Geometry Dash Gamemodes Ranked Worst to Best
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- čas přidán 26. 07. 2024
- Patreon: / therealtempesta
Much like the previous video I uploaded, here we have an attempt at trying to acquire some objective results for what the community thinks are the best gamemodes in Geometry Dash. This survey includes the 2.2 gamemode swing-copter as it is pretty much identical to the community-made gamemode with a couple of exceptions. Participants were able to test with the new gamemode by playing a leaked version of the 2.2 update if they wanted further confirmation on how it feels to play. Here is a video presenting the final results of that survey, hence if you disagree with the results then too bad really, it wasn't my call where these gamemodes ended up and your opinion is outshined by this.
Music used:
The Stanley Parable Soundtrack by Blake Robinson, Yiannis Ioannides and Christiaan Bakker
bandcamp.syntheticorchestra.com/
/ yiannisioannides
open.spotify.com/artist/1iHjd...
Hollow Knight Soundtrack by Christopher Larkin
composerlarkin.com/
Dark Souls 2 Soundtrack by Motoi Sakuraba and Yuka Kitamura
www.imdb.com/name/nm1245713/
www.imdb.com/name/nm6517135/
Elden Ring/Sekiro: Shadows Die Twice Soundtrack - Yuka Kitamura, Tai Tomisawa
www.imdb.com/name/nm6517135/
www.imdb.com/name/nm9465240/
Skyrim Soundtrack by Jeremy Soule
www.imdb.com/name/nm0815819/
Penumbra Trilogy Soundtrack by Mikko Tarmia
www.mikkotarmia.com/ - Hry
If anyone is wondering about the voice-over audio sounding strange, I messed up the original recording by having the input volume too high. I tried fixing this in post using an Equalizer and this causes the voice-over audio to sound slightly muffled. I do believe however that is better than dealing with pain from microphone peaking, so my apologies about that. Will be fixed for the next video.
okay
Dont worry
these videos kick ass, please keep doing them
i didnt notice anything
I think that something that makes the ship gamemode worse is the mini ship physics. For most gamemodes, the terminal velocity of both sizes are the same. however, that’s not the case for the ship. The mini ship is much harder to straightfly with due to having not only having higher maximum velocity, but higher acceleration too, which makes no sense due to being smaller.
Swingcopter can make for some of the most inconsistent gameplay of all time. I think its made for easy gameplay like the one we saw on Dash.
Monolithos is the recent weekly demon, and for me it showcased how bad it was. I didn’t realize it really was that slow. No fun and often turns into spam sections.
At least Swingcopter will be able to provide versatility like the ship does, so when it is done right you will know it's done right.
We should prob wait until it’s fully released to judge it but yeah I get what u mean
@@Tr1Dylan Are orbs compatible with it? If so, that might make for better gameplay.
@@MrPizzaeeeeeeeeeeeeeee I’m pretty confident they would work, but it may be very odd. Haven’t seen any gameplay of them with orbs, maybe pointing to they don’t work with orbs.
Sadly no one said that robot isn't actually "cube but with different jumps". When you hold, you move at fixed momentum in a straight line. Robot doesn't jump, it propels from the ground.
"propelling from the ground" is literally what jumping is lol
@@Unagam1GD he didnt explain properly, what he meant is that it is like a rocket that goes up instead of a thing that actually jumps
@@Unagam1GD That's true, and frankly quite annoying, but it doesn't change the core problem with the robot, which is everything that the robot can do, the cube can basically do as well
@@Unagam1GD Not quite, physics wise. The cube just sets your velocity when you click, the robot gradually accelerates you upwards.
the robot is insanely good on platformer mode though, i have been making a bunch of platformer levels entirely with the robot because of it
dude i fr love whenever stormy says "let me know your opinions in the comments and i wont read them" 💀
i think the worst thing about the wave is that there is no way to see what gravity it is in, which makes it more confusing for newer players. a normal gravity wave going up looks exactly the same as an upside down wave falling. with more experience, you will get used to it, but it is probably one of the biggest factors in the difficulty of wave for new players
True, there are some asymmetrical waves in 2.2, but I hope there's an option to add a "detail" to the bottom of the wave to indicate the gravity.
@@ytac-ss7vz could be a cool addition to megahack
theres this same issue with swingcopter
@@glowing_aurorathere is fire from the engines or smth and the direction it moves (if you talk about the 2.2 swingcopter tho)
@@ytac-ss7vz there is one, that swirly wave, but that wave is kinda unplayable for me, so I don't really use it lol
You can change the swing copter physics using the gravity trigger making it feel like the swing ball gamemode thing
Not sure how I feel about only one out of 8 gamemodes in the game receiving the ability of changing how its physics work.
@@Stormfly the gravity trigger actually does work on every gamemode except for wave as it has no gravity in the first place
@@Stormfly all game modes can be affected by the gravity trigger, besides wave and spider
@@minecat9000 and spider
It does not work like that. Ball has reduction of speed when flipped gravity as shown in the video.
