Alright, many of you asked for the ID's for the levels, so there you are: You can play the first three levels under ID's: 99113299; 100778028; 110040856! Keep in mind, that the levels could be changed and there are more levels to come, as well as a list! I hope you enoy them though :)
this is genuinely amazing, im always a sucker for reimagined main levels, and i can tell that this wasnt just lazily put together. the way you introduced gimmicks and game mechanics was also superb
1) you should make a 1.0 level that has every type of orbs, pads that are combined to the gravity portals to teach those hard timings. in the original main levels the orb+portal gimmick isn't present, and after i faced the online levels for the first time, i felt overwhelmed by the overusage of it. 2) another thing not present in the main levels is the ship/ufo + orbs gameplay type, which was another thing i had struggled to learn when i first opened the online levels. it could be a 1.5 level but that isn't a remake of Theory of Everything.
@ita_player3517 1) Sounds very fun! I might add that, allthough i think my first demon (and the first level with the portal+orb mechanic) will be at version 1.3, which added blue pads and orbs! 2) ship/ufo + orb is very fun to do, but again, im keeping it for a demon level, cause it might be trickier for newer players. thanks for your feedback, I really appreciate it!
Absolutely loved the idea and execution, will definitely stay to see the future of this project. I had an similar idea once where it would be basically an B-Side just like yours, but the gamemodes would be introduced in a new different order like, Cube > Wave > Ship etc. Always cool to see new takes on this concept :]
This concept is really well executed, feels so robtop in its level design. Overall great, but one main complaint i have is that the difficulty gets harder way to quickly, please continue this project if you want. ❤
@nikitochka09 ok nice info, i really love this project. Btw random question, do you need help with the project or did you already finished it? If you need help i could help. And yeah the first 3 levels get hard way too fast
@@wisesthacesha2791well, no, I haven't finished it yet, but im probably not that long away from it :) And I think the only help i wanna get is song suggestions and object history lessons, thanks for your offering though! ❤️🔥
This simple and thought-out approach to game design is something that Geometry Dash needs WAY more of. I applaud you for taking on this project and look forward to seeing where it goes!
this is such a cool idea and the gameplays for each level looks so damn fun!! ^u^ especially loving so much the way you are including coins and how the vast majority of them look so fun to get and so creatively placed without seeming out of place in the level ^u^ one thing tho is that i do feel like the difficulty curve is maybe a little higher than how GD starts if the intention is to parallel an alternate concept for the game's levels and how it teaches mechanics. i think it still works well that way tho, gives me a similar vibe to for example how B sides work in Celeste for making a comparison ^u^
I love how a bunch of people are doing their own version of the original levels. These look really fun, especially all the coin gimmicks. The orbs in the ground in level 3 are genius!
I love how theres a literal whole community about making geometry dash alternate series. I started making one of my own last year and many people have started doing the same and i genuinely love it
I really like how each coin is placed such that it teaches the player something new. It makes the coins feel like an integral part of the level and improves it a lot.
These are all really good, although i have a few suggestions. I think in general these levels are a bit hard. Stereo madness took me a fair few attempts. However, these seem a bit more ballanced than the rob top levels, so maybe it won't be as bad. 0:29 i really think that jump onto the block should have spikes before it to guide the player. There's a reason it was different in gd from the impossible game. This jump is literally their 3rd ever. They would have no frame of reference for when to jump. This means that this is essentially a blind jump right at the start. I think it would be better to have a guide for this one, then have none on the next, because that way they have an idea of when to jump established, and they have that knowledge tested. 0:41 That's a great setup for teaching players to buffer. Its not that important, but i would honestly get rid of the spikes and have a block ceiling instead. That way they would be more likely to learn that they can't bonk on ceilings. This does look better though. 0:58 making the ship harder was definitely a good choice. I found the ship segments in the first levels to be boring, and then later on when they were difficult, since I wasn't challenged previously, it became a huge spike.
1:41 I think forcing a bounce pad at the start was clever. That way players can't try to jump over it. Plus it makes the beginning more energetic. 2:31 I think here making the background fade between different shades along with the music would make it interesting. If you want to vary it a bit, you could put spikes on the sides of some of the later ones to look more intimidating.
@@iexist1300 To be fair, These levels arent that much harder than the original ones. Im sure a new player will learn to overcome the obstacles laid before them :) The jump from the impossible game at 0:29 is.. Yeah, maybe a little annoying to the player, I'll see what I can do, not sure if the spikes before the block will do a good job. At 0:41 I didn't want the player to feel cramped and cornered, so thats why there is no ceeling, but 3 spikes on top. thanks for your feedback though! :)
I think I'll leave it here, since it's not like these are actually going to replace the main levels, I think I'm taking things too seriously. It's fun to think about though. I hope you enjoy my wall of text. Also, are these uploaded now, or will that be later? These are really cool and I would like to play them.
