When you update the gd save explorer, can you make it so you can edit the values of diamonds and diamond shards, plus mana orbs. Nothing else, as i am NOT paying $5 for megahack.
The problem is that almost no one understood the reference, which isn’t too surprising, but damn some people seem to genuinely think that this is GD Cologne’s peak level design
I agree with the comment on the demon thing. Most platformer demons feel a lot easier than normal demons. I think it's because of checkpoints. If you put a checkpoint after each room, it means the player can just forget about the previous part after they complete it. But in normal demons, the player must memorize the whole level and beat it in one go.
If I were to make a platformer extreme demon, I'd go as far as to make the player heckin' suffer, and by that, I mean that I will put absolutely no checkpoints in the level if I were to make a platformer extreme demon to give the player a true challenge. Ever since there was only one platformer demon, I always thought platformer extreme demons would not have checkpoints. After hearing about I Wanna Be The Guy, I was expecting absolutely no checkpoints, and... there were checkpoints. I'd rather make a platformer extreme without checkpoints than with checkpoints. Just saying.
The problem with removing checkpoints is that it would just raise the difficulty in a very frustrating way. I really hope that people will manage to push the difficulty of plattformer without getting rid of checkpoints.
@@laserslime I mean some games like just shapes and beats have a justified use of checkpoints, normal levels have checkpoints but bosses don't, it could be something like that
I think that the inflated demon difficulty is mainly because of everyone being: - Much worse at plataformer levels compared to normal ones - People judging difficulty by the amount of time taken and not considering the fact that everyone is bad rn In terms of checkpoints being detrimental to demons, i think people will just learn how to integrate checkpoints into levels whilst still making them hard and fun. It has been less than a month since the update, everyone still has a lot to learn
Agreed, Playing old mario and sonic flash games was the best part of my childhood. and this level captured most of the things really well, especially the low quality unregistered hypercam that was found on a lot of old youtube videos back in the day. Never expected a level like this on Geometry Dash.
I didn't expect to comment on this video because I'm horrible at writing in English, but I found it necessary to tell you, thank you. This level is an ode to newground games and the like, from the coins scattered around, the sounds, the platform you have to walk on because it doesn't take you. All of this reminds me of my childhood-early adolescence, and the hours I spent with those games. I enjoyed it too much, don't let your happiness be ruined by people who didn't understand the concept. PS: the detail of the unregistered hypercam 2 is pure gold, I love it. PS2: How I hated you in the lava level for having to make the way back afterwards, but frustration and taking out even the creator's dead is part of the Newgrounds game experience
btw i was thinking in a game called "super yoko adventure" o something like this (copyright magic) but it was watch mario starcatcher 2 and having a trip to my childhood, I remember perfectly how much I hated those platforms but how much fun I had in computer classes when they gave us time to play. Thank you for this beautiful memory in the form of GD level (we are so old)
Man, the level is more than good. I think it maintains the essence of the old Flash game style very well and the level design is super entertaining. Forget what people say, you have talent!
@@brandonduong3582the gameplay is not ultra fun to play but like it’s still really solid, if you just want moons it’s not fun but if you’re actually dedicated to the level like you would be with a demon level it’s really fun trial and errors
My issue with the level was that later on almost all of the stages were based on moving objects(and having to move your character along with the platforms was not very fun). Having to worry about like 4 or 5 different moving obstacles at the same time was where it fell short to me.
That's more of a skill issue ngl, no offense, but git gud at Platformers in general if you want to have a chance with >5* levels (granted they're rated how they deserve). I recommend just combing the Platformer Games section of CoolMath Games or some other website like that
Personally I like that kind of gameplay, I feel like it's the most logical step for any platformer that doesn't have enemies/fighting since you don't want it to be TOO static and boring. Just you vs a somewhat harsh environment. If you can rest after every small move the stakes are way lower
@@GDColonStill, having too many moving objects can make the overall experience feel stressful and very confusing. It’s better to mix it in with several different obstacles, or perhaps even using less moving objects, in my opinion.
I’m reliving my childhood with this video. As someone who actually played terrible and sometimes great flash games I’m going to enjoy playing this level I can’t wait to make a video on it.
How can you NOT love this? As a meatboy deathless vet and classic doom enjoyer i really love the style this level's going for, little options menu and (most importantly imo) the gameplay! It's super fun collecting coins and dodging (SYNCED WITH MUSIC BTW IT'S SOOO COOL) projectiles! This is the most fun had in platformer so far, and hearing your voice like this in the video makes me really sad. I guess Stormfy was right after all. So thank you Colon, off to a great start! Can't wait to see more from you! (oh by the way on level 15 you can try speedrun your way to the platform if you don't want to wait)
Yeah. I definitely agree. Although, colon doesn’t deserve the hate. It’s all RobTop’s fault. Edit: Well, it is kinda colon’s fault, but not entirely. He didn’t know about platformer difficulty before.
I really like this level because it proves that a level can be hard with checkpoints, I feel like removing checkpoints in a Platformer Demon would just be artificially increasing the difficulty and would just be to make it harder, difficult things and annoying things are separate after all.
I mean loss of progress is technically artificial quality but it’s also the reason geometry dash is so successfull, starting over making late level % deaths be the thing to explode the game
@@StopDropDash That's fair, plus since updates fell and the difficulty of custom levels increased so I see why people see checkpoints in Platformer demons as making it too easy, I feel like that thought will probably lessen as time goes on and better Platformer demons are released
honestly my main problem with a lot of the platformer levels ive played so far has ben long stretches with no checkpoints. its plain annoying to have to redo like two sections youve already beat just to get an attempt at the next bit. it works for the regular mode cause thats basically the whole point and practise mode is there to help when youre stuck on a section; but unless the level specifically wants you to do a perfect run; be it just how the level is or if its just for a coin; it just doesnt work for platformers. especially since not just having one button leaves a lot more difficulty on the execution
The trowback this level gave actually hit hard. As soon as I saw the newgrounds loading screen i knew i was in for a good one. The gameplay is frustrating and I love it for that. Thanks Colon, this is such a good tribute to old flash games.
this level was a blast to play, the last levels definitely got a little annoying but I think it's just to say how well you captured those old platformer flash games. really charming and well done on it!
I love how faithful you kept it to the original source while keeping the gameplay fun. It probably took me a good 15 minutes first try and I had fun. I love how you gradually brung up the difficulty instead of throwing the player right into it. Like others mentioned, the hate comments I feel came from the fact that it got rated -- let alone rated 7 moons --but ignoring that detail and just playing the level for what it is truly is an experience if you understand all the little references.
I played the level, and it was quite fun! Also now that 2.2 came out with the random trigger, I’m going to recreate your random level video but bigger :)
I loved this stage, got stuck on Level 9 and accidentally exited on Level 10. Still a wonderful 10 levels I got through, might try my hand at it again :) Please make another one, these are incredible lol
I have to say I really liked the final level boss laser beam. It was like you said very similar to The Binding of Isaac, and I felt that was a really cool way to create a callback/reference. Overall all the love letters to original series and flash games were so cleverly put, and honestly, I love it! Very fun level for sure!
DO NOT CHANGE A THING!!! As someone who _actually_ plays Platformers outside of GD, I love this level's: 1) Level Design - Each level felt unique with gimmicks and fun to play through! 2) Pacing - I love the short, challenging level format present in so many Platformers, and this is no exception. I never got bored of a lengthy level or disappointed at a short one! 3) Aesthetic - You *nailed* the Flash game design PERFECTLY. It felt so nostalgic and beautiful! 4) Inspiration - Flash Platformers were my childhood, and I still play them to this day, so this level is 100% approved by me! 5) Difficulty Balancing - I'm pretty bad at platformers, yet it only took me 40 minutes or so (WHICH IS FINE FOR A PLATFORMER LIKE THIS). GD players are just really bad at Platformers, like back in the day with levels like The Nightmare. Trust me, this will be a similar situation where people a few years later will laugh at how we thought it was 10 stars when it was really 7 or 8. Edit: Another possible theory I have is that people view Platformer mode as SMM levels (as intended) rather than seeing the potential of them being like the Platformer Flash games (which I am most familiar with). Your level works as the First World of a fairly average-difficulty game, but people complain that it's long because it's a whole world. In normal GD, length usually equates to difficulty because you have to restart, but here, the overall difficulty is much lower due to the checkpoint system. People just have to get over the fact that it's not a conventional SMM level but rather one of those short yet fun Platformer games! Edit 2: I'd say I'm pretty equal between GD skill and Platformer skill, so FYI, it takes me about the same time to beat 7* levels in normal GD so yeah lol, it's a perfectly balanced level! Edit 3: I also want to state how I feel about the level system too. Most people are going to use Platformer mode like SMM, but I've always played those Platformer Games that have a cool gimmick and use it throughout a couple dozen levels and I just LOVE this format! PLEASE make more levels with this format (and feel free to use higher quality graphics) because those games are SO MUCH FUN!!!