I cannot stress enough how underrated robot is. It can be BY FAR the most fun gamemode to both build for ane play IF DONE CORRECTLY. The only reason people dislike robot is because demons use it horribly by making you spam microclicks. Also the fact that people consider it unoriginal is mindblowing to me since if you think about it it is the most original gamemode, with every other one being simpler other than maybe swingcopter and ball because of their gravity manipulation. The cube just jumps and the ships just flies, gaining speed as you hold. The wawe is the simplest simply going up or down, and the ufo is just cube but you can jump in the air. Not to mention its the only gamemode except cube that doesn't have borders. Robot isn't bad, just severly underrated
So true man
And that one comment saying levels sync to clicks and not releases was weird, considering many many levels use holds and releases for sync, mainly with dash orbs and the ship
ball solos
The robot rips off the mech from jet pack joyride
*proceeds to forget that robot has the jankiest jumping mechanic in the game*
Interesting thought: is the robot only conceived as worse than cube because the cube came first? Because technicly the robot is just an improved cube
ikr the robot is overhated
The gameplay that people usually make with it is unbearable. I just can't stand it, no, I'm not gonna microclick, not gonna happen. I'd rather boil myself alive.
i agree
"Improved" is debatable. I find the cube much more satisfying to play; the robot jump is wacky.
Good point, it still has the advantage of beeing there first and the default gamemode though
I think the most important part isn't the gamemode chosen, its the gameplay. Good gameplay can make any gamemode a ton of fun to play, good spider gameplay can be incredibly fun and satisfying, but bad gameplay can be insanely boring and generic, I think that's what happens with ship a lot. Good ship gameplay is very enjoyable and cool, but often times its just straightfly with little variation. Honestly gameplay is just more important, because any gamemode can be a 10/10 or a 1/10 entirely depending on the gameplay, and that will always be the case.
This ^
Gameplay is basically the base of a level, without it, it would collapse like a building with bad structure.
something I’d love to see is a ranking of all dual combinations, I don’t think that’s ever been done before
That's 36 combinations. That's quite a bit, but I think it'd be fun to rank.
I also think swingcopter will do better with other gamemodes than here
ship robot is cool and almost never used
@@visiblerat You're right. Ship + almost anything else is cool but synergises especially well with robot because of both utilising holding the button
ball + ufo slaps
@@davinchristino real asf
every time theres a comma or period on bro's script, his pfp flips directions
I feel like misinformation around the originality of the gamemodes tanked some of the scores too much so I actually took the time to calculate what the standings would be when ignoring the originality scores:
1. Cube 7.662/10
2. Wave 7.516/10
3. Ball 6.894/10
4. Ship 6.685/10
5. Spider 6.173/10
6. UFO 6.093/10
7. Robot 5.966/10
8. Swingcopter 4.730/10
I fully agree. Stormfly should’ve at least added a mathematical weighting to the originality score to render it less impactful than the other guidelines, as it’s not integral to the core practicality of the gamemodes and is easily subject to misinformation, which most of the survey participants unfortunately fostered.
4:17 the swingcopter part in Dash is actually really fun to use and play. Though it feels as if the swingcopter was made for larger areas, like the part in Dash. I noticed that in the video you only used it in small tight spaces, without camera zoom or free fly.
I agree. These criticisms of the new swingcopter solely come from comparing it the old swingcopter and expecting it to control the same. No inherent problems with it are brought up, just extrinsic expectations it falls short of. Which is a unique challenge that no other gamemode has faced.
With the times passed probally swingcopter can make a name itself
The biggest criticism is how it compared to inspired one which is if that inspired one didn't exist probally swingcopter can go higher (because player didn't expect much if it was brand new concept)
How are you guys playing 2.2?
@@Zosso-1618 Yes, of course the swing copter in the 2.2 version will behave differently than the fanmade one. I think the swing copter will take some time for everyone to get used to, as everyone has used the fanmade one.
@@SkyQuakee There are a few 2.2 private servers which you can play. They use the leaked 2.2 versions from GD SubZero and (I think) GD World.
Two things i want to tell about gamemodes:
- UFO is good, my only problem is that it is a hell to use practice mode with.
- All gamemodes are inconsistent now because of refresh rates : everyone now is fps bypassing and they make gameplay from it, that could result to levels that are impossible to beat without hacking (bypassing) or buying a monitor of each frequency. [That was my little rant, sorry for that]
Bypass isnt hacking😊
@@reymen1313 breaking the physics of the game is hacking buddy
@@SupremeCalamitas1 OKAY SO USING A HIGH HERTZ MONITOR IS ALSO HACKING??