@@iexist1300 first three are uploaded under IDs: 99113299; 100778028 and 110040856. Rest are coming in the future! Also a list will be made, when im done with the 1.0 levels
@@iexist1300 I thought about making a mod, that does replace the levels lol ;) but its most likely not happening, cause there is much to do still, and I cant really code mods in GD. I did enjoy your wall of text though, huge thanks for leaving these comments!
This kinda inspires me to do my own take on alternate levels. I kinda did something like this a long time ago, but they were pretty bad and unfinished, they were just buffed remakes of the Robtop levels (and only three of them had any significant progress). Could also be good to brush up on my decorating since I'm not that good at that either. Superb job on the gameplay.
I see these as "mastery" levels of gimmicks, like alternate challenge levels oriented around each gimmick. I think the difficulty is scaled nicely as a player would have to come back later to take on the challenge.
Really good designs and layouts. Only issues I can see is some parts of the levels seem quite difficult for their placement, like lvls 2 and 3 seem like they could be tuned down a bit, and those coin placements feel like the intended path on level 2. Like that 3rd coin the coin path is straight in-front of you and clearly able to be jumped to, the real path actually your supposed to drop down on a platform at the very bottom of your screen. It felt like i follow the level and then oh that was the coin path and I had to rewind to look where the actual path was supposed to go. Also this has kinda inspired me to maybe do something similar but include more varied mechanics than the base levels do. Like I started on a level that’s going to center around the dash orbs.
wow, such a well executed idea man, you really pulled this together. here are my thoughts on each individual level though: level 1 - happy land: i thought you did quite well making an introductional level, keeping it very simple and easy, however i feel like here it’s just so hard to compete with stereo madness, which i think is like the perfect introductory level. i also felt this level seemed a tad too hard for a first level level 2 - infinity. SO MF GOOD!!! it does what back on track tries to do and does it so much better. it’s memorable, it’s very forgivable, and it also looks incredibly fun. the block design was on point as well, and i really felt every part stood out in some way. my favorite part is definitely the part where it switches from ship to cube and back, introducing players to quicker gamemode changes
level 3 - number six : flawless, seriously. really interesting design choices with your limited options, and looks so fun to play. music representation works so well also, as you somehow made a 4 star intense 😂just such a vibrant level. my favorite part has to be the part with the pulsing like face things upder the platforms to sort of simulate fire level 4 - magnum : i can tell this one is sort of unfinished, but i like what it’s going for, and i feel that the pipes are pretty symbolic for the gravity switching, in some way (idk i’m rambling). here are some of my critiques: i feel the light blue as the opening color doesn’t really fit the level well, id suggest a darker color definitely, sort of like how dry out did. now for the gravity switching: i feel you went in too strong. the gravity switch section already starts off switch up and down, which i feel is just too fast for such a jarring feature for new players. another thing is some upside down jumps requiring you to buffer your jumps, which would be annoying for new players who are adjusting to playing upside down, so they’d have a slower reaction time (there’s an example of this in dry out, where the last jump out of the upside down has a an awkward buffer jump, where if you don’t buffer you die) with . my advice: for the introduction of the upside down portal, keep it upside down for the whole section, and get rid of the buffer jumps. make it a forgivable section. then, a great climax of the level could be what you showed off in the current version, where it goes from up to down.
level 5 - chaoz fantasy: i know this levels unfinished, so i’m not gonna be too hard. first of all, great song, very honorable to cycles’ song. second, the gameplay is great. For the future deco of this level, here’s what i suggest: give it a gloomy and atmospheric type of vibe. darky and moodier back ground colors, and honestly this one should have the most interesting and creative block deco in my opinion level 6 - okiba crackdown: this one has great gameplay, i especially like the ending where it switches from small to big cube, i thought it showed off the new feature really well. My only issue with this level is that i feel it takes a bit too much from clutterfunk. i feel it would be more interesting if you did more of your own thing with it, like you did towards the ending. level 7 - robotic nightmares : wow this is nice. love the song and name for a main level demon. also the designs so far are really impressive, while still being honorable to toe 2. gameplay wise it looks fun asf, but you’re right there is a chance it’s unbalanced a bit, like i thought the upside down wave will be a big choke point for players. another thing id like to see is where the music slows down, i feel that the gameplay and style of the level should shift a bit too, like it did in toe 2. great start though!
oh and of course, your coin placements were spectacular. i love how skill based and thoughtful they were. with all that being said, here’s my objectively subjective rating: 1. infinity 2. number six 3. robotic nightmares 4. okiba crackdown 5. magnum 6. happyland 7. chaoz fantasy
@@benitez6626 thanks for your feedback! Its super important to me, Im so glad you liked it :) About the levels... Happyland (and every other level for that matter) really is harder because I choose a simply different approach, than the base game. I wasnt afraid, that the player might not beat the levels as easily, so I went for a fair trial and error treatment with each level. The coins are, well, not perfect, and in Infinity especially. I am currently remaking some of them, so stay tuned ;) Level 4 and 5 (not in the order they come out though) are really unfinished, so I didn't even fill the color triggers (practically) level 6 was built the first of them all, actually, so it doesnt have that *unique niki09 flair* lol and level 7 showcased is gonna go through semi-major changes. Not sure, if I can keep the speed changes to the TOE2 standard, but the gameplay elsewhere will be balanced further.
