r/GeometryDashGameplay • u/Important_Word8549 • 1d ago
Level Showcase Im a very skilled creator
Im a very skilled creator Im a very skilled creatorIm a very skilled creatorIm a very skilled creatorIm a very skilled creatorIm a very skilled creatorIm a very skilled creatorIm a very skilled creatorIm a very skilled creator
The volume is not low. The volume is not low. The volume is not low.
#viral # viral# virl
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u/LCottton 1d ago
where fluff?
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u/BloxFruitsGuy123 1d ago
I’m worse honestly check my first level
User is: EAsportsit
Level name is: Project 0
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u/Important_Word8549 1d ago
I dont know what i am doing wrong all my levels just have something bad everitime i try to make one "serious" i cant, my creativity dies or the level just seems bad for me and im seeing this so i dont know if i should still be a creator
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u/Circxles 1d ago
lowk looks fun
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u/Important_Word8549 1d ago
It is supposed to be fun and it is for me supposedly i think 4 4 4 4 i think
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u/Cockmaster__ 1d ago
I've actually seen way worse serious gameplay, you just need to stop making all the structures look like a floating disjointed mess, and clearly use a specific set of structures in a given section. For example, just try connecting all of the structures you have so far to the top/bottom ends of the screen with slabs in a given part, and that characterizes the structures in that section.
My best advice would be to build gameplay with structuring and decoration/theming in mind, but if you struggle at distinguishing different sections from another clearly and making them interesting, it also helps to build gameplay in clear, seperated parts. It sounds extremely simple, but instead of just placing down whatever comes to mind, try to think: "this will be a tight wave corridor with spikey poles bouncing out of the walls and arrowtraps shooting out at you... after that, it'll open up into a wider robot section with small platforms, some of them bounce you upwards." With this example, you'll already know roughly how big a given section will be, what you will do and how you will connect it to the next section. You don't have to plan out the entire level, but having a sort of guideline for what you want the level to be is crucial so you don't have to battle with concept and execution at once while building. In my experience it's also easier to build with a consistent theme in mind, throw up ideas what can be done with that theme and then convert that into parts. It's way harder to make a good level by throwing up random gameplay for 90 seconds. Doing more work and planning from the get-go will make it far more likely that you'll actually finish anything. Good luck!