@@SupremeCalamitas1 someones mad they can't get fps bypass loll
@@reymen1313 bypassing is definitely hacking. using an external file to change the physics is basically what hacking is, but using a high hz monitor is different. it changes the physics but it's out of the player's control
these videos are not only super fun to work on, but super entertaining to watch, just seeing general opinions on the gamemodes and seeing all the love, all the hate and just all the general data on stuff we've been used to for years, it's really interesting and fun :D
I find wave very annoying. I don’t see much consistency in it either, unlike everyone else. When I’m playing a level with wave, it always feels like that’s the least consistent part. Ball, spider, cube, whatever all feel much more consistent with a pattern to learn. Wave even though it often is the same in every level (ahem nine circles levels) still finds itself as a massive choke point and is always overdone. In slightly easier levels it also finds itself as a spam section, and I truly don’t know why anyone would enjoy that. When you’re on miniwave and have the entire screen open, you still don’t feel safe. I rarely ever see unique wave gameplay like what you showcased. I personally only find it fun when it’s slow and not mini. Originality like you said is also lacking, arguably the least unique (minus cube) one as it’s actually directly copy pasted from another game.
Still better than swingcopter though. Ball is my favorite.
I agree with everything you said, finally someone agreed with me. I also think the lack of orb and pad usage in wave makes it harder to make original gameplay with.
I wish creators made more varied gameplay with the wave because right now most wave gameplay feels the exact same, regardless of the difficulty.
I also personally find the wave to be the least satisfying gamemode improve at. When you get better at cube, you can do more varied sections and pass more satisfying timings. When you get better at wave, you can just pass through a tighter gap than you could before, it just isn't as satisfying as the other modes.
Edit: I forgot to mention all the bullshit spam people make, almost as bad as spider spam parts.
@@deckeldrauf5558 100% I just don’t understand if people voting even knew what these words meant, because there is no way some of the scores should’ve been that high. People obviously were rigging for their favorite mode to win so they said it was good in all aspects, even though when you break it down, it’s severely lacking.
Some wave parts can be really fun and different tho, for example the waves in Firework.
You gotta make the wave corridors very tight if you wanna make the gameplay somewhat consistent.
I am both shocked and appalled at the fact that robot placed lower than spider and cube.
My Thoughts on every official gamemode in 2.1:
UFO:
As said in the video, this gamemode is very consistent and easy to read. The physics in terms of orbs, pads, and portals all work as expected. The main problem with the ufo is how unoriginal it is, and the terrible gameplay some people make with it. It's somewhat hard to make original and fun gameplay, which is unfortunate for how consistent this gamemode is. At least in my opinion, Robtop knew what he was doing when he made this gamemode, it was just butchered by the community.
Robot:
On paper, this is an amazing gamemode. You can choose when to release changing how far you go, like a modified version of the cube. But the execution of this gamemode has to be the worst I've ever seen. The holding mechanics are terrible, and it feels so unnatural to anything else in the game. The orb mechanics feel like a terrible mix of clunky and floaty. The way it moves in general is just terrible, and the community destroyed the possibilities of this gamemode.
Spider:
The spider gamemode is somewhat similar to the ufo, with how consistent it can be. While for the most part, it works well in terms of the orb, pad, and portal physics, the way how it works with slopes has to be one of the worst things I've seen in this game. The way it glides onto and off slopes absolutely sucks, and how it teleports on downwards slopes isn't even something I have to discuss. There are so many different types of gameplay you can make with the spider, some way better and some absolutely terrible.
Ship:
This gamemode can be both consistent and inconsistent, depending on the gameplay made with it. The ship gamemode is extremely hard to make good and original gameplay with, but when done correctly, it can be fun and consistent. But with all this being said, the physics of this gamemode is utter garbage. The hold and release are mostly unnatural and take the longest to be consistent with. The orb physics make no sense, the pad mechanics feel so weird, and let's not forget about the elephant in the room, how the physics for upside-down and right-side-up is so different, especially in mini duals. It just feels terrible to work with.
Cube:
For me, the cube is the most versatile gamemode with its orb, pad, and portal mechanics. it is for the most part consistent by its nature of jumping a set distance when you click. The physics of the way it interacts with slopes, orbs, and pads all feel very natural and are consistent apart from the fps change. The cube is at least for me easy to make fun and original gameplay with. With just about every level, gameplay with the cube is easy to sightread, and you can just about always tell how you will rise, fall, and how long you will linger in the air, even for very new players.
Ball:
The ball is my favorite gamemode, so my evaluation might be a bit byus.
The ball at face value is a very simple gamemode that can become stale very quickly, but when done right it can be the most fun gamemode in all of geometry dash. The physics of the orbs, pads, portals, and slopes all feel so natural. Just about all gameplay is consistent and easy to sightread, and it isn't hard at all to make fun and original ball gameplay with amazing consistency.