@ hey man good luck i’ll be keeping up with this serious, maybe even try a version of my own. this vid lowkey inspired me tho, i’m thinking of making a gd like “hellmode” (name is a work in progress) where i do the whole level progression through the updates, but all the levels are demons. i feel like it’d be interesting like going through, limiting myself with what the updates have to offer while also trying to make difficult but fun gameplau
This is actually all really well executed, and reminds me of something similar I tried to do a little while back, where I’d create new ‘RobTop’ levels with different songs and new gameplay. I don’t think I did as well as you though, this is great!!
Wow, this is really cool, and even the old style levels have very creative ways of making decorations! Will you be making an alternative level for every main level in geometry dash, inlcuding Fingerdash and Dash? Also, will you be uploading these levels in Geometry Dash using the "list" feature? I can't wait to see where this project goes! :D
Hi! I was interested to maybe help you decorate some of these levels, and maybe make some gameplay of the demon level if its available! thanks, these levels are really good btw
If robotic nightmares was a actual level it would probably make the skillset of current geometry dash way more competitive. And also keep in mind. The rest of the hardest levels in 1.9 was insane demons
Genuinely amazing. Makes you imagine how different would the gameand the community be if these were the actual levels. Please let me know when all the levels come out! ❤❤❤
I love these types of 1.0 levels. But, I still don't wanna use new blocs for deco cuz they're scary (have you seen the pixel tab omg) by the way, you did really good in the demon level. I wanna try it out when it is 100% ready! Also, what is the recoder that you use? it is very smooth btw. Yo keep it up! The consistency is the key
Yeah newer objects are intimidating, thats why I play 1.9 GDPS lol, we'll se what comes out of my 2.2 levels though ;) Robotic Nightmares is not done yet, but when it is, im sure to drop an ID somewhere on my channel ;) And I also try to release levels in order, so its not so confusing. And for my recording software I use OBS, its free and also very good!
These are awesome! I think these would best fit as interjections between the main levels that you unlock kinda like the demons, but without actually being demons. Like after beating Stereo Madness, maybe with all its coins, you unlock Happyland, kinda like the B-Sides in Celeste.
Man I might try and build the C-sides if your levels are the B-sides. I’m a sucker for pushing the difficulty of the game without introducing new mechanics. Like how hard could Stereo Madness get without any orbs or jump pads or any other later mechanic?
Absolutely LOVE this so far, are you planning to do one for every official level? And either way, once you’re done, make sure to chuck them all in a list for us.
@@Sandvichin The levels are gonna be done in a slightly different manner. Each 1.0 mechanic will get its own level, then each new feature as well. Also there will be five demon levels from the updates 1.3, 1.6, 1.9, 2.0 and 2.2. Also the list is on the way! :)
5:39 This part I assume may be a little bit weird for new players because while playing that ball part from the start, they'll learn that you either stick to floor or ceiling, but in this case you're perfectly squeezed between the two making the only way to recognize what gravity the ball has from either ball's rotation or just if they remember what gravity they had originally.
One suggestion use enter effects please, they change the way blocks enter and/or leave the screen, (it is not the Move/Rotate/Scale/Fade/Tint Enter effects ok, it is the ones before 2.2)
The 1st lvl needs to be more clear for new player when it comes to when to jump. example at 0:29 theres no indicator when to jump u just have to know, which might be too hard for new players. maybe put 2 spike so it becomes clear when u have to jump or something.
I could try and help you with this, I’m good at making old style gameplay, but need some freedom from the Robtop style which is exactly what this is! I can do simple deco if you want but I can also try and do some more advanced stuff with 1.7 and lower versions. A few tips, or really the only tip here is that small chains didn’t exist in 1.0, but in 1.5 I believe. Also up until 2.0 you couldn’t place anything within 6 blocks of the start, which I’m not sure if you did or not. I’m doing a similar project called Alternate Dash, and already have a demo of Golden Haze (alternate Dry Out) on my alt account ForteNuzlockeGD, and I already have every sone picked out. I might use your song choice for the demon in my alt TOE2, so in return, I’ll give you the song Memories by DJVI which sounds pretty similar to cycles, and Reconnect by DJVI which sounds like X-step. Good luck man, and Alternate Dash is a go!
It would be really cool if there was a geode mod that added a b-side to the main levels, clicking an icon on a level would swap the level with its counterpart. The counterparts being these levels
one thing I don't like is that the difficulty increase is too fast for new players. Maybe you can reduce the fakes and stuff, but other than that, I really love this project you're making🔥🔥🔥
@@nikitochka09 I'm sorry but i think that the original levels do a better job in the game design department, you can watch colon's video on the design of the game to see how good it actually is because it's not bad at all.