@@50Steaks68 That's a thing that robtop should change in 2.21. Add an option to the persistant triggers and checkpoints so they are kept upon exiting the level, and make the "restart with no checkpoint" the true restart which resets these values
didn't tried it yet and as you said, it is better to play it for what it is, more than for the moons (otherwise you will be mad bc is not demon). Love the passion putted on the references, and the end was peak cinema.
Idk why everyone was complaining about the level being too long, it really isn't. Just got done playing it, and honestly it felt like the perfect length. Didn't really find it to be too hard either (Granted, i am the kind of psychopath who likes playing modded celeste so it's very probable my difficulty gadge is just permanently out of whack lol [EDIT: Ok i wrote this out before watching the video, yeah i was very much referring to strawberry Jam in particular. In a weird twist of fate, Treehive (the level shown in the example) is probably my favorite level from the hack so far (although admittedly I'm still partway through the advanced level set, so that's still liable to change), so, uh, what are the odds lol]). Only level i had trouble on was 13, but that was just on me for choking right at the end, once i realized that the pillars marked where the fireballs were it was smoother sailing from there. I believe i had about 110-ish deaths when i finished, and half of those were from 13
ya know what i hate? the fact that whenever someone makes a level that took a long time and a ton of effort, uploads it, hoping for it to be good or at least decent to the community, people lash out at the creator,calling them and the level bad when they poured their heart into it. It's just a sad part of the gd community. It's an awesome level, colon.
Jeez those replies are something else. I think the fact that most of the people playing gd right now have never touched a platformer game ever plays a part in it. There's a massive difference between the first time I started playing celeste and the time I started beating grandmaster maps for example lol. I think that kinda explains why people find your level way more difficult than it actually is (i genuinely think this level could be a 6 star.), and people just need time to get used to this sort of gameplay tbh. I am sure longer platformer levels will slowly become the norm in a few months. Nice level btw! I don't usually think about the way I play these types of levels, but your level got me thinking in a fun way!
Yea most gd players are literally being introduced to platformer gameplay with this update. Having a level like this this early into the update is prolly the reason for all the hate comments lol
I highly suggest adding checkpoints to some of the major chokepoints. This level is amazing and I felt broken when seeing people hate this great level, it captures the old flash appearance well, and the hypercam is a really nice touch! Great level GD colonge!
This level is a great tribute and display of what can be done with platformer levels. Even if it has some flaws, I hope creators take inspiration from this in the future
This level would be awesome if it was robot instead of cube because the robot plays more like Mario and gives you alot more control when jumping. A sequel with robot would be a lot of fun.:) btw this level put me into cardiac arrest
I can see both sides of the argument. Personally I think the main deciding factor is the fact that some people have played lots of platformer games and thus are a lot more comfortable in gd platformer mode levels, while others (such as myself) have only sunken 4K hours in geometry dash without really branching out to other platformers. In my honest opinion, I think platformer ratings are fair, but that may be due to the fact that they're catered to that second group of people. This particular level took me a LONG time to get through, and I think 9 stars is just about fair for it. In terms of the gameplay, there's nothing downright attrocious about it. The only points of annoyance I can see are the moving platforms not sticking and the fact that the later screens can take REALLY long and dying on them can therefore get quite annoying. Outside of that I liked it and think the hate is terribly overblown.
This level has really put forth the incredibly massive skill issue everyone has with platformer levels right now lmao. When I first saw the comments, my first thought was "oh no. are there no checkpoints for each level or what." Nope! It's just that people aren't used to spending more than a minute on levels and actually enjoy them. Hopefully this will change with time though. Nice level :)
i grew up with flash games and instantly knew what the level was going to be when i saw the name lmao loved the level, you really nailed the early 2000s flash game vibe and it generally felt very fair and just fun to play
Gotta say it's a rather bold claim to say that the gameplay feels bad at times because it was inspired by things with awful gameplay/physics but guess that's more on rob for giving it featured so I assumed the gameplay would be good as I didn't get the reference myself. For the difficulty, I am not the best platformer player really, especially when playing gd on phone. Played a bit of celeste and some metroidvanias but usually insane gd platformers take me about 15-30 mins and easy demons like 30 mins to an hour from the ones I have played. There's some that of course don't follow this pattern like the catacombs (9 moons) where I was stuck in a single room for like 50 minutes and twenty trials (easy demon) which was pretty long and took me a total of 1h 20 mins. But still, this level does take the second place for most time spent on a single insane platformer so far and I can't say I had a great time. Some levels like 6, 9, 12 and 14 did have some cool ideas and pretty fun execution to also give some positives and hunting the coins was a fun side object (finished first playthrough with 205 coins) but that's about where the positives end. First of all a game inside a game I dislike the idea of the level having a linear increase in difficulty. It feels really easy for a while with the first 9 rooms taking like 6 mins and then the pain begins but at that point it feels like I am already close to the end so it would be a waste to quit now as the whole thing is a single level, not a collection the player can play one at a time. In my opinion the level should at least clarify that it gets progressively harder so the player kind of knows what they are getting into or should showcase its hand relatively early on for the same effect. Also the room 13 is just dumb, it's harder than everything else combined and most of the difficulty is from climbing back up where the room feels like it's wasting my time since I have to do the same thing I can do with 95% success rate just to attempt the thing I actually want to practice. With the annoying physics of the platform the level really didn't invite me to try to speedrun the room either. I am not sure if it was sarcasm or not but the "clever" level design of room 13 doesn't work, I tried to backtrack on the top row after getting to the first box and got it first try, it really isn't hard to avoid the moving platform when going down. Some of the ideas were neat but this is definitely the biggest case of any platformer level I have played where I just wanted it to be over already.
I actually liked this level when I played it, I found it very charming and nostalgic. I think the majority didn't understanded the purpose of the level :((
The hate probably came from people having the wrong perspective on platformers People think of platformers as just short and difficulty levels (kind of like challenges), which works yes, but super gd gem hunt proves it can be full-on games too. Thing is, people look at this lasting longer than usual and it just throws them off, especially considering the rating. Honestly robtop should add more options to show time length on the level menu. Like instead of just "Platformer" make it "Plat. Challenge" (short, like The tower XXII), "Plat. Adventure" (medium, like forsaken city) and "Plat. Game" (long, like super gd)
I'm sure almost everyone understood the level reference but the problem is that almost everyone hates it because the gameplay is terrible It may be very nice and all but it is horrible zzzzzz
This level was a nice nostalgia trip! And also made me realize that having unrestricted internet access as a kid was the best/worst thing to happen to me 😅
The level really was a good nostalgia trip. I have tons of fond memories playing those crappy bootleg Mario games on my old busted up laptop and your level perfectly captured them in all of their janky glory. keep up the good work 👍
DUDE THIS LEVEL SLAPS!!! Im in LOVE with this level.. PLEASE make another in this style but make it a bit harder and add more coins. I have a few ideas such as adding a tower mode or making a speed runner mode just an idea. LOVE THE LEVEL KEEP UP THE GOOD WORK! :))
This level was brutal for a 7*. I spent way too much time on this level only to give up on level 14. It was a good level though just lured me and other people into a level that was much harder than it looked
I get where you're coming from but I feel like is level is AT MOST a 9*, sure it's fairly long and there's a few levels that are pretty tough, but the two or three hard sections don't instantly skyrocket the level to a demon tbh.