Wave:
Despite being extremely consistent, the wave gamemode nearly has no way to make unique gameplay. It can be very boring to play and have almost no versatility, which is only by nature of this gamemode. It's nothing else like what we have in geometry dash, which I both love and hate because when done right, the wave can be fun, consistent, and unique. But when done wrong, which happens in most cases, the wave is boring, stale, inconsistent, and overall unfun. When Robtop was making this gamemode, I'm sure he never intended for it to be so overused.
Byus 💀
Finally, a smart person. And by smart I mean they think that robot is terrible.
This video changed me from a ball HATER to a ball LOVER. Wave is still the GOAT tho
no
@@🈁🈁🈁🈁non't
Keep enjoying wave when it’s the same in every level raising the difficulty up Tenfold. Nine circles parts, spam parts… so much bad about it. No originality to the creation of the mode either.
@@Tr1Dylan It's super consistent, satisfying, good visuals with the wave trail, and fun click patterns. Stuff like D blocks and dash orbs also add more variety to the wave. I don't think it's #1 since I really think ship is just better, being the most versatile gamemode with the most unique gameplay and the highest skill ceiling, but the wave is still very good
@@burningfiregames6015 How is wave consistent. If you spam .05 off it could mess up everything. Often other modes gift more leeway.
Swing ended up way better than we thought
Just love how he drove for like 5 hours just to get the background footage (joke)
Also, the way the person at 9:39 described the UFO Made me want to think that UFO is better than wave and ship, amazing how others' perspective can make you see things differently
It's exactly the ufo's strength that makes me like it less to the wave and ship, namely its deterministic nature. You chose a set path, but apart from that, the gamemode takes away your control since there is no option to micromanage it, which makes it far less versatile than the ship for example that doesn't force you to choose a deterministic path and allows you to utilize any number of click patterns and even allows you to micromanage your own gameplay while playing. At the same time, the ship can be very inconsistent party due to its versatility. But the wave is the gamemode to take that same versatility while also being extremely fair and consistent leading to it being both fair and engaging, which makes it easily the most fun gamemode.
That was my survey answer lol, glad I was able to articulate myself well enough!
wait the background footage is a real life road or something?
I thought it was some kind of GD animation
My personal ranking
9: Robot (for the reasons mentioned in video)
8: spider (as someone who's VERY used to the ball, I still can't get very good consistency with spider even after a lot of practice.)
7: 2.2 swingcopter (too heavy)
6: UFO (for reasons mentioned in video)
5: 2.1 swingcopter (fixes the 1 issue of 2.2 swing)
4: Cube (basic, fun ways to use)
3: Ball (simple idea amazing execution and VERY fun)
2: ship (versatile and simple)
1: Wave (do I have to explain?)
Swap ball and ship and you're right 😂
9 - spider
8 - 2.2 swingcopter
7 - 2.1 swingcopter
6 - robot
5 - ufo
4 - ball
3 - wave
2 - cube
1 - ship
9: 2.2 sc
8: spider
7:2.1 sc
6: robot
5: cube
4: ufo
3:ship
2:ball
1:wave
I dont care about the rest of the list being bad, robot is dead last and that makes it correct.
UFO is so fun, in my opinion. Jumping around and finding your own path through the obstacles is a lot of fun. The freedom of choosing your own click pattern, the high CPS gameplay and sinergy with portals and orbs makes it one of my favorites. However, I don't like how creators often put indicators for jumps, and basically make the whole gameplay just linear, I think it makes the UFO's gameplay less fun and more restricted. Interesting video, by the way
i think indicators are god sends for ufo parts because i hate having to find the click pattern
I remember not knowing you could chain clicks in the UFO... Electroman Adventures was SO HARD for me because of that...
@@calebperaon4768 Indicators are good, but I feel like creators tend to really, REALLY baby the player, taking all the fun out of the gameplay. But that's just me, personally.
@@glacier8287 Yes. It's OK in easier levels in my opinion, but I find it annoying in harder levels. I think the problem relies on how the gameplay is structured, because often times, you barely have any choices on how to go through the obstacles except to follow the circles
Acheron actually has a pretty cool part with the UFO, you hit a blue pad hidden in a wall to turn upside down, which is something that made me realize how under used the UFO's cool abilities are.
i love these style of videos! keep up the awesome work!!!
It would be cool if mini swingcopter had dual ball physics
i feel like the swing copter perfectly fits in with the "geometry dash" style as a gamemode, and it could potentially be fun if you get used to it despite its somewhat clunky physics
good video as always, stormfly!
I really dont think so. It controls so much worse than the other gamemodes and is definitely the hardest to make sync with the level. It also has the same problem ufo has where it's mostly muscle memory because it's hard to dictate where you need to click, but so much worse
@@Quogleit’s because your not used to it
@@QuogleI can straight fly already
Honestly gotta love to see the plot twist underdog story of the ball gamemode.