Well, If you hold before the orb, it activates, however jumping from a block or activating another orb disrupts it. Thats an important lesson to learn, when playing GD
These are really cool, but it feels like it jumps into difficulty a bit to much. Could fix this with having the levels have a smoother difficulty progression, while keeping new gimmicks a lot more simple and less fast paced
For the first 3 levels, the difficulty ramps up too much, too quickly for what are supposed to be beginner levels. You really should nerf them. Also come on, Toe2 has memory but not as much as your level. I really like the pale rainbow blocks though! You should keep them. Maybe expand on them a bit more. 7:51 A really synced level doesn't necessarily mean hard. I have an altered version of clutterfunk on my channel that I think a pretty good job balancing sync and difficulty. 7:57 I really like that you slide off that block right after the cyan pad. It's a minor detail but I think it's cool. you should also nerf the wave on the toe2 equivalent a bit. Toe2. Make the gaps 1 block wider, and don't have it be anti gravity for too long, as toe2 doesn't have reverse gravity wave at all. Also, you are using a 3x speed wave when Toe2 uses only 2x speed with wider gaps and no anti gravity. In fact, Toe2 doesn't have any 3x speed... anywhere in the level. It's all 2x, 1x, or 0.5x. Despite all this, you are definitely on the right track! I think you are just making things more difficult than they should be on some levels. Assuming you want to keep the same difficulty as the level you are trying to make parallel to, which I think is ideal and is what most people would expect.
Alright, many of you asked for the ID's for the levels, so there you are:
You can play the first three levels under ID's: 99113299; 100778028; 110040856!
Keep in mind, that the levels could be changed and there are more levels to come, as well as a list! I hope you enoy them though :)
why don't you do a list of them?
@@nikitochka09 Yay
@@Cuenta1NoFormTHIS
@@RealZerenaFan ?
@@Cuenta1NoForm as soon as I'm done with 1.0 levels, I will be releasing a trailer for this project, as well as the list for it in GD!
i really like that first level, very well put together, i like how well it introduces the holding mechanic which can be hard for new players
its inspired by my newbie friends, who "feel better" tapping each jump, instead of holding :p
this is genuinely amazing, im always a sucker for reimagined main levels, and i can tell that this wasnt just lazily put together. the way you introduced gimmicks and game mechanics was also superb
Thanks a lot! I hope this will be finished eventually:)
Geometry dash: B-side
I’m doing something similar, Alternate Dash is a go!
@@Basmud Thats exactly how it is lol
@@crimsonamogsus7351 yo can I help with that
jtoh b sides reference????
Yes
1) you should make a 1.0 level that has every type of orbs, pads that are combined to the gravity portals to teach those hard timings. in the original main levels the orb+portal gimmick isn't present, and after i faced the online levels for the first time, i felt overwhelmed by the overusage of it.
2) another thing not present in the main levels is the ship/ufo + orbs gameplay type, which was another thing i had struggled to learn when i first opened the online levels. it could be a 1.5 level but that isn't a remake of Theory of Everything.
@ita_player3517
1) Sounds very fun! I might add that, allthough i think my first demon (and the first level with the portal+orb mechanic) will be at version 1.3, which added blue pads and orbs!
2) ship/ufo + orb is very fun to do, but again, im keeping it for a demon level, cause it might be trickier for newer players.
thanks for your feedback, I really appreciate it!
not only are these a really good way of teaching the mechanics imo, but i REALLY love the structuring in the first few levels :D
Absolutely loved the idea and execution, will definitely stay to see the future of this project. I had an similar idea once where it would be basically an B-Side just like yours, but the gamemodes would be introduced in a new different order like, Cube > Wave > Ship etc. Always cool to see new takes on this concept :]
This concept is really well executed, feels so robtop in its level design. Overall great, but one main complaint i have is that the difficulty gets harder way to quickly, please continue this project if you want. ❤
@@wisesthacesha2791 Oh trust me, there will be plenty levels invetween, or do you just mean the first three levels?
@nikitochka09 ok nice info, i really love this project. Btw random question, do you need help with the project or did you already finished it? If you need help i could help. And yeah the first 3 levels get hard way too fast
@@wisesthacesha2791well, no, I haven't finished it yet, but im probably not that long away from it :)
And I think the only help i wanna get is song suggestions and object history lessons, thanks for your offering though! ❤️🔥
Alr then, good luck on finishing the project!
@@nikitochka09i can show every update's objects if you want
This simple and thought-out approach to game design is something that Geometry Dash needs WAY more of. I applaud you for taking on this project and look forward to seeing where it goes!
this is such a cool idea and the gameplays for each level looks so damn fun!! ^u^ especially loving so much the way you are including coins and how the vast majority of them look so fun to get and so creatively placed without seeming out of place in the level ^u^
one thing tho is that i do feel like the difficulty curve is maybe a little higher than how GD starts if the intention is to parallel an alternate concept for the game's levels and how it teaches mechanics. i think it still works well that way tho, gives me a similar vibe to for example how B sides work in Celeste for making a comparison ^u^
Thanks a lot!!!
