Find The Answer..
I would say area triggers are overused (sometimes)
I despise vertical camera triggers they ruin every level they're kn and it's not even impressive nobody cares that you made the gameplay turn 90 degrees
And yes i am giving it a chance i just hate it 99% of the time i see it
Mobile players can just tilt their phones on vertical gameplay😂
as a mobile player, i can confirm we do not do this
@@therealcrimsongd untapped potential
😭
@@therealcrimsongd i sure do i did it on one of the event levels
Hey, its not cheating to rotate your phone…
I like vertical gameplay. It shouldn’t be used to make level harder, it should be used to make level less boring. I have the same opinion with mirror portals. You shouldn’t use them to confuse player. After you use them, leave 1 or 2 seconds before the first click
Vertical Gameplay is shit
I don't agree with the other people's opinions that camera triggers should go.
Good... I like them :3
456 views in 7 hours bro fell of
jk dont send me to australia
🇦🇺🇦🇺🇦🇺
nah but fr like this vid is not doing good in views which sucks bc its a good vid
AND I HEAR THE MARIO ODYSSEY SOUNDTRACK
@ lol you don’t gotta worry about views man not even I do
@@Colours.Gaming lol
Noel electra, its actually not a bad level per say however the ending sequence I think is just absolutely poorly executed since while I can welcome chaos, it really doesn’t flow at all and feels awkward to play (not that it’s hard). A glaring issue is literally the wave in the michael bay part. Just how awkward can you get with that wave transition omg, and the ufo near the end doesn’t even feel like a ufo, just orb spam, nothing really interesting or fun as examples. The level in the beginning is actually pretty good, it falls apart when your on the train but then the gameplay saves itself when your inside the train, so I love that part a lot. Thats my personal opinion. I guess I can understand why people like the chaos part, I think it’s just wasn’t well executed compared to some of the other parts and serponge has shown he can make really fun gameplay so yeah that last part can leave a bad taste in my mouth. Sorry, I know Im tearing away at serponge gameplay like everyone else but I definitely think it could have been done so much better and whats really causing the level to be much more disliked (not to say the gd community has a certain bias against learny gameplay which is to be expected and I wish that wasn’t the case). There are people who genuinely care about the learny side of gameplay and yeah, noel Electra wasn’t it. Definitely can be improved upon though.
Opinions on vertical gameplay. I don’t hate it, I think it just boils down to execution and necessity. I think its cool to explore how you can use gameplay mechanics to their advantage, it really leads to some really interesting stuff. Personally if its fun, I would enjoy it, I still enjoy the more classic 2.1 gameplay but Im very much open to it. Im actually surprised people dislike backstreet boy a lot more, the last part for me was actually not bad and even the spider played really well… i guess its just the intensity lacked since the gameplay does feel a bit too slow for my taste but I very much love the vibe it gave.
Citadel is probably my worst one to date as of now. I don’t know why, it just felt really meh to play…. Not that it’s a bad level per say.
I personally found the chaos part to be perfect. Super fun to play and surprisingly simple to learn.
Its one of my favorite levels in general.
Thats totally fine, everyone is subject to their own opinion. I said my opinion, there’s your opinion, then their is everyone else too. If the level clicks for you, thats awesome.