@littlebrizzle552 I agree with you. I was most definitely not worthy of a demon though, as you said as although the gameplay is hard on some places, it doesn't exceed insane at any point
tbh, when i first played the level i understood immediately what it was trying to reference, so i didn't care about the design and instead laughed about the hypercam and noticed how well you recreated the look of those old flash games, 10/10 level i liked it a lot
Despite not getting the reference, I think that this level was really enjoyable! I think that if you are actively hating on the level because of the moon rating being 7 despite the length, you aren’t playing it for fun, which is the point of the video game
I played different (but still similar) flash games when I was a little kid, and I absolutely love the aesthetic of this level. The player not moving with the platform is an amazing touch btw, I love that :)👍
As a kid, I loved playing those old mario games, especially Super Mario Starcatcher 2, making the level feel like a return to the past, to my childhood. Good job getting that authenticity to old flash games, I love it
I think the biggest problem with platformer levels is that you get rewarded ONLY if you beat the entire thing. And since you cant leave the level and come back later to a checkpoint they have to be shorter to not be frustrating. With normal levels full clear is short, so you can stop and come back at any point, but with platformers if you leave not only you are not rewarded you also have to once again spend a lot of time to get to the part you got stuck on
Dear gd cologne, your level is not bad at all, but the real issue is that it kinda breaks Newton’s first law of physics that states: “An object at rest remains at rest, or if in motion, remains in motion at a constant velocity unless acted on by a net external force”. So, In our case, in other words, the f*cking platform you made should stick with my icon’s ass. Thank you 😃 (I love gd cologne) (You are not a furry)
see - now this is what the 2.2 levels are supposed to be. the official robtop ones just feels too hard for new players and it doesnt let them get used to the mechanics before throwing something absurd at them good job furry boy
I made a comment similar to this on your community post, but after watching this vid, it made me want to say it again: Colon, you did great on this. I may have some bias having grown up on flash games myself, but really, it was fun, it was challenging, and felt like a true nostalgia blast! Thank you for the effort you put into this community, and dont let the negative comments get you down! 'v' (Also, just wanna say, I really appreciated those Super Mario 63 and VVVVVV mentions. Feels like nobody nowadays knows those games DX)
I agree with the mindset that this level's difficulty is inconsistent with the levels that surround it. However, much of the issues with longer levels in platformer mode is the lack of a togglable "save and quit" feature, which would allow players to continue from the last checkpoint they reached upon re-entering the level. Due to the lack of it, levels have to be designed in a way where most players of their target skill level have to be able to beat it in one sitting, and most creators took the route of making short levels to compensate for the lack of this basic feature.
That was my biggest concern about the platform mode and it seems it is becoming a big problem about those levels. Makes me wish that 2.2 should've been delayed honestly.
The last official platformer level (“The Secret Hollows”) in particular NEEDS this feature. Having to complete that bossfight at the end of an already long level in one sitting is just, ugh. I really wish you could just decide to finish off the bossfight later
My problems with this level were the difficulty spikes and the waiting time required for the platforms to move, which was specifically bad in some levels, but other than that, it was fine for me; definitely didn't deserve that much hate, so I'm sorry you had to endure that. Also, I completely missed the pillars indicating where the fireballs came from in level 13 and still didn't find it all that hard.
4:06 .I feel like the reason why people hate platformer levels that are long is because of a lost of progress when they quit. In a normal level if you die at the end you have to restart or just quit the level and lose nothing, but in platformer, if you die at the end, you first get mad, then want to quit, then realize if you quit you have to do everything again and lose checkpoints, then you have a good run and die again. It is losing checkpoints that make dying and quit not an option.
this is why i think checkpoints should never be in platformer demons, it makes it feel more punishing to quit and less rewarding to win and kinda ruins the demon difficulty in general, demons should be something you need skill for, not something can just grind the whole day until you get lucky
I'm sorry to hear about your experience with words of players. I don't have GD and never played it, even lite version not much was caught by me, but your level invokes that love to indie games, like you said. When they bad at technical side, they make it up by ideas and style, and your level is surely much better, so I can't see why people hate it. I think difficulty was set pretty fair: it's not a walk in the park, but you also don't need to spend hours trying to beat it, something which are demon levels known for. I could understand "too long" point, if you didn't made smart thing by putting checkpoints... I think people just were expecting something bigger from you, but they don't understand that even professional level designers can have fun at making shovelware style things
I havent played these flash games before but when I saw your level it immediately reminded of those knock off games of mario that i used to play on scratch where the physics were terrible. Also love this level dont listen to the ppl who say they hate it
this level makes me realize that there's a lot of potential for levels based in flash games, maybe we can do something like a koopa's revenge or something, it would be very good
Bro, I was doing random list today, and I came across this, surprisingly for most of you, I loved it, every bit of it, I didn’t read that it was made by GDCologne, but that just makes it better.
thanks for unlocking some childhood memories when you mentioned mario starcatcher 2. I remember getting mad at the moving platform stuff as a kid and now seeing what the name is I might go revisit the game if it's been saved. Amazing level. Many people already pointed out the problem with it being the lack of understanding the reference but to those who do it's a cool level
i’m guessing the reason people were complaining about the length was because most platformer levels in the game currently are just that: levels; whereas you decided to recreate the entirety of a game instead of just handful of levels (admittedly, a short game, but an entire game nonetheless)
He got a lot of comments saying the level was bad, so he proceeds to explain why the level was bad on purpose. LOL I love this level though, and the hypercam watermark is so accurate it's scary. I also agree that platformer demons are super easy and it feels like cheating, takes me about 10 minutes as well. 8:38 also, FINALLY a level where the cutscene brings in black cinematic bars at the top and bottom, I was waiting for this.
i honestly think this is a really good level with work put into it and i see what you mean by the old games that can be good and can be back and i love how it is mario themed and i love mario themed games, its a really good level and if people don’t like it dont let them stop you from building what you want to build:)
I really love the level that you made (even thought I can't beat it yes I know I'm quite bad at plat.) The block design was nostalgia and I like that the moving platforms don't move you because then it will be to free. I also like that THE LEVEL HAS CHECKPOINTS LIKE YOU DON'T LOSE YOUR PROGESS FULLY. Anyway great level Colon.
I played this as one of the first community-made platformer levels before I knew about your channel. I thought it was a really cool level because it was long enough to have lots of different mechanics, but not so that it became boring; each stage felt unique. It was also really satisfying to complete it because it took me a long time to do so but was still fun & frustrating in a good way that geometry dash always gives me.
6:54 honestly, level 11 was significantly harder. the timings on the fireballs were much tighter in level 11 whereas here it felt like for the most part the only difficulty was not making a mistake.
The compilation of bitesized challenges was a great choice. The length of a level shouldn't have too much sway on its rating if it has good checkpoints imo. The level of difficulty was just right for 7-9 moons.
I loved this level, and I didn't even realise you made it. You replicated the "flash game made by a 15 year old in 2 days" feeling really well. Though I did get a bit tired towards the end. I think the reason people don't like long levels is that, in other platformers (like celeste), if you get bored you can just quit out and come back later. While in geometry dash, if you get bored and quit, you lose all your progress. Perhaps in 2.3 we could get some sort of mid-level save system. For now, creators could use password systems like old NES games (megaman for instance). I think mastergame use this. I definitely agree that demon platformers are way too easy. In my opinion, speedtek doesn't even really deserve demon difficulty. Insane at most. But its rated hard demon!
You're level is awesome and I enjoyed every last second of it (except for the 10000 trials for the 3rd coin lol). It directly went to my fav list. Would love a part 2. Don't listen to much to people's complaint and continue to create what you like
The biggest problem I had was the heavy reliance on moving platforms, none of which had any physics for friction. Meaning you would die because you couldn't keep yourself on the platform. This became a detrimental problem in levels 10 and 11. I stopped at 11 cause it was annoying the hell out of me. If you added friction physics to the moving platforms, later levels would be so much more manageable. However, I picked up on the style immediately, and it is a pretty level.