Here's two more big reasons why I agree the UFO deserves #7 (which were not accounted for in this video):
*Reason #1: The UFO's difficulty is not dependent on the objects, but the click pattern.*
What I mean by that is when someone builds a UFO part and starts playtesting it, they find and memorize a click pattern that works perfectly for the part. Now, if it's an extreme demon, that's no big deal, but it's a major problem with easier levels. If you don't click the exact same way the creator did when playtesting it (which, like, how in the world are you supposed to know that?), the gameplay will become a lot harder and/or you will die as a result. I can't tell you how many times I've been in an Easy or Normal level and clicked the wrong way during a UFO part, and I was instantly able to tell that I was going to die because my last click threw me right into a spike or saw, and that said object was not intended by the creator to actually be "in the way". Now, you can "reset" your UFO's position by doing a quick double-click, but it's still extremely annoying that I sometimes have to reset my position just because of the poor mechanics of the UFO. (Take note though that this Reason is not really the creators' fault. It's more so how the UFO's physics are designed.)
*Reason #2: The timing aspect of the UFO has remained just as difficult as it has been.*
The ball gamemode has this same problem, but to a lesser extent. If you've ever played the UFO part around 50% in Clubstep, or the UFO part around 50% in Stalemate, you've noticed that those parts are still insanely hard to this day, and now are WAY harder than the rest of the level. Back then, people were bad at all gamemodes, but nowadays we've learned to improve in all of them, well, almost. What makes the UFO so damn annoying is that as players got better, the difficulty of the UFO remained the same. We weren't able to evolve at our skill with the UFO over the years because of its design. Those above UFO parts I mentioned almost feel like 60 FPS frame perfects even to this day, and it'll likely remain that way for a while.
Stalemate is silent, but for me the Clubstep UFO was always easy, even when it was a hardest. (Lol)
@inserthandlenameall your opinions are now invalid due to this statement you made
Ball is the best gamemode It's so smooth and you can't change my mind...
Ball is really good
I like ufo more but ball is awesome
Agree, ball challenges are the ones I always have the most fun beating, then wave then UFO
agree, ball is my favorite as well
My opinion
1. Ball
2. Cube
3. Wave
4. Ship
5. Spider
6. Ufo
7. Robot
8. Swingcopter
Unfortunately, the survey takers don’t think so.
Hot take: wave is overrated as fuck. It’s often unfun with either extremely easy or extremely difficult gameplay. It’s bland, and most of the time you can’t even tell what gravity you are. Not to mention upside down wave is just painful. Gameplay is rarely original too with either up or down or straight fly. And mini wave takes everything bad about wave and multiples it to hell. Overall, wave is overrated and honestly sucks.
Yeah I agree with your first point. I’m either losing runs to the wave point or it’s the easiest part of the level. There’s no in between
One of my personal gripes with the ship is how its movement is affected by the gravity mode its in. Upside down ships are generally a bit heavier, especially on 60 fps, and it makes straight flying or some sweeps feel harder to execute. I know its something robtop attempts to fix in 2.2 but the point stands as its not released yet
I personally relate to most placements, except I'd put cube all the way to the top, and I'd move ufo above robot and spider
I think that everyone was kinda wrong with the swingcopter being bad because in 2.2 it’s a little wacky to get used to but it is really smooth and easy to use.
Man, I love your videos, can't wait till another one :D
I very much agree about UFO not deserving to be that low. So many just brought the score down due to misconceptions about its originality, but it also has a lot of gameplay mechanics that could be explored. It's not deserving to be lower than robot at the very least.
I think there is a reason why so many levels are wave and ship dominated; it's because those two gamemodes are actually the most versatile because they are the only two gamemodes to never leave the player with no option to make an input. It's only the ship that actually allows you to micromanage and react to your own gameplay, which is a double edged sword since it makes it arguably the most difficult gamemode because it's a side effect of its inconsistency. Meanwhile the wave is incredible consistent while also having nearly the same kind of versatility and micromanaging ability as the ship, which makes it easily the most fun, fair and engaging gamemode in the game. All this to say, no other gamemode can rival how engaging these two gamemodes are.
The only two gamemodes that somewhat rivals the wave's and the ship's versatility are the ufo and spider. However, the spider is far too limiting to actually micronagage in anyway since it limits you to being in just two places in the same amount of time as the ship or wave could've moved in any number of ways. The ufo also can't micromanage itself and instead locks itself onto a set course you choose, but ultimately can't control (apart from choosing the course of course).
I honestly think the 2.2 swingcopter is an improvement. I like that momentum is more essential, and it really is a new thing to learn. I feel like ship is done a disservice in modern levels for the same reason, its momentum is rarely taken into account because so many players use FPS bypass and therefore get more difficulty in execution but less originality and variation in implementation, especially in more difficult levels (straight flying is seen as more difficult than dodging obstacles or other variations on ship design, especially because of FPS bypass, which modifies the gamemode itself to be more receptive to tighter gameplay and inputs). For this, as well as the visibility and feeling of momentum being really satisfying to learn and feel when playing ship, I've always preferred playing on mobile.