I love how a bunch of people are doing their own version of the original levels. These look really fun, especially all the coin gimmicks. The orbs in the ground in level 3 are genius!
I love how theres a literal whole community about making geometry dash alternate series. I started making one of my own last year and many people have started doing the same and i genuinely love it
like me
wrong comment whoops
hi beez!!!
@@Goom82 bro knows
5:08 Chaoz Fantasy. Now that's a name I haven't heard in a long time... a long time - Ben Kenobi
I really like the section at 2:16 because it eases the player into switching between gamemodes faster and looks really fun
This is such a sick concept, I’m really excited for how you will do the post 2.0 stuff
~moo-o-oove tri-ii-igers~
I really like how each coin is placed such that it teaches the player something new. It makes the coins feel like an integral part of the level and improves it a lot.
These are all really good, although i have a few suggestions.
I think in general these levels are a bit hard. Stereo madness took me a fair few attempts. However, these seem a bit more ballanced than the rob top levels, so maybe it won't be as bad.
0:29 i really think that jump onto the block should have spikes before it to guide the player. There's a reason it was different in gd from the impossible game.
This jump is literally their 3rd ever. They would have no frame of reference for when to jump. This means that this is essentially a blind jump right at the start. I think it would be better to have a guide for this one, then have none on the next, because that way they have an idea of when to jump established, and they have that knowledge tested.
0:41
That's a great setup for teaching players to buffer. Its not that important, but i would honestly get rid of the spikes and have a block ceiling instead. That way they would be more likely to learn that they can't bonk on ceilings. This does look better though.
0:58 making the ship harder was definitely a good choice. I found the ship segments in the first levels to be boring, and then later on when they were difficult, since I wasn't challenged previously, it became a huge spike.
1:41 I think forcing a bounce pad at the start was clever. That way players can't try to jump over it. Plus it makes the beginning more energetic.
2:31 I think here making the background fade between different shades along with the music would make it interesting.
If you want to vary it a bit, you could put spikes on the sides of some of the later ones to look more intimidating.
@@iexist1300 To be fair, These levels arent that much harder than the original ones. Im sure a new player will learn to overcome the obstacles laid before them :)
The jump from the impossible game at 0:29 is.. Yeah, maybe a little annoying to the player, I'll see what I can do, not sure if the spikes before the block will do a good job.
At 0:41 I didn't want the player to feel cramped and cornered, so thats why there is no ceeling, but 3 spikes on top.
thanks for your feedback though! :)
I think I'll leave it here, since it's not like these are actually going to replace the main levels, I think I'm taking things too seriously.
It's fun to think about though. I hope you enjoy my wall of text.
Also, are these uploaded now, or will that be later? These are really cool and I would like to play them.
@@iexist1300 first three are uploaded under IDs: 99113299; 100778028 and 110040856. Rest are coming in the future! Also a list will be made, when im done with the 1.0 levels
@@iexist1300 I thought about making a mod, that does replace the levels lol ;) but its most likely not happening, cause there is much to do still, and I cant really code mods in GD. I did enjoy your wall of text though, huge thanks for leaving these comments!
This kinda inspires me to do my own take on alternate levels. I kinda did something like this a long time ago, but they were pretty bad and unfinished, they were just buffed remakes of the Robtop levels (and only three of them had any significant progress). Could also be good to brush up on my decorating since I'm not that good at that either. Superb job on the gameplay.
Dude I LOVED THIS SO MUCH… please continue making more of these! You are awesome at level designing!
i love this!!! all the mechanics being introduced and all that, really feels like encore for the original main levels! swaglicious 😋
encore,,??? i think i heard that somewhere in a near fandom
@@nikitochka09 its a word...
@@backscracklolol ikr,,,, ultrakill
I see these as "mastery" levels of gimmicks, like alternate challenge levels oriented around each gimmick. I think the difficulty is scaled nicely as a player would have to come back later to take on the challenge.
Really good designs and layouts.
Only issues I can see is some parts of the levels seem quite difficult for their placement, like lvls 2 and 3 seem like they could be tuned down a bit, and those coin placements feel like the intended path on level 2. Like that 3rd coin the coin path is straight in-front of you and clearly able to be jumped to, the real path actually your supposed to drop down on a platform at the very bottom of your screen. It felt like i follow the level and then oh that was the coin path and I had to rewind to look where the actual path was supposed to go.
Also this has kinda inspired me to maybe do something similar but include more varied mechanics than the base levels do. Like I started on a level that’s going to center around the dash orbs.
@@kylezdancewicz7346 Yeah, i agree, I'll re do the confusing ones, Huge thanks on the feedback :)
The structuring on some of the levels, like Helix and Infinity are immaculate
We will watch your career with great interest
No but seriously these are p cool and really good, excited to see what you have you in store!