I never actually played the level but it seems like the main cause of complaints were: 1) People didn't get the reference 2) People were expecting shorter 'levels' as opposed to a full game with many levels The gameplay (maybe other than the sliding platform not sticking) looks pretty fun and intuitive, so it really doesn't deserve the hate
The issue with the level that I think everyone hates is that the moving platforms are desynced from the lava spit cycles, and while that creates extra challenge and prevents accidental death by cycle alignment, it simply means that sometimes you die beyond your control. The same goes for the monster room --- the first area is beatable in just over one cycle, but the next area is locked behind 7 or so cycles with one hard jump just after. It creates a lot of artificial playtime. Despite that, the level design and visuals are quite good. I liked the level overall for its creativity, but the gameplay was less than ideal and had me wanting to stop playing. The boss was pretty funny though. (STREEEETCH!!!) The room that was longer than any of the others was the one that had descending lava and the climb up. I liked the idea, but it would've been better if there was a checkpoint at the bottom. It was nearly twice as long as the following room. So basically, keep up the visuals. 2.2 gonna be great. However, platformer levels will also force people to actually understand game design. Sorry to anyone who has to learn !!
Something that a lot of people don't seem to understand with platformer difficulty is that you can't just compare your platformer skills to your normal gd skills. You can't just say that a level should be demon just because it took you roughly the same amount of time an easy demon would take in a normal level. The truth is, for most people, you've been playing and improving at regular sidescrolling geometry dash for several years. If you haven't been playing platformer games in a similar vain (most people who play gd have beaten more than just the main levels, which is why only completing the main chapters of say celeste is not the same as the hundreds to thousands of hours you may have spent on online gd levels), assume that you are basically starting platformer mode from square one (besides basic game knowledge). It'll then be completely normal for a 7 star to take you upto 40 minutes if you remind yourself that you're not actually good at platformer compared to 2.1 gameplay, considering you probably have 5 hours at most of platformer practice.
I didn't really have a problem with the star difficulty - I knew that platformer difficulties would be wacky for a long time - my problem was with the sudden jump in difficulty as you go through, it feels like around level 9 or 10 and beyond are demon difficulty and everything before it is 5, which is why it averages out to 7 stars in the final product. Maybe I just have a skill issue, but I would have liked a steadier difficulty increase.
I think the problem with the difficulty is the expectations set by it. If I play a 7* or below, I usually want a relatively chill experience that I can complete within ~5 minutes, so having it be longer than that is a little jarring - though this might be just something we need to get used to with platformer levels, considering that each segment is definitely easy enough to be a 7*, its just really long. I definitely agree it shouldn't be a demon, its much too forgiving (so are most demon platformers but that's a separate issue), but it doesn't meet the expectations set by the difficulty which is why I guess so many people had a problem with it. Had it instead been rated 8 or 9 stars I think the issue would be lessened. One way I think could help this issue would be to be upfront about how many levels there are. I got up to level 10 I think, and just got bored and left because I saw comments about how long it was and I didn't know how long it was - in my head I was thinking 10 initially, but when I saw it kept going I was thinking 20-25 levels potentially and got bored and left. If I knew it was only 15 I probably would have kept going.
imo turning the authentic filter off makes it even more authentic at least from my experience with these flash games they would always have pixelated blocks and designs mixed with clean and crisp hd sprites, like how in sm63 where everything was pixelated with the exception of the menu, text and text boxes
I do wish more platformer levels were longer but i also kind of dont want them to be longer as the inability to come back later if a level is irritating me takes points off of levels frequently (yes it is a skill issue)
I think some platformer levels feel harder than they actually are because once I leave the level then all the checkpoints are lost. Celeste, for example, allows us to leave the level whenever and resume it from certain checkpoints. This is the why it is okay for Celeste levels to be long. However, while I play a lengthy GD platformer level I end up sticking to it until I finally complete it, because if I leave it then I have to do it from the start. The main thought I had while in later stages of this level was "when does it end?" I have enjoyed Mario fan flash games in the past and so I appreciated and enjoyed the gimmicks and designs of this level, but yes I felt it was too demanding for 7 moons.
It makes sense why people are upset, mainly about not getting the refrences and thinking the level didn’t get the attention it needed but its upsetting to see so many people believing this was the best you could do. You did a amazing job replicating that old and reused asset style and if the people got the reference, they’d be saying the same thing. Good Job GD, You deserve it.
From when you showed the first level I thought "Oh hey this is like mario starcatcher 2" so i might be a bit biased but I love your approach with this one! I also played hundreds of those bad flash games and the aura is captured perfectly here, the moving platforms that dont work and the random mechanics are awesome. I think a lot of people in this community don't really appreciate levels that appeal to what their general "rated level" standard is, which is probably why it got a decent amount of hate. "Unfair moving platforms? Random difficulty spikes? Well thats not what I think should be in a rated level which means its bad." But in reality its a lot more subjective then that, the same reasons people hate this are the same reasons I love it, the broken platforms weren't some oversight of the level, it IS the level. Its like if you criticized ORBIT by Mindcap (and friends) for having too many orb jumps, people just missed the point lol. I hope you are not discouraged by those comments you got about the level being bad, because geometry dash could use more unique experiences like this one, even if a lot of people don't realize it yet.
UPDATE: As of writing this, the level was regraded to 9 moons. Everyone wins now!
Man I just beat it this morning 💀 it was a really fun level though
kool
ok coolio first
i havent played the level yet but from what i see from this video it looks very fun and fits the old rating
When you update the gd save explorer, can you make it so you can edit the values of diamonds and diamond shards, plus mana orbs. Nothing else, as i am NOT paying $5 for megahack.
The problem is that almost no one understood the reference, which isn’t too surprising, but damn some people seem to genuinely think that this is GD Cologne’s peak level design
i feel old :(
i’m sure i’m younger than a handful of the games this level is parodying and i still got the reference, people are uncultured smh
@@GDColonhe feels old :c
It wasn't really that, they just got the wrong idea of the reference. They probably thought it was just based on the full game.
@@GDColon You’re not alone
I agree with the comment on the demon thing. Most platformer demons feel a lot easier than normal demons.
I think it's because of checkpoints. If you put a checkpoint after each room, it means the player can just forget about the previous part after they complete it.
But in normal demons, the player must memorize the whole level and beat it in one go.
If I were to make a platformer extreme demon, I'd go as far as to make the player heckin' suffer, and by that, I mean that I will put absolutely no checkpoints in the level if I were to make a platformer extreme demon to give the player a true challenge. Ever since there was only one platformer demon, I always thought platformer extreme demons would not have checkpoints. After hearing about I Wanna Be The Guy, I was expecting absolutely no checkpoints, and... there were checkpoints.
I'd rather make a platformer extreme without checkpoints than with checkpoints. Just saying.
The problem with removing checkpoints is that it would just raise the difficulty in a very frustrating way. I really hope that people will manage to push the difficulty of plattformer without getting rid of checkpoints.
@@laserslime I mean some games like just shapes and beats have a justified use of checkpoints, normal levels have checkpoints but bosses don't, it could be something like that
I think that the inflated demon difficulty is mainly because of everyone being:
- Much worse at plataformer levels compared to normal ones
- People judging difficulty by the amount of time taken and not considering the fact that everyone is bad rn
In terms of checkpoints being detrimental to demons, i think people will just learn how to integrate checkpoints into levels whilst still making them hard and fun. It has been less than a month since the update, everyone still has a lot to learn
@@Neodx2jsab... Hey that gives me an idea what gd level I'll make next
This is one of my favorites in 2.2 so far. Im in love with platformer levels, but they definitely feel too short. This is awesome
Agreed, Playing old mario and sonic flash games was the best part of my childhood. and this level captured most of the things really well, especially the low quality unregistered hypercam that was found on a lot of old youtube videos back in the day. Never expected a level like this on Geometry Dash.
stop capping gayon
It is cool so far.
Cap
yoooo it's Aeon! how ya doin
I didn't expect to comment on this video because I'm horrible at writing in English, but I found it necessary to tell you, thank you.
This level is an ode to newground games and the like, from the coins scattered around, the sounds, the platform you have to walk on because it doesn't take you. All of this reminds me of my childhood-early adolescence, and the hours I spent with those games. I enjoyed it too much, don't let your happiness be ruined by people who didn't understand the concept.
PS: the detail of the unregistered hypercam 2 is pure gold, I love it.
PS2: How I hated you in the lava level for having to make the way back afterwards, but frustration and taking out even the creator's dead is part of the Newgrounds game experience
btw i was thinking in a game called "super yoko adventure" o something like this (copyright magic) but it was watch mario starcatcher 2 and having a trip to my childhood, I remember perfectly how much I hated those platforms but how much fun I had in computer classes when they gave us time to play. Thank you for this beautiful memory in the form of GD level
(we are so old)
your great
this should get hearted
Your not bad at english at all
People who are bad at English wouldn't use adolescence 😂
Man, the level is more than good. I think it maintains the essence of the old Flash game style very well and the level design is super entertaining. Forget what people say, you have talent!