And I totally believe "consistency" is a misnomer. Ship and swingcopter's momentum take practice, but they are consistent; you can sight read with momentum just as without. Though you need to spend time learning and perfecting your movement with them to do so. I really value this experience and find it rewarding. Also, it is a huge justification for these gamemodes to exist and makes them very unique to the rest of those in the game. Plus, the dual-ball version is totally still doable if you absolutely can't part with it.
The difficulty hell geometry dash is in seems to have something to do with this too. Primarily players are challenged with precise inputs and small spaces (as well as risk of epilepsy). This is fine, but it seems to have turned into an absolute obsession among all players. Even the newest players are trying to build/practice straight flying or "wave challenges" and representation for other forms of difficulty, especially in more difficult levels, is rare. One of my favorite levels is Game Time because it shows how much you can do with mechanics already in the game. Even parts that don't change the core gameplay at all are challenging. Difficulty doesn't just come from frame perfect inputs, and I'd really love to see more unique gameplay among hard levels, plus it doesn't give you a seizure which is awesome.
Also, the part about games mechanics not being reworked after being presented to the public is just false. Plenty of games do it, indie or not (BOTW, Dead Cells, Minecraft, Cave Story, Metroid Prime, Okami...). An idea is never perfect on the first go, and redesign is probably a significant cause for the development length of 2.2. Also, I know quite a few game developers who work at actual studios (I only do it as a hobby) and I asked the question "In game development how often do player mechanics change such that significant redesign of levels is required". The answer was a resounding "I don't know about most studios but it's extremely common here". Granted, it's slightly more unusual in updates and after this long but definitely not unheard of. I wouldn't write off changes now or in the future especially if so many people dislike it this much.
Wave is literally the least interesting game mode I hate how everyone sucks it off just bc it’s so overused bc UHHHH DEMONZZZZ. It’s hardly affected by anything to be interesting. All the other modes have better potential
the reson swingcopter is so hated is because we are not used to the swingcopter and when this video was made people didn't even know how the swingcopter fully worked
Amazing as the previous one, love these community ranking videos! Despite all their own issues and factors either dragging them down or holding them back from being absolutely perfect, the fact that the game has got a whole set of different gamemodes people can experiment with, play around, and enjoy, is amazing beyond belief. The variety alone in gamemodes is the reason Geometry Dash remains one of my absolute favourite games to this day, and I'm sure many others feel the same way.
If by any chance you're planning on doing another community ranking video, I'd love to see: gauntlet levels worst to best.
Apologies if it's too much to ask, or if it may be real time-consuming, but I'm mostly confident there would be some real interesting stuff to unpack from them! Not to mention, there's always been debates on which one of them's the absolute worst of the 75, so...
Spider is my favorite game mode. Works amazing in duels and memory sections. And it is really consistent. Also if spider with slopes wasn't buggy on different refresh rates. It would be my favorite gameplay gimmick
Based
You always look badass doing it as well, gotta give it bonus points for that. Probably my second favorite.
For some reason even in levels with bad gameplay, I can still find the spider parts fun.
Spider is the worst to me ngl.
I fully agree that the wave is the best gamemode, the consistency, the satisfaction, and how fun it is when you pull off a very difficult wave part, especially at 4x speed.
Imo spider is by far the most underrated and most fun game mode when done right
yes, finally someone who thinks that way as well.
number 1 is BWOMP for sure. I think in addition to the wave just being a cool and unique idea, people also associate it with the golden age of GD and thus have an additional fondness for it
Swing ended up being so much better than everyone though it would be. The GDPS editor just didn't get the physics down correctly.
I really love robot, and it’s sad because I have an absolute blast experimenting with it in the editor but 90% of the levels that use it make it painful to play.
Swingcopter is cool idea but I really feel unfair to judge 2.2 haven’t realized and their could be changes to mode to make it better we jus need to wait
The only issue with wave is that you can’t tell it’s gravity, since it looks exactly the same.
I think this is the most skewed game mode, as I remember first starting, and struggling with the reverse gravity wave the most
ball and ship are definitely the most fair and fun gamemodes
Fair but dog shit at the same time
swing robot and wave are my top 3 gamemodes
its kinda shocking to hear that the robot is 6th place because of my love for the gamemode
Cube is easily the best game mode in GD purely for how versatile it is. The way it can interact with all the other gameplay elements is just perfect and creates near infinite possibilities for level creation wave could only dream of.
supernova by xtrullor is a song that is mostly recognised in a 2d moving platformer game named 'Geometry Dash' which was released back in 2013. It has over 5 million views on youtube and it a very recognisable song for the geometry dash community appearing in levels such as The Eschaton and Silent Circles. This song is over 8 years old and is the most viewed song on Xtrullor's channels lying there still being known by the community to this day
Supenova by xtrullor is indeed a song that is mostly recognised in a 2d moving platformer game named 'Geometry Dash' which was released in 2013. It has indeed 5 million views on youtube and it has a very recognisable song for the geometry dash community appearing in level such as The Eschaton and Silent Circles. This song is indeed over 8 years old and is the most viewed song on Xtrullor’s channels lying there still being known by the community to this day
Wave in my opinion is exactly what ball should've been from the start: the change of your trajectory after click is immediate and has no curve, which allows for some of the best readability and versitility in gameplay out of all gamemodes.
