Universal Geometry Dash (by RobTop Games)

Discussion in 'iPhone and iPad Games' started by metalcasket, Aug 12, 2013.

  1. BlueArmCraft

    BlueArmCraft Well-Known Member

    Mar 19, 2014
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    ...O.O

    2x (pink) speed portal with that new game mode + a hard level...

    And is Geometry Dash released on Steam when the 1.8 update is out?
     
  2. geometrydashfan82

    geometrydashfan82 Well-Known Member

    Jul 10, 2014
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    hey robtop,

    why didn't you rate my level? if you didn't like or it didn't meet some requirements, please tell me because i've put a lot of work into it and i thought it would be quite good compared to other flappy bird-like levels. It has about 260 downloads after the first few days and also has been on the first page of trending for insane-rated levels. it would be nice if you gave me some feedback so i know you didn't just overlook my level!

    ID: 1325476
     
  3. AeonAir

    AeonAir Well-Known Member

    May 18, 2014
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    School
    Norway
    This is beatiful! The demons... will be hard with this one!
     
  4. Cuttyflame123

    Cuttyflame123 Well-Known Member

    Jul 4, 2014
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    Dont worry he dont rate the level i ask too. Now he try to finisht the 1.8 and after he gonna rate our level
     
  5. The Deleter

    The Deleter New Member

    Jul 17, 2014
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    #2285 The Deleter, Jul 17, 2014
    Last edited: Jul 18, 2014
    Hey, I was wondering, are there any specific requirements for a level to make it into a level pack, or at least be shown off on this game's facebook page? Any specific design patterns, level design requirements, contests, etc. etc.?

    I'm currently working on a type of level that I do believe hasn't been done before, and I'm putting quite a lot of work into it. It's not especially hard, and the aesthetic I haven't quite worked out yet, but the level is quite replayable. I really don't want all of this work to go to waste, so I'm just wondering what requirements there are to get such exposure?
     
  6. BlueArmCraft

    BlueArmCraft Well-Known Member

    Mar 19, 2014
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    Darnoc will you finish Theory of Clubstep?
     
  7. darnoc703

    darnoc703 Well-Known Member

    Mar 24, 2013
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    No lol. That was for a contents awhile back
     
  8. AeonAir

    AeonAir Well-Known Member

    May 18, 2014
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    School
    Norway
    Do you know how long it takes for a account transfer.... i dont want to wait too long... and i have 15 demons to do whenever i get my account back....
     
  9. Supreme Lab Rob Buck

    Supreme Lab Rob Buck Well-Known Member

    Jun 23, 2014
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    Supreme Lab Origins didn't get demon? It took a very long while to verify and I got super frustrated. Maybe make it demon? Don't have to feature it.
     
  10. Mushroomy

    Mushroomy Well-Known Member

    Jun 3, 2014
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    Cancer for my parents money
    Vantaa, Finland
    Hi! Just uploaded a new map! Really hard this time.
    Electrodrome ID 1397498
    Would be nice if you can check it out :)
    And also im questioning why did my map theory of glitter only got 6 stars? Its getting some hate from only having 6. I think correct value for it should be 8 stars.
     
  11. DocMcCann_

    DocMcCann_ Member

    Jul 5, 2014
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    Canada :3
    #2291 DocMcCann_, Jul 18, 2014
    Last edited: Jul 18, 2014
    Can my levels be worth stars?

    Hello!

    I've worked on my levels for a long time & I just finished it
    The names is "Hyperactive" (ID) 1131312 & "Zeros Game"(ID) 1274091
    I was hoping for a star rating

    Sorry for advertising
    Thanks.
     
  12. takeyD

    takeyD Well-Known Member

    Apr 10, 2014
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    Moscow
    ??????.JPG

    Robtop is this a hacker or just a bug?
     
  13. Viprin

    Viprin Well-Known Member

    May 30, 2014
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    Hey RobTop! Please check out my new level, Notturno. Worked hard on it! ID: 1401502
    Thanks!
     
  14. Supreme Lab Rob Buck

    Supreme Lab Rob Buck Well-Known Member

    Jun 23, 2014
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    Try my level Neon Clubstep. Maybe a demon rating? :D
     
  15. The Deleter

    The Deleter New Member

    Jul 17, 2014
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    Also, what do you guys think makes a great level, and what doesn't? Because the more I look at the levels that are popular, the more confused I get as to what people really like around here.
     