I’m really glad many people are getting the old flash game vibe
Its rlly nostalgic
@@brandonduong3582 skill issue
@@brandonduong3582 skill issue
@@brandonduong3582the gameplay is not ultra fun to play but like it’s still really solid, if you just want moons it’s not fun but if you’re actually dedicated to the level like you would be with a demon level it’s really fun trial and errors
My issue with the level was that later on almost all of the stages were based on moving objects(and having to move your character along with the platforms was not very fun). Having to worry about like 4 or 5 different moving obstacles at the same time was where it fell short to me.
That's more of a skill issue ngl, no offense, but git gud at Platformers in general if you want to have a chance with >5* levels (granted they're rated how they deserve). I recommend just combing the Platformer Games section of CoolMath Games or some other website like that
Obviously we are not yet fully accustomed to platformer mode, considering we've been an autoscroller for a decade.
Personally I like that kind of gameplay, I feel like it's the most logical step for any platformer that doesn't have enemies/fighting since you don't want it to be TOO static and boring. Just you vs a somewhat harsh environment. If you can rest after every small move the stakes are way lower
@@GDColonStill, having too many moving objects can make the overall experience feel stressful and very confusing. It’s better to mix it in with several different obstacles, or perhaps even using less moving objects, in my opinion.
@@GDColon then the star rating should be higher, because that level causes me more pain than speedtek
I’m reliving my childhood with this video. As someone who actually played terrible and sometimes great flash games I’m going to enjoy playing this level I can’t wait to make a video on it.
I absolutley understood that the level was an homage to old flash games. The platforms not moving you with them was one of my favourite details.
How can you NOT love this? As a meatboy deathless vet and classic doom enjoyer i really love the style this level's going for, little options menu and (most importantly imo) the gameplay! It's super fun collecting coins and dodging (SYNCED WITH MUSIC BTW IT'S SOOO COOL) projectiles! This is the most fun had in platformer so far, and hearing your voice like this in the video makes me really sad. I guess Stormfy was right after all.
So thank you Colon, off to a great start! Can't wait to see more from you!
(oh by the way on level 15 you can try speedrun your way to the platform if you don't want to wait)
:( people in this generation rn man, not having as much as having to play flash games
tbh my only real problem is that this level is NOT 7 moons in any way. Robtop was crazy not making it a demon
Platformer difficulties are all over the place right now. But I'm confident that we'll all eventually figure something out
No way it’s gd cologne
Yeah. I definitely agree. Although, colon doesn’t deserve the hate. It’s all RobTop’s fault.
Edit: Well, it is kinda colon’s fault, but not entirely. He didn’t know about platformer difficulty before.
@@GDColonhi
@@GDColon we won't
until 2.3 probably
the only issue i have with this level is when you hold jump when directly under a block, it shatters your eardrums.
thats not just only in this level, its in many other levels
Infinite jump generator
You just have sensitive eardrums stfu lmao
Many old Platformers have goofy features like this so it's fitting lol
why would you do that in the first place
I really like this level because it proves that a level can be hard with checkpoints, I feel like removing checkpoints in a Platformer Demon would just be artificially increasing the difficulty and would just be to make it harder, difficult things and annoying things are separate after all.
I mean loss of progress is technically artificial quality but it’s also the reason geometry dash is so successfull, starting over making late level % deaths be the thing to explode the game
But yes in platformer checkpoints are kinda necessary
@@StopDropDash That's fair, plus since updates fell and the difficulty of custom levels increased so I see why people see checkpoints in Platformer demons as making it too easy, I feel like that thought will probably lessen as time goes on and better Platformer demons are released
honestly my main problem with a lot of the platformer levels ive played so far has ben long stretches with no checkpoints. its plain annoying to have to redo like two sections youve already beat just to get an attempt at the next bit. it works for the regular mode cause thats basically the whole point and practise mode is there to help when youre stuck on a section; but unless the level specifically wants you to do a perfect run; be it just how the level is or if its just for a coin; it just doesnt work for platformers. especially since not just having one button leaves a lot more difficulty on the execution
The trowback this level gave actually hit hard. As soon as I saw the newgrounds loading screen i knew i was in for a good one. The gameplay is frustrating and I love it for that.
Thanks Colon, this is such a good tribute to old flash games.
The fact that alot of people hate that level, it's actually good
this level was a blast to play, the last levels definitely got a little annoying but I think it's just to say how well you captured those old platformer flash games. really charming and well done on it!
Yeah. I think that’s the point. Colon did it well!
I love how faithful you kept it to the original source while keeping the gameplay fun. It probably took me a good 15 minutes first try and I had fun. I love how you gradually brung up the difficulty instead of throwing the player right into it. Like others mentioned, the hate comments I feel came from the fact that it got rated -- let alone rated 7 moons --but ignoring that detail and just playing the level for what it is truly is an experience if you understand all the little references.
Money
Only two comments that’s crazy
No like from colon? That’s criminal.
Can’t believe there wasn’t one FIRE IN THE HOLE besides the normal face at the end. You really held back for a gd player, colon
im gonna be real fire in the hole is not funny at all
LEAVE ME ALONE 😭😭😭😭
@@gloomysdays THANK YOU for saying that. Fire in the hole and lobotomy levels are like the gd community's excuse for sucumming to brainrot
@@gloomysdays fire in the hole
@@gloomysdays FIRE IN THE HOLE!!!!!!!!
@@gloomysdays fire in the hole
I'm so glad someone knows about Super Mario 63! And the level felt amazing when I played it. Great job!
I played the level, and it was quite fun! Also now that 2.2 came out with the random trigger, I’m going to recreate your random level video but bigger :)
donation and no comments? how?
@@ItzFlowerGMD my comment got buried lol
@@Adever12 sad
I loved this stage, got stuck on Level 9 and accidentally exited on Level 10. Still a wonderful 10 levels I got through, might try my hand at it again :)
Please make another one, these are incredible lol
Yoooo Pixelcraftian!!!
Glad to see you here!
It's really fun seeing creators actually not caring and just having fun for once! This level has a lot of personality
so true!!
The way the boss died is so funny to me. Just the slap on the head with the box. Really good level! :)
ikr lmao
The Box of Doom
9:30 "if you look at the level, its pretty straightforward" *proceeds to show over 100 triggers*
I have to say I really liked the final level boss laser beam. It was like you said very similar to The Binding of Isaac, and I felt that was a really cool way to create a callback/reference. Overall all the love letters to original series and flash games were so cleverly put, and honestly, I love it! Very fun level for sure!
DO NOT CHANGE A THING!!! As someone who _actually_ plays Platformers outside of GD, I love this level's:
1) Level Design - Each level felt unique with gimmicks and fun to play through!
2) Pacing - I love the short, challenging level format present in so many Platformers, and this is no exception. I never got bored of a lengthy level or disappointed at a short one!
3) Aesthetic - You *nailed* the Flash game design PERFECTLY. It felt so nostalgic and beautiful!
4) Inspiration - Flash Platformers were my childhood, and I still play them to this day, so this level is 100% approved by me!
5) Difficulty Balancing - I'm pretty bad at platformers, yet it only took me 40 minutes or so (WHICH IS FINE FOR A PLATFORMER LIKE THIS). GD players are just really bad at Platformers, like back in the day with levels like The Nightmare. Trust me, this will be a similar situation where people a few years later will laugh at how we thought it was 10 stars when it was really 7 or 8.
Edit: Another possible theory I have is that people view Platformer mode as SMM levels (as intended) rather than seeing the potential of them being like the Platformer Flash games (which I am most familiar with). Your level works as the First World of a fairly average-difficulty game, but people complain that it's long because it's a whole world. In normal GD, length usually equates to difficulty because you have to restart, but here, the overall difficulty is much lower due to the checkpoint system. People just have to get over the fact that it's not a conventional SMM level but rather one of those short yet fun Platformer games!
Edit 2: I'd say I'm pretty equal between GD skill and Platformer skill, so FYI, it takes me about the same time to beat 7* levels in normal GD so yeah lol, it's a perfectly balanced level!
