Good Check the wiki for more info, moderated by me right now. How do you stream geometry dash with such low lag? I use obs but gd starts lagging like crazy every time I start streaming. Oh ok. I agree in that case. However, electrodynamix should stay at 12 and clutterfunk should stay at 11. Play the level again, and you will see that they are very very easy. Also Blast Processing should be 8 or 9. 7 is too little as it introduces a new game mechanic.
Wikia: The new level rating system will rate levels with 1000 downloads and at least 500 likes. If you're bad at creating, you'll never have a featured level
If you think about it, it's better than what we have right now. I am guessing that the new rating system is automatic. Before, I am pretty sure that either mods must send to robtop, or that it would take much more popularity to get the level rated.
I've been playing through a lot of Demons recently, and i'm starting to really dislike them... For me, they're becoming more frustrating than fun. I don't like that Reasons for this are: - Overdecoration - some demons have such a stupid amount of deco in them that I can't see where the *Quack* I'm going. - Annoying gameplay - things like flying through a one block wide gap of spikes and triple speed mini wave parts that are extremely narrow are my 2 most hated examples. - Difficulty - it seems to me (and I've complained about difficulty before), that most creators think that making a Demon has to be the hardest possible level. The term 'Easy Demon' to me is utter rubbish, because there are very very few demons that I would classify as easy demons. Then you get lots of players and Youtubers who beat Demons and call them Easy or Medium simply to look like a pro. I could understand maybe GuitarHeroStyles (as an example) calling lots of Demons 'Easy' because he's beat some of the hardest demons around. To him, those will be simple, but to people like me, they are still very hard. IDK, maybe I'm just becoming crap at the game... I'm actually going to blame the community, not RobTop because if people hadn't started creating impossible and insane Demons, then this problem wouldn't even exist, and there would likely be far less hackers around. Hate me if you want, but I would be tempted to call levels like Cataclysm, Bloodbath and the 'soon to come' Yatagarasu pointless and pretty stupid levels, because there's only going to be a few people who ever beat them... Don't get me wrong, design wise, they are feature-worthy, but difficulty is another matter... It's like a repetitive circle - creators make levels harder and harder, RobTop only has 10 different star difficulties, so he then has to balance it out more, then because of this, hard levels don't quite qualify as demons, so people only have to make them harder again. Then it keeps going like this. I think the best way to stop this would be to have more stars (up to 15 - there's a vast range of demon difficulties, pre-1.8 demons are maybe 10/11, 2.0s are mainly 13/14 and Impossibles I guess would have to be 15). Or the community stops/reduces the amount of ridiculously hard levels. Sorry for making everyone depressed and sounding like a whining piece of crap, but I want to be able to have fun completing demons, not making them a chore
Hopefully your wish will come true in 2.1. New art will attract new players, and achievements are being made for beating insane levels. Everyone still wishes that geometry dash wasn't as big, not just you.
Well, RobTop just need to make a ";3;" icon, because now we have lenny and the... ...BRAIN POWAH ICON!
I only took the "wiki part," of the post and left the rest out. I then changed it to wiki cuz I like to do that.
Why? That's just an add to the game, i think you can still get noticed by a mod, RobTop etc. Like how it was before.
I don't mind the size of the game as such, it's great to have a wide variety of things to use to make levels, but I feel like some people have almost abused the way they were intended for. My 2 examples would be: Invisible teleport portals - you don't know where they are, so you teleport and don't have time to react, so you crash (that comes for me under bad gameplay) Moving objects - a great thing if used in a good way, but a real nightmare if you're about to jump on a block that suddenly moves out the way (again, bad/annoying gameplay) That's why if I make a level, if I use a moving object, I try to give people enough time to react to where it has moved/is moving to. I don't hate every Demon, I really like Motion, X, Endorphin Rush and Titanity, which I would consider a medium, maybe hard Demon, since it took me just under 1k attempts, but everyone else calls it an Easy Demon. It has a lot of deco, but you can still see where to go, and it's got gameplay that is tough, but fun. I would say that level is where I would draw the line on the amount of deco a level has, otherwise it starts getting cramped.
So it is an auto rating system? It finds the averages of all of the levels difficulty ratings and rates the level after a certain amount of likes and downloads?
I thought the improvement was gonna be something better than that. I can't even reach 200 downloads and 100 likes.
There are so many good creators (In terms of looks and design, not gameplay and difficulty) that it is hard to reach their level. I'm going to create Crunchy Apple 2.0. (I'm going to name it Crunchy Teeth.) Maybe an old 1.9-style level with 2.0 triggers and features will get some attention.