The two first lvls are perfect when having the essence of rob levels, good job
wow, such a well executed idea man, you really pulled this together. here are my thoughts on each individual level though:
level 1 - happy land: i thought you did quite well making an introductional level, keeping it very simple and easy, however i feel like here it’s just so hard to compete with stereo madness, which i think is like the perfect introductory level. i also felt this level seemed a tad too hard for a first level
level 2 - infinity. SO MF GOOD!!! it does what back on track tries to do and does it so much better. it’s memorable, it’s very forgivable, and it also looks incredibly fun. the block design was on point as well, and i really felt every part stood out in some way. my favorite part is definitely the part where it switches from ship to cube and back, introducing players to quicker gamemode changes
level 3 - number six : flawless, seriously. really interesting design choices with your limited options, and looks so fun to play. music representation works so well also, as you somehow made a 4 star intense 😂just such a vibrant level. my favorite part has to be the part with the pulsing like face things upder the platforms to sort of simulate fire
level 4 - magnum : i can tell this one is sort of unfinished, but i like what it’s going for, and i feel that the pipes are pretty symbolic for the gravity switching, in some way (idk i’m rambling). here are some of my critiques: i feel the light blue as the opening color doesn’t really fit the level well, id suggest a darker color definitely, sort of like how dry out did. now for the gravity switching: i feel you went in too strong. the gravity switch section already starts off switch up and down, which i feel is just too fast for such a jarring feature for new players. another thing is some upside down jumps requiring you to buffer your jumps, which would be annoying for new players who are adjusting to playing upside down, so they’d have a slower reaction time (there’s an example of this in dry out, where the last jump out of the upside down has a an awkward buffer jump, where if you don’t buffer you die) with . my advice: for the introduction of the upside down portal, keep it upside down for the whole section, and get rid of the buffer jumps. make it a forgivable section. then, a great climax of the level could be what you showed off in the current version, where it goes from up to down.
level 5 - chaoz fantasy: i know this levels unfinished, so i’m not gonna be too hard. first of all, great song, very honorable to cycles’ song. second, the gameplay is great. For the future deco of this level, here’s what i suggest: give it a gloomy and atmospheric type of vibe. darky and moodier back ground colors, and honestly this one should have the most interesting and creative block deco in my opinion
level 6 - okiba crackdown: this one has great gameplay, i especially like the ending where it switches from small to big cube, i thought it showed off the new feature really well. My only issue with this level is that i feel it takes a bit too much from clutterfunk. i feel it would be more interesting if you did more of your own thing with it, like you did towards the ending.
level 7 - robotic nightmares : wow this is nice. love the song and name for a main level demon. also the designs so far are really impressive, while still being honorable to toe 2. gameplay wise it looks fun asf, but you’re right there is a chance it’s unbalanced a bit, like i thought the upside down wave will be a big choke point for players. another thing id like to see is where the music slows down, i feel that the gameplay and style of the level should shift a bit too, like it did in toe 2. great start though!
oh and of course, your coin placements were spectacular. i love how skill based and thoughtful they were. with all that being said, here’s my objectively subjective rating:
1. infinity
2. number six
3. robotic nightmares
4. okiba crackdown
5. magnum
6. happyland
7. chaoz fantasy
@@benitez6626 thanks for your feedback! Its super important to me, Im so glad you liked it :)
About the levels...
Happyland (and every other level for that matter) really is harder because I choose a simply different approach, than the base game. I wasnt afraid, that the player might not beat the levels as easily, so I went for a fair trial and error treatment with each level.
The coins are, well, not perfect, and in Infinity especially. I am currently remaking some of them, so stay tuned ;)
Level 4 and 5 (not in the order they come out though) are really unfinished, so I didn't even fill the color triggers (practically)
level 6 was built the first of them all, actually, so it doesnt have that *unique niki09 flair* lol
and level 7 showcased is gonna go through semi-major changes. Not sure, if I can keep the speed changes to the TOE2 standard, but the gameplay elsewhere will be balanced further.
@ hey man good luck i’ll be keeping up with this serious, maybe even try a version of my own. this vid lowkey inspired me tho, i’m thinking of making a gd like “hellmode” (name is a work in progress) where i do the whole level progression through the updates, but all the levels are demons. i feel like it’d be interesting like going through, limiting myself with what the updates have to offer while also trying to make difficult but fun gameplau
very good levels, this would work well as optional challenges you unlock over time to get better at certain mechanics
wait this is such a neat concept i love this
This is actually great! The commentary, gameplay, and levels! This is inspirational! You earned a sub!
this is actually amazing! i would love to see these as alternate paths in the main game, great job!
This is actually all really well executed, and reminds me of something similar I tried to do a little while back, where I’d create new ‘RobTop’ levels with different songs and new gameplay.
I don’t think I did as well as you though, this is great!!
Wow, this is really cool, and even the old style levels have very creative ways of making decorations!
Will you be making an alternative level for every main level in geometry dash, inlcuding Fingerdash and Dash? Also, will you be uploading these levels in Geometry Dash using the "list" feature?