Edit 3: I also want to state how I feel about the level system too. Most people are going to use Platformer mode like SMM, but I've always played those Platformer Games that have a cool gimmick and use it throughout a couple dozen levels and I just LOVE this format! PLEASE make more levels with this format (and feel free to use higher quality graphics) because those games are SO MUCH FUN!!!
The biggest difference between this and flash games? Upon exiting, your ENTIRE PROGRESS IS RESET.
@@50Steaks68 That's a thing that robtop should change in 2.21. Add an option to the persistant triggers and checkpoints so they are kept upon exiting the level, and make the "restart with no checkpoint" the true restart which resets these values
I do not have the time to spare and read all of that.
@@daridon2483 agreed, but the option for permanent checkpoints must ABSOLUTELY be toggled on by default.
what does smm stand for
didn't tried it yet and as you said, it is better to play it for what it is, more than for the moons (otherwise you will be mad bc is not demon). Love the passion putted on the references, and the end was peak cinema.
I love how well used the “Box That Kills Stretched Monster” trigger. Nice work!
Ez reference to the crate that floats up and down trigger
Idk why everyone was complaining about the level being too long, it really isn't. Just got done playing it, and honestly it felt like the perfect length. Didn't really find it to be too hard either (Granted, i am the kind of psychopath who likes playing modded celeste so it's very probable my difficulty gadge is just permanently out of whack lol [EDIT: Ok i wrote this out before watching the video, yeah i was very much referring to strawberry Jam in particular. In a weird twist of fate, Treehive (the level shown in the example) is probably my favorite level from the hack so far (although admittedly I'm still partway through the advanced level set, so that's still liable to change), so, uh, what are the odds lol]). Only level i had trouble on was 13, but that was just on me for choking right at the end, once i realized that the pillars marked where the fireballs were it was smoother sailing from there. I believe i had about 110-ish deaths when i finished, and half of those were from 13
ya know what i hate?
the fact that whenever someone makes a level that took a long time and a ton of effort, uploads it, hoping for it to be good or at least decent to the community, people lash out at the creator,calling them and the level bad when they poured their heart into it. It's just a sad part of the gd community. It's an awesome level, colon.
Jeez those replies are something else. I think the fact that most of the people playing gd right now have never touched a platformer game ever plays a part in it. There's a massive difference between the first time I started playing celeste and the time I started beating grandmaster maps for example lol. I think that kinda explains why people find your level way more difficult than it actually is (i genuinely think this level could be a 6 star.), and people just need time to get used to this sort of gameplay tbh. I am sure longer platformer levels will slowly become the norm in a few months.
Nice level btw! I don't usually think about the way I play these types of levels, but your level got me thinking in a fun way!
Yea most gd players are literally being introduced to platformer gameplay with this update. Having a level like this this early into the update is prolly the reason for all the hate comments lol
I highly suggest adding checkpoints to some of the major chokepoints.
This level is amazing and I felt broken when seeing people hate this great level, it captures the old flash appearance well, and the hypercam is a really nice touch!
Great level GD colonge!
This level is a great tribute and display of what can be done with platformer levels. Even if it has some flaws, I hope creators take inspiration from this in the future
This level would be awesome if it was robot instead of cube because the robot plays more like Mario and gives you alot more control when jumping. A sequel with robot would be a lot of fun.:) btw this level put me into cardiac arrest
I can see both sides of the argument. Personally I think the main deciding factor is the fact that some people have played lots of platformer games and thus are a lot more comfortable in gd platformer mode levels, while others (such as myself) have only sunken 4K hours in geometry dash without really branching out to other platformers.
In my honest opinion, I think platformer ratings are fair, but that may be due to the fact that they're catered to that second group of people.
This particular level took me a LONG time to get through, and I think 9 stars is just about fair for it. In terms of the gameplay, there's nothing downright attrocious about it. The only points of annoyance I can see are the moving platforms not sticking and the fact that the later screens can take REALLY long and dying on them can therefore get quite annoying.
Outside of that I liked it and think the hate is terribly overblown.
This level has really put forth the incredibly massive skill issue everyone has with platformer levels right now lmao. When I first saw the comments, my first thought was "oh no. are there no checkpoints for each level or what." Nope! It's just that people aren't used to spending more than a minute on levels and actually enjoy them.
Hopefully this will change with time though. Nice level :)
Oops, rip my heart. :(
For me it's just hard to deal with the slightly slippery movement of platformer mode on mobile
@@themustardman219yeah, platformer mode on mobile is pretty buggy, hopefully rob will smoothen it out in 2.21
"not used to spending more than a minute on levels"
My brother in christ have you heard of extremes?
@@cubex6342 He talks about star/moon grinders
i grew up with flash games and instantly knew what the level was going to be when i saw the name lmao
loved the level, you really nailed the early 2000s flash game vibe and it generally felt very fair and just fun to play
This level is like post-irony, i like it
What does that mean
Edit: what I mean is just what does post irony mean
Gotta say it's a rather bold claim to say that the gameplay feels bad at times because it was inspired by things with awful gameplay/physics but guess that's more on rob for giving it featured so I assumed the gameplay would be good as I didn't get the reference myself. For the difficulty, I am not the best platformer player really, especially when playing gd on phone. Played a bit of celeste and some metroidvanias but usually insane gd platformers take me about 15-30 mins and easy demons like 30 mins to an hour from the ones I have played. There's some that of course don't follow this pattern like the catacombs (9 moons) where I was stuck in a single room for like 50 minutes and twenty trials (easy demon) which was pretty long and took me a total of 1h 20 mins.
But still, this level does take the second place for most time spent on a single insane platformer so far and I can't say I had a great time. Some levels like 6, 9, 12 and 14 did have some cool ideas and pretty fun execution to also give some positives and hunting the coins was a fun side object (finished first playthrough with 205 coins) but that's about where the positives end. First of all a game inside a game I dislike the idea of the level having a linear increase in difficulty. It feels really easy for a while with the first 9 rooms taking like 6 mins and then the pain begins but at that point it feels like I am already close to the end so it would be a waste to quit now as the whole thing is a single level, not a collection the player can play one at a time. In my opinion the level should at least clarify that it gets progressively harder so the player kind of knows what they are getting into or should showcase its hand relatively early on for the same effect. Also the room 13 is just dumb, it's harder than everything else combined and most of the difficulty is from climbing back up where the room feels like it's wasting my time since I have to do the same thing I can do with 95% success rate just to attempt the thing I actually want to practice. With the annoying physics of the platform the level really didn't invite me to try to speedrun the room either. I am not sure if it was sarcasm or not but the "clever" level design of room 13 doesn't work, I tried to backtrack on the top row after getting to the first box and got it first try, it really isn't hard to avoid the moving platform when going down. Some of the ideas were neat but this is definitely the biggest case of any platformer level I have played where I just wanted it to be over already.
this level is so cute. Like I loved this and enjoyed it a lot. It has such a nice charm! I’m glad you made it
I actually liked this level when I played it, I found it very charming and nostalgic. I think the majority didn't understanded the purpose of the level :((
The hate probably came from people having the wrong perspective on platformers
People think of platformers as just short and difficulty levels (kind of like challenges), which works yes, but super gd gem hunt proves it can be full-on games too. Thing is, people look at this lasting longer than usual and it just throws them off, especially considering the rating.
Honestly robtop should add more options to show time length on the level menu. Like instead of just "Platformer" make it "Plat. Challenge" (short, like The tower XXII), "Plat. Adventure" (medium, like forsaken city) and "Plat. Game" (long, like super gd)
I'm sure almost everyone understood the level reference but the problem is that almost everyone hates it because the gameplay is terrible
It may be very nice and all but it is horrible zzzzzz
This level was a nice nostalgia trip! And also made me realize that having unrestricted internet access as a kid was the best/worst thing to happen to me 😅
This level did not deserve all the hate. I loved it!
well i hated it! 🔥🔥
Okay E2zt that's your opinion :/
@@quxro_ skill issue
@@quxro_ your pfp tells me everything 😂
This guy is dillusional
The level really was a good nostalgia trip. I have tons of fond memories playing those crappy bootleg Mario games on my old busted up laptop and your level perfectly captured them in all of their janky glory. keep up the good work 👍
DUDE THIS LEVEL SLAPS!!! Im in LOVE with this level.. PLEASE make another in this style but make it a bit harder and add more coins.