  16. Polarmanzues

    Polarmanzues Well-Known Member

    Jun 9, 2014
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    I'm thirteen,(almost fourteen :3) what do you want
    Birch wood, please, I don't need no stalkers on my
    #2296 Polarmanzues, Jul 18, 2014
    Last edited: Jul 18, 2014
    The levels I've found are popular are levels with "custom made" decorations, like in funny game holiday, you know, those weird bars that you find in sound programs. lots of decoration, and unessesary saws. The saws build up false anxiety and make people a little on edge. Don't make levels that are nearly impossible and you can't get past 2%, then people get bored. however, still have a challenge.

    Hope this isn't too confusing to you!:D
     
  17. The Deleter

    The Deleter New Member

    Jul 17, 2014
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    #2297 The Deleter, Jul 18, 2014
    Last edited: Jul 18, 2014
    Those are cool, and I agree with the second point; atmosphere is a great way of making a level seem more intense than it is level-design wise. Currently trying to spiffy up my level just that way.

    It's just, I see a lot of levels that use so many decorations that they distract you from the level design, plus faux bouncers. I get why they would be used in the hardest demon levels, as those levels are trial-and-error in and of themselves, but why the latter even in normal levels? Isn't the whole point of the bouncers supposed to be positive? Or do people enjoy being tricked in this case?

    Like for example, throughout the game's main levels, it taught you to subconsciously react to things only if the level design dictated that it wouldn't be necessary, such as spikes in your path giving you a need to jump, platforms shown beneath you rather than above you dictating you shouldn't jump, an obvious line of spikes being in your way dictating that you shouldn't use a jumper, etc. etc. All of these things are shown before you really reach the place of action, so the player is warned ahead of time. How well you do depends on how well the player can react to certain things.

    But with stuff like levels with gravity switchers, they deliberately place bouncers beyond your range of sight, making it impossible to react to on your first try, especially when it's out of sync with the music.

    I'm just confused about the do's and don't's about this game. Does everything go if this stuff goes? And more importantly for me and the level I'm making, do people still enjoy level design that is based on what you see and hear rather than pure trial-and-error?
     
  18. RobTopGames

    RobTopGames Well-Known Member

    May 12, 2012
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    Very good breakdown :)

    Right now when I am working a lot on the update, so I don't have as much time to go through levels. What I do is check the trending pages, and feature/star levels that players seem to be enjoying.

    Personally this is what I look for in levels (more/less):

    - Are the visuals interesting, does the player get a sense of progress in the level, attention to detail etc. I do enjoy when players think of new ways to use level details, but its not a requirement to be over the top.

    - Obstacles. I prefer a level that warns the player instead of levels that require trial and error. Some players like the more punishing approach, but when I designed the game I wanted to make sure that the player was never punished without cause. This seems to resonate with the community though, since a level that has good timing and gives the player a chance to react usually has more likes and is played for a longer time.

    - Music. Levels that are timed to music, have effects that resonate with the music will always get a big plus. I have worked hard to make this type of building a lot easier in the next update.

    These are just a few quick things, I will try to write a guide of things I like to keep in mind when building levels. When I build levels it takes a long time, and I usually test them a lot to make sure that there are no places that make the player feel cheated.
     
  19. Polarmanzues

    Polarmanzues Well-Known Member

    Jun 9, 2014
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    I'm thirteen,(almost fourteen :3) what do you want
    Birch wood, please, I don't need no stalkers on my
    Do's:
    Give a warning to traps and have the occasional unforeseen trap.
    Have fake roofs (Like have a closed hallway and have them jump into the roof)
    Invisible platforms over or under a seemingly harmless visible path
    Do the vice versa of the one above
    On beat jumps(PLEASE!!!)

    Don't's
    Four short and wide spikes in a row(oh my gosh a can't deal with that)
    Bounce pads that look yellow, but have a pink bounce pad one pixel to the left
    Force someone to jump onto a bounce pad instead of slide onto it
    (Future update) don't make a slope that graduates into a wall

    Hope this is helpful!
     
  20. The Deleter

    The Deleter New Member

    Jul 17, 2014
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    Thanks! Those are some good standards, and explains why your levels have such a high quality, too.

    Still wondering how the level packs work, though. I'm guessing that you just choose levels for level packs at random then, from what I gather?

    I'm curious what the update will contain now. If I may ask, will it give anything to the exploration side of level editing? Searching for coins in levels I've already completed is great fun in the official levels, and I would love a feature like it for the editor, even if it doesn't give rewards like the official versions, for balancing issues.
    That's a good list, as well. Mark off every single one on the list for this level!

    Who even makes four spikes in a row, though? Three spikes are hard enough! Why would you do that...
     

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