I can't wait to see where this project goes! :D
Yeah, the list is coming later, when im done with 1.0 levels, alt Fingerdash and alt Dash are coming too!
Hi! I was interested to maybe help you decorate some of these levels, and maybe make some gameplay of the demon level if its available! thanks, these levels are really good btw
Not like the layouts are done though,, But thanks for your offer!
Subscribed, this project is so cool :D
If robotic nightmares was a actual level it would probably make the skillset of current geometry dash way more competitive. And also keep in mind. The rest of the hardest levels in 1.9 was insane demons
Genuinely amazing. Makes you imagine how different would the gameand the community be if these were the actual levels. Please let me know when all the levels come out! ❤❤❤
I really like this concept, good levels bro :)
Carai, robson aqui
@DANIR3aper carai Dani tu aqui
I love these types of 1.0 levels. But, I still don't wanna use new blocs for deco cuz they're scary (have you seen the pixel tab omg) by the way, you did really good in the demon level. I wanna try it out when it is 100% ready! Also, what is the recoder that you use? it is very smooth btw. Yo keep it up! The consistency is the key
Yeah newer objects are intimidating, thats why I play 1.9 GDPS lol, we'll se what comes out of my 2.2 levels though ;)
Robotic Nightmares is not done yet, but when it is, im sure to drop an ID somewhere on my channel ;) And I also try to release levels in order, so its not so confusing.
And for my recording software I use OBS, its free and also very good!
@@nikitochka09 thanks!!
One of the best concept ever made ! GD in another universe.
these are actually good, man!
You are actually so underrated dude this is awesome
Ok, epic project, however there is a lot of jump eyeballing in happyland. Still, I can see how much work went into this, well done!
Dw, nerfs are on the way
These are awesome! I think these would best fit as interjections between the main levels that you unlock kinda like the demons, but without actually being demons. Like after beating Stereo Madness, maybe with all its coins, you unlock Happyland, kinda like the B-Sides in Celeste.
Man I might try and build the C-sides if your levels are the B-sides. I’m a sucker for pushing the difficulty of the game without introducing new mechanics. Like how hard could Stereo Madness get without any orbs or jump pads or any other later mechanic?
@@Zosso-1618Wouldn't that be "Every End" by Mindcap? :p
@@nikitochka09Yeah exactly that thought. Although, i don’t think i wanna make a top 10…
these levels are actually so amazing, im excited to see what levels like clutterfunk bside and electroman adventures bside might look like
so um
Okiba crackdown is clutterfunk, alt Electroman isnt done yet though
this feels easily like a spinoff game of geometry dash! Loved how you captured robtop's style of gameplay
Absolutely LOVE this so far, are you planning to do one for every official level? And either way, once you’re done, make sure to chuck them all in a list for us.
@@Sandvichin The levels are gonna be done in a slightly different manner. Each 1.0 mechanic will get its own level, then each new feature as well. Also there will be five demon levels from the updates 1.3, 1.6, 1.9, 2.0 and 2.2.
Also the list is on the way! :)
Great idea! Continue with this😎
The simple gameplay genuinely looks so fire wtf
Better than most featured level gameplay tbh
Thanks, I REALLY appreciate it!
You know, we’re not so different you and I, I got ideas too
But yeah I like this too it’s more unique than what I had :D
great bro keep up making these i want part 2
Expect sneek peeks coming soon! I hope you're subscribed, so you dont miss it! ;)
@@nikitochka09 i did subbed
here's my idea:
It always feels like there should be a level in-between electrodynamix and hexagon force, and I think it would cool to see it!
Level idea: do a hell themed demon named Alactlous and add some hard jumps that the player can learn to pass. song: Fairydust
5:39 This part I assume may be a little bit weird for new players because while playing that ball part from the start, they'll learn that you either stick to floor or ceiling, but in this case you're perfectly squeezed between the two making the only way to recognize what gravity the ball has from either ball's rotation or just if they remember what gravity they had originally.
1:46 Just so you know: the short chains weren't introduced until 1.6
Yeah, I replaced all of them,,,, Just so you know, I got myself an all GD versions archive, so now I should be better at version specific objects lol
One suggestion use enter effects please, they change the way blocks enter and/or leave the screen, (it is not the Move/Rotate/Scale/Fade/Tint Enter
effects ok, it is the ones before 2.2)
Tansition triggers?
Very VERY cool and good job 👍 i subbed cause this is epic
Is this inspired by Dambrearon? I really like this.