I have a few ideas such as adding a tower mode or making a speed runner mode just an idea. LOVE THE LEVEL KEEP UP THE GOOD WORK! :))
This level was brutal for a 7*. I spent way too much time on this level only to give up on level 14. It was a good level though just lured me and other people into a level that was much harder than it looked
I get where you're coming from but I feel like is level is AT MOST a 9*, sure it's fairly long and there's a few levels that are pretty tough, but the two or three hard sections don't instantly skyrocket the level to a demon tbh.
@littlebrizzle552 I agree with you. I was most definitely not worthy of a demon though, as you said as although the gameplay is hard on some places, it doesn't exceed insane at any point
Guys stop critisizing
how did you make it through room 13 and quit at 14? 13 took me like 60 attempts, 14 took 2
Why does it get hate? Well yeah, it's ugly, but it's purposely ugly to match the atmosphere of an old mario game! And the gameplay is very fun!
tbh, when i first played the level i understood immediately what it was trying to reference, so i didn't care about the design and instead laughed about the hypercam and noticed how well you recreated the look of those old flash games, 10/10 level i liked it a lot
8:38 dont tell me i was the only one waiting for FIRE IN THE HOLE
Despite not getting the reference, I think that this level was really enjoyable! I think that if you are actively hating on the level because of the moon rating being 7 despite the length, you aren’t playing it for fun, which is the point of the video game
I played different (but still similar) flash games when I was a little kid, and I absolutely love the aesthetic of this level. The player not moving with the platform is an amazing touch btw, I love that :)👍
As a kid, I loved playing those old mario games, especially Super Mario Starcatcher 2, making the level feel like a return to the past, to my childhood. Good job getting that authenticity to old flash games, I love it
I think the biggest problem with platformer levels is that you get rewarded ONLY if you beat the entire thing. And since you cant leave the level and come back later to a checkpoint they have to be shorter to not be frustrating. With normal levels full clear is short, so you can stop and come back at any point, but with platformers if you leave not only you are not rewarded you also have to once again spend a lot of time to get to the part you got stuck on
That's true
One way it could work is a second button that brings up a checkpoint select menu,dunno how hard it would be to implement though
Dear gd cologne, your level is not bad at all, but the real issue is that it kinda breaks Newton’s first law of physics that states:
“An object at rest remains at rest, or if in motion, remains in motion at a constant velocity unless acted on by a net external force”.
So, In our case, in other words, the f*cking platform you made should stick with my icon’s ass.
Thank you 😃
(I love gd cologne)
(You are not a furry)
it's just very slippery
see - now this is what the 2.2 levels are supposed to be. the official robtop ones just feels too hard for new players and it doesnt let them get used to the mechanics before throwing something absurd at them
good job furry boy
I made a comment similar to this on your community post, but after watching this vid, it made me want to say it again:
Colon, you did great on this. I may have some bias having grown up on flash games myself, but really, it was fun, it was challenging, and felt like a true nostalgia blast!
Thank you for the effort you put into this community, and dont let the negative comments get you down! 'v'
(Also, just wanna say, I really appreciated those Super Mario 63 and VVVVVV mentions. Feels like nobody nowadays knows those games DX)
I agree with the mindset that this level's difficulty is inconsistent with the levels that surround it. However, much of the issues with longer levels in platformer mode is the lack of a togglable "save and quit" feature, which would allow players to continue from the last checkpoint they reached upon re-entering the level. Due to the lack of it, levels have to be designed in a way where most players of their target skill level have to be able to beat it in one sitting, and most creators took the route of making short levels to compensate for the lack of this basic feature.
Yeah lol, imagine Mastergame without that 😅
Yes, this exactly
That was my biggest concern about the platform mode and it seems it is becoming a big problem about those levels. Makes me wish that 2.2 should've been delayed honestly.
The last official platformer level (“The Secret Hollows”) in particular NEEDS this feature. Having to complete that bossfight at the end of an already long level in one sitting is just, ugh. I really wish you could just decide to finish off the bossfight later
The fact that practice mode isn’t even available for platformer levels yet makes it even worse. You just have to jump into it blind
My problems with this level were the difficulty spikes and the waiting time required for the platforms to move, which was specifically bad in some levels, but other than that, it was fine for me; definitely didn't deserve that much hate, so I'm sorry you had to endure that.
Also, I completely missed the pillars indicating where the fireballs came from in level 13 and still didn't find it all that hard.
4:06 .I feel like the reason why people hate platformer levels that are long is because of a lost of progress when they quit. In a normal level if you die at the end you have to restart or just quit the level and lose nothing, but in platformer, if you die at the end, you first get mad, then want to quit, then realize if you quit you have to do everything again and lose checkpoints, then you have a good run and die again. It is losing checkpoints that make dying and quit not an option.
this is why i think checkpoints should never be in platformer demons, it makes it feel more punishing to quit and less rewarding to win and kinda ruins the demon difficulty in general, demons should be something you need skill for, not something can just grind the whole day until you get lucky
I totally agree
I'm sorry to hear about your experience with words of players. I don't have GD and never played it, even lite version not much was caught by me, but your level invokes that love to indie games, like you said. When they bad at technical side, they make it up by ideas and style, and your level is surely much better, so I can't see why people hate it. I think difficulty was set pretty fair: it's not a walk in the park, but you also don't need to spend hours trying to beat it, something which are demon levels known for. I could understand "too long" point, if you didn't made smart thing by putting checkpoints... I think people just were expecting something bigger from you, but they don't understand that even professional level designers can have fun at making shovelware style things
I havent played these flash games before but when I saw your level it immediately reminded of those knock off games of mario that i used to play on scratch where the physics were terrible. Also love this level dont listen to the ppl who say they hate it
this level makes me realize that there's a lot of potential for levels based in flash games, maybe we can do something like a koopa's revenge or something, it would be very good
It's kinda good, no "Fire in the hall", no effect spam, no normal face. It's better than than the 2.2 recent tab
I agree. Like, what is wrong if you want to replicate the old games. People only liked it because of the fire in the whole issue
I'd argue It's bad exactly for all those reasons that you listed
@@Quasarel so, if he added the stuff, his level would never get rated
Setting the bar very high here
@@BenjaminM.21 yeah true
1:54 missed opportunity for crash trigger
It wouldn’t have been rated if it had one
Bro, I was doing random list today, and I came across this, surprisingly for most of you, I loved it, every bit of it, I didn’t read that it was made by GDCologne, but that just makes it better.
thanks for unlocking some childhood memories when you mentioned mario starcatcher 2. I remember getting mad at the moving platform stuff as a kid and now seeing what the name is I might go revisit the game if it's been saved. Amazing level. Many people already pointed out the problem with it being the lack of understanding the reference but to those who do it's a cool level
i’m guessing the reason people were complaining about the length was because most platformer levels in the game currently are just that: levels; whereas you decided to recreate the entirety of a game instead of just handful of levels (admittedly, a short game, but an entire game nonetheless)
He got a lot of comments saying the level was bad, so he proceeds to explain why the level was bad on purpose. LOL I love this level though, and the hypercam watermark is so accurate it's scary. I also agree that platformer demons are super easy and it feels like cheating, takes me about 10 minutes as well.
8:38 also, FINALLY a level where the cutscene brings in black cinematic bars at the top and bottom, I was waiting for this.
i honestly think this is a really good level with work put into it and i see what you mean by the old games that can be good and can be back and i love how it is mario themed and i love mario themed games, its a really good level and if people don’t like it dont let them stop you from building what you want to build:)
I really love the level that you made (even thought I can't beat it yes I know I'm quite bad at plat.) The block design was nostalgia and I like that the moving platforms don't move you because then it will be to free. I also like that THE LEVEL HAS CHECKPOINTS LIKE YOU DON'T LOSE YOUR PROGESS FULLY. Anyway great level Colon.
I played this as one of the first community-made platformer levels before I knew about your channel. I thought it was a really cool level because it was long enough to have lots of different mechanics, but not so that it became boring; each stage felt unique. It was also really satisfying to complete it because it took me a long time to do so but was still fun & frustrating in a good way that geometry dash always gives me.