But in my opinion ship gets way too much harsh comments. Ship has by far the highest skill ceiliing, something I have realized only after years and years of playing. Good ship gameplay feels incredibly satisfying to pull off, and even short straight flies with tight gaps are very satisfying to pull off.
I consider cube, ship, ball, UFO, and wave to be the core gamemodes. Robot, spider, and swing are either alterations or combinations of the core gamemodes.
6:20 I think there is a trigger in 2.2 that changes how gravity works. Maybe that can fix the swing copter issue.
Great Video as usual. I'm happy I'm participated in this
I don’t know why but I find it soo funny when stormfly is talking about enjoyment of a game mode and of all levels to show this with the art of the blade is chosen multiple times
Another day, another storm fly video. Good vid bro
15:58 Ahem, ASSYMETRICAL DUAL
Really i think that spiders assymetrical duals are like one of the most fun type of gameplay if done right.
Do you remember any levels with this? I've been wanting to get better at designing these types of dual sections but never see them used
i love the ufo because its extremely versatile and flows super well with other gameplay, especially during drop sections
i still have hope for swingcopter, the mini portal could change the gameplay, similarly to the wave. and since he hasn't shown anything with a mini swingcopter (from what i've seen) it could be subject to change
also dual would be fun.
the worst thing about ufo is that a simple misclick will cause you to crash 5 million years later
Honestly, Swingcopter has always been my least favorite gamemode. The community-made one always felt impossible to control and I bet the 2.2 one will be just as bad.
I don’t see the problem with the changed swing copter physics. I feel like that gives opportunity to make it something new instead of just adding something we already have
ive never seen this take before but youre so right
making the 2.2 swingcopter identical to the current ball swing thingy would bring nothing new to the table, kinda like adding new speed portals (you can already make faster or slower speeds with move triggers)
besides, i think the floatiness of the new swingcopter fits far better for easier levels and not that many hard levels would use it anyway (very few extremes that currently use the swingcopter come to mind)
@@pikoisuNew speeds would change something though since the move trigger trick doesn’t work for wave.
@@laineyw7257 thats true, ive never even thought about that
I already hate the fan made swingcopter physics and the 2.2 ones are so much worse, so I'd much rather have it be nothing new than it be something I am going to despise almost every time it's used
The Swing is something that I think people can get used to, and the physics it comes with are meant to be in line with the other flying gamemodes (ship and ufo). I don't see the new physics as "bad" or "clunky" at all, and its rather just something to get used to. The mini swing will have much more of that sharp movement you are hoping for.
As for the ufo, it can die in a fire. It's broken in practice, its highly dependent on inputs that could have come 3 or 4 clicks earlier which makes it WAY too hard to troubleshoot where things went wrong, and it is hardly consistent after a few very slightly late clicks. It's unnecessarily dependent on every input and allows for almost no microadjustments. If a misclick happens that will make me crash, I want to crash right away so that I know where I misclicked; UFO doesn't give you that.
with how heavy swing copter is i cant imagine there is much room for difficulty, i can see some people still using old swing copter for levels.
I've been wanting a video like this!
About the swingcopter, maybe making a mini swingcopter have the same physics as the dual ball copter would work since it won't change what's in the 2.2 level
It is a surprise to me that you put wave on the first spot and that it's actually the most popular and loved one. My favourite is a cube because it's the most versatile gamemode and I thought that the majority of playerbase thinks the same.
I love these videos where the community is polled, no matter what it is about!
oh hey its my one (im like 90% sure of it) 28:15
(also just my thoughts, but even without the horrible usage of it, i myself find it hard to use. its hard to come up with original ideas for wave compared to the other ones. its the hardest one to get original ideas for, in my experience with making a few levels. the wave section in my level is probably the easiest and the shortest one, as its hard to make hard yet fun gameplay. all i could come up with was a memory maze that ill randomize later so you gotta wing it every time)
(looking back this is probably because lots of my gameplay revolves around orbs, something the wave isnt suited to interact with, except for blue orbs, which feel a bit weird)
now that 2.2 is here, and i can use swingcopter, I have to say... IT IS AMAZING. It feels so fresh and new like a more challenging version of the ship... the way it's used in the new level is really nice too, as it gives a lot of room to breathe and fly how you want. I never really used the dual ball thing so i guess i have bias, but I adore the new gamemode.
I changed the second ship part in Bloodbath for the Swing and it works perfectly, At this point I only see skill issue in everyone's negative opinions 😅
ok hear me out, robot on 2.2's platformer mode is awesome, you can do way more stuff with it than the cube
1st - wave
2nd - ball
3rd - cube
4th - ship
5th - spider
6th - robot
7th - ufo
8th - swingcopter
16:32 I would actually say another reason, at least for me personally is that there are loads of bugs in spider that just don't let you do what you want - especially around slopes (which are often a great way to make more unique gp):
- If you click down onto a downwards slope the spider doesn't snap to it, it lands as if it was a regular block and then falls down onto the slope
- and, when switching gravity from a slope, jump pads that you then hit immediately after on the ground you land on just don't activate for no apparent reason
these make it hard for me to make spider gp that isn't boring but also actually works
I actually like ufo more than most game modes. Probably because I found it to be the hardest, and forced myself to get decent with it.
It’s not the hardest at all 😂
I think Spider works very well in duals with the ship, wave or ball gamemode
4:58 he might of thought of the idea before us
it really sucks how i've had my perception of the wave tarnished from all the bullshit balancing that's been normalized in the last couple of years, because i think it's a genuinely very well designed gamemode. it's obviously designed around the concept of changing vertical speed with no acceleration time, but i think every choice that robtop made beyond that made it 100x better. the below average hitbox size, the pulsing trail, the fragility to regular blocks, the size-dependent angle at which it moves, the effect the scrolling speed has on its agility, even the somewhat subtle turning animation, all of those unique qualities represent to me robtop popping the fuck off and creating a new gamemode that takes huge advantage of everything that makes geometry dash as good as it is. the only real issue i had with it was its inherent linearity, but the introduction of d blocks in 2.1 was a masterful solution to that that retroactively solidified it as one of the best implemented gamemodes, up there with cube. wave is a masterclass in subtle game design, too bad most people don't use it to its full potential.
I wonder if Stormfly or his community will rank all of the orbs in Geometry Dash? Sounds cool to me
Timing levels like Acropolix and hatred are why I love the ball so much
How to properly make a swingcopter in 2.2
Use the ball, then make a green portal follow the player, that briefly toggles on touch trigger.
There we go, a swingcopter!
Yeah but that’s hard to do
@@FoxLadyQueen💀
@@quackerman234 what
hi bro cool vid keep the good content up
btw first
My top 8:
-Cube
-Wave
-Ship
-Spider
-Ball
-UFO
-Robot
-Swingcopter
7:19 wasn’t there like a 1.2 level with the cube gamemode and jump orbs everywhere basically being a early UFO. Its also another community made gamemode. That just goes to show how versatile the cube gamemode is and why its one of the best gamemodes in this game imo.
4:57 mini could control just like the dual ball one, like how mini wave goes up and down faster than normal wave.
Do dual physics impact Swing Copter the same way that they impact Ship?
I think the spider is miserable, although it’s fun, it’s confusing because it’s the only game mode where you don’t follow the icon and when you click you have to estimate where it lands, it can make it very weird to control.
My ranking:
8. Swingcopter
7. Ball
6. UFO
5. Robot
4. Cube
3. Spider
2. Wave
1. Ship
Is that the Stanley Parable OST in the very beginning? Didn’t expect that. Lol
for me . 1. robot, 2. wave, 3. ball, 4. cube, 5 . ship, 6. ufo, 7. spider, 8. swing copter
My list:
1. Wheel
2. Arrow
3. Rocket
4. Square
5. Arachnid
6. Unidentified flying object
7. Machine
8. Helicopter
6.
Playing in 2.2: I think the Swing is not actually bad. I think people need to get used to it, it's a different set of skills, just like the wave or ufo. It's gonna take time for people to get used to the new gravity on it. A literal skill issue
I agree to the swing copter beeing to heavy, but atleast we have a gravity trigger. Not perfect but might be a work around
Hey so does anyone remember or even watched those "Scrolls from hell: SIlent Series" Videos years ago telling every single detail about the Silent Series or Nine Circles Series? Does anybody know what happened to that guy or the videos?
This video was very surprising. Just seeing the thumbnail, I had an idea of the general ranking of the gamemodes, but the placements here were unexpected. Ufo nearing the bottom, spider not being the worst, ship not being up there, and ball placed at #2.
here's my tier list:
8: cube (very boring)
7: UFO (not vertically challenged cube)
6: swingcopter (for the same reasons as stormfly)
5: robot (more fleshed out cube)
4: spider (easier ball)
3: ball (i like the realness of the movements)
2: wave (its timings)
1: ship (the best because it has the most intricate gameplay and possibilities)
How is the Cube boring?? There are so many things you can do with it it's insanse, likely even more than with the Ship, the slopes, blocks, orbs, etc...
everyone get up, new stormfly video 😎
Wake up babe new Stormfly vid just dropped