6:54 honestly, level 11 was significantly harder. the timings on the fireballs were much tighter in level 11 whereas here it felt like for the most part the only difficulty was not making a mistake.
Tbh the level is funny, and also, i would think the level design is actually good, but yeah the length was exhausting lol, not bad tho
The compilation of bitesized challenges was a great choice. The length of a level shouldn't have too much sway on its rating if it has good checkpoints imo. The level of difficulty was just right for 7-9 moons.
I loved this level, and I didn't even realise you made it. You replicated the "flash game made by a 15 year old in 2 days" feeling really well. Though I did get a bit tired towards the end.
I think the reason people don't like long levels is that, in other platformers (like celeste), if you get bored you can just quit out and come back later. While in geometry dash, if you get bored and quit, you lose all your progress. Perhaps in 2.3 we could get some sort of mid-level save system. For now, creators could use password systems like old NES games (megaman for instance). I think mastergame use this.
I definitely agree that demon platformers are way too easy. In my opinion, speedtek doesn't even really deserve demon difficulty. Insane at most. But its rated hard demon!
You're level is awesome and I enjoyed every last second of it (except for the 10000 trials for the 3rd coin lol). It directly went to my fav list. Would love a part 2. Don't listen to much to people's complaint and continue to create what you like
i loved this level, i did think the 7 star rating was too low but i played it for the experience and it was awesome
The biggest problem I had was the heavy reliance on moving platforms, none of which had any physics for friction. Meaning you would die because you couldn't keep yourself on the platform. This became a detrimental problem in levels 10 and 11. I stopped at 11 cause it was annoying the hell out of me.
If you added friction physics to the moving platforms, later levels would be so much more manageable.
However, I picked up on the style immediately, and it is a pretty level.
it KILLS me how bad people are at this to say this is a demon
I never actually played the level but it seems like the main cause of complaints were:
1) People didn't get the reference
2) People were expecting shorter 'levels' as opposed to a full game with many levels
The gameplay (maybe other than the sliding platform not sticking) looks pretty fun and intuitive, so it really doesn't deserve the hate
The issue with the level that I think everyone hates is that the moving platforms are desynced from the lava spit cycles, and while that creates extra challenge and prevents accidental death by cycle alignment, it simply means that sometimes you die beyond your control. The same goes for the monster room --- the first area is beatable in just over one cycle, but the next area is locked behind 7 or so cycles with one hard jump just after. It creates a lot of artificial playtime. Despite that, the level design and visuals are quite good. I liked the level overall for its creativity, but the gameplay was less than ideal and had me wanting to stop playing. The boss was pretty funny though. (STREEEETCH!!!) The room that was longer than any of the others was the one that had descending lava and the climb up. I liked the idea, but it would've been better if there was a checkpoint at the bottom. It was nearly twice as long as the following room.
So basically, keep up the visuals. 2.2 gonna be great. However, platformer levels will also force people to actually understand game design. Sorry to anyone who has to learn !!
Something that a lot of people don't seem to understand with platformer difficulty is that you can't just compare your platformer skills to your normal gd skills. You can't just say that a level should be demon just because it took you roughly the same amount of time an easy demon would take in a normal level. The truth is, for most people, you've been playing and improving at regular sidescrolling geometry dash for several years.
If you haven't been playing platformer games in a similar vain (most people who play gd have beaten more than just the main levels, which is why only completing the main chapters of say celeste is not the same as the hundreds to thousands of hours you may have spent on online gd levels), assume that you are basically starting platformer mode from square one (besides basic game knowledge).
It'll then be completely normal for a 7 star to take you upto 40 minutes if you remind yourself that you're not actually good at platformer compared to 2.1 gameplay, considering you probably have 5 hours at most of platformer practice.
I didn't really have a problem with the star difficulty - I knew that platformer difficulties would be wacky for a long time - my problem was with the sudden jump in difficulty as you go through, it feels like around level 9 or 10 and beyond are demon difficulty and everything before it is 5, which is why it averages out to 7 stars in the final product. Maybe I just have a skill issue, but I would have liked a steadier difficulty increase.
I think the problem with the difficulty is the expectations set by it. If I play a 7* or below, I usually want a relatively chill experience that I can complete within ~5 minutes, so having it be longer than that is a little jarring - though this might be just something we need to get used to with platformer levels, considering that each segment is definitely easy enough to be a 7*, its just really long. I definitely agree it shouldn't be a demon, its much too forgiving (so are most demon platformers but that's a separate issue), but it doesn't meet the expectations set by the difficulty which is why I guess so many people had a problem with it. Had it instead been rated 8 or 9 stars I think the issue would be lessened.
One way I think could help this issue would be to be upfront about how many levels there are. I got up to level 10 I think, and just got bored and left because I saw comments about how long it was and I didn't know how long it was - in my head I was thinking 10 initially, but when I saw it kept going I was thinking 20-25 levels potentially and got bored and left. If I knew it was only 15 I probably would have kept going.
imo turning the authentic filter off makes it even more authentic
at least from my experience with these flash games they would always have pixelated blocks and designs mixed with clean and crisp hd sprites, like how in sm63 where everything was pixelated with the exception of the menu, text and text boxes
I completed this on mobile and didn't know you made it until now 😂 it was a bit hard, but I liked it, and I would say it is about a 7 to 8 moon level
I do wish more platformer levels were longer but i also kind of dont want them to be longer as the inability to come back later if a level is irritating me takes points off of levels frequently (yes it is a skill issue)
Very cool video thank you cologne
10:48 FIRE IN THE HOLE
Level: being rateworthy
Everyone: wow so cool!!!
Level: gets rated
Everyone: i hope your pillow is warm at night.
I think some platformer levels feel harder than they actually are because once I leave the level then all the checkpoints are lost. Celeste, for example, allows us to leave the level whenever and resume it from certain checkpoints. This is the why it is okay for Celeste levels to be long. However, while I play a lengthy GD platformer level I end up sticking to it until I finally complete it, because if I leave it then I have to do it from the start. The main thought I had while in later stages of this level was "when does it end?" I have enjoyed Mario fan flash games in the past and so I appreciated and enjoyed the gimmicks and designs of this level, but yes I felt it was too demanding for 7 moons.
0:32 ChindoBindo is speaking facts
3:46 no, it’s not. My thumb rests on the bottom right corner 👍
3:44 that also happens in the 1st two levels if you're left handed btw...
well most people aren't left-handed soooooo…
It makes sense why people are upset, mainly about not getting the refrences and thinking the level didn’t get the attention it needed but its upsetting to see so many people believing this was the best you could do. You did a amazing job replicating that old and reused asset style and if the people got the reference, they’d be saying the same thing. Good Job GD, You deserve it.
I don't know how anyone could think this was intended to be polished and good considering the insightful commentary you've made on other levels lmao
0:12
“Hi, hello”
Somethings missing..
what
Why did people hate on THIS level specifically? sure 7 moons is insane but that doesn't matter
Uhm acshually 🤓, 7 moons is harder
@@ZainAhmed456 I was gonna comment the exact same thing
8 moons max imo, the levels are short, and although the level overall is fairly long, the difficulty does not match
@@ZainAhmed456wow very insightful comment tysm
3:09 It looks like a Mario Star Catcher level
9:53 WHAT?!!!!
You didnt predict it you edited☠️
@@SPAMTON249 i misspelled it, originally i said Mario Star Collector
You shouldn’t be sorry it’s a level that bring back the memories and isn’t one that you complete first try. I love it!
From when you showed the first level I thought "Oh hey this is like mario starcatcher 2" so i might be a bit biased but I love your approach with this one!
I also played hundreds of those bad flash games and the aura is captured perfectly here, the moving platforms that dont work and the random mechanics are awesome. I think a lot of people in this community don't really appreciate levels that appeal to what their general "rated level" standard is, which is probably why it got a decent amount of hate. "Unfair moving platforms? Random difficulty spikes? Well thats not what I think should be in a rated level which means its bad."
But in reality its a lot more subjective then that, the same reasons people hate this are the same reasons I love it, the broken platforms weren't some oversight of the level, it IS the level. Its like if you criticized ORBIT by Mindcap (and friends) for having too many orb jumps, people just missed the point lol. I hope you are not discouraged by those comments you got about the level being bad, because geometry dash could use more unique experiences like this one, even if a lot of people don't realize it yet.