Surprisingly, not at all! They are inspired by GD Colon and Captain_Mink
this is really cool, i just feel like the difficulty curve is too steep, esp the jump to obika crackdown
There are plenty levels inbetween, tou dont have to worry ;)
dude those first four levels look really fun (especially the coins), i would love to play them :]
I love your structuring!!
gonna do timestampse for all of these levels:
0:26 waterflame - happyland
1:40 paragonX9 - infinity
2:52 helix6 - no. 6
4:09 xKore - magnum
5:08 paragonX9 - chaoz fantasy
5:52 bossfight - okiba crackdown
7:22 DJ-nate - robotic nightmares
project looks cool
This makes me miss my old levels that were of every update but they got deleted when i went to my new tablet 😢
2:32 Add block transitions
its done!
im your 200th sub! 😎 also sick video
Wishing I had these levels instead of base after base :)
2:11 the coin is easier to see than the main path, so most likely everyone will just go to the coin
its good but harder than the first robtop levels tho
The 1st lvl needs to be more clear for new player when it comes to when to jump. example at 0:29 theres no indicator when to jump u just have to know, which might be too hard for new players. maybe put 2 spike so it becomes clear when u have to jump or something.
I actually kind of agree, but after all The impossible game had basically the same jumps in the beginning, and practice only makes better
@@nikitochka09 the impossible game is designed poorly though so it's not a good comparison.
@ kinda yeah,,
Yeah I noticed that impossible game 1st lvl is much worse.
Wdym jump indicators?
8:20 i think you should make some parts very colourful to show off the 4 colour channels introduced in 1.9, but idk
this actually feels like robtop style gameplay. fire
okay but i can't get over how level 2's reminding me of there's no time to explain
Wow! These are awesome!
Those levels look even better than RobTop levels. If only GD had been created by you.
I could try and help you with this, I’m good at making old style gameplay, but need some freedom from the Robtop style which is exactly what this is! I can do simple deco if you want but I can also try and do some more advanced stuff with 1.7 and lower versions. A few tips, or really the only tip here is that small chains didn’t exist in 1.0, but in 1.5 I believe. Also up until 2.0 you couldn’t place anything within 6 blocks of the start, which I’m not sure if you did or not. I’m doing a similar project called Alternate Dash, and already have a demo of Golden Haze (alternate Dry Out) on my alt account ForteNuzlockeGD, and I already have every sone picked out. I might use your song choice for the demon in my alt TOE2, so in return, I’ll give you the song Memories by DJVI which sounds pretty similar to cycles, and Reconnect by DJVI which sounds like X-step. Good luck man, and Alternate Dash is a go!
@@crimsonamogsus7351 I just wish I could know, which objects are from which era. Other than that, I think, I can handle, thanks anyway though :)
@@nikitochka09 No problem, if you need to know about these decorations, just download their GDPS's!
Great levels, GDColon would be proud. But where’s Time Machine?
Dont worry, alt time machine is being developed!
It would be really cool if there was a geode mod that added a b-side to the main levels, clicking an icon on a level would swap the level with its counterpart. The counterparts being these levels
if this is done, im sure to ask someone to do that!..
This is so cool
Robotic Nightmares Waves feel too hard for a beginner
@@killergd7841 I'll consider nerfing it! Thanks for your feedback! :)
I think that’s a skill issue
3:44 i love timed jump with timed orb *togheter*
Holding my tap doesn’t input the orbs
Buffer holding does! You hold your put before the orb - it activates, but you have to re-input for each orb though!
clutterfunk teaches its mechanics so perfectly
thanks a lot :) I'm glad you liked it
I wish this was in the actual GD ❤
one thing I don't like is that the difficulty increase is too fast for new players. Maybe you can reduce the fakes and stuff, but other than that, I really love this project you're making🔥🔥🔥
i remember dying on clutterfunk so many times when i was in 2nd grade because i didn't know about the first set of fake blocks at around 4-5%
I understand the struggle, that's why the 2nd level already has so many of them
@@nikitochka09 yup :3 nice game
is the toe2 layout published? it looks really fun and i want to try it, no pressure though :)
@freezed-on Not yet, but the first 3 levels are published! I'll try working faster on this, so i get this out quicker ;)
Amazing!
okay these are really good levels
but it's so funny to think about how "Number Six" is the third level and not the sixth
Its a little bit more hard but also a lil bit more shorter
You should create a list of all of these great levels once they're finnished
This is the exact reason why i subscribe to you
Cologne will love these ones
geometry dash in an alternate universe
geometry dash but robert studied whole courses about game design
@@nikitochka09 I'm sorry but i think that the original levels do a better job in the game design department, you can watch colon's video on the design of the game to see how good it actually is because it's not bad at all.
i live future funk ship and ball part they are fun
wait... holding doesn't activate orbs!
Well, If you hold before the orb, it activates, however jumping from a block or activating another orb disrupts it. Thats an important lesson to learn, when playing GD
Nice
6:29 except for the hidden speed portal there I'm a huge fan !
@@DPNack_ No speed porral there! Its very authentic!
@nikitochka09 sorry I got confused by the effect
One of the best alternate level things I’ve ever seen, just the small chains aren’t in 1.0
@@crimsonamogsus7351Oh? I honestly thought they were, At least they are in first levels.. Were they added after 1.6 coins revamp?
@@nikitochka09 They are? I only saw the normal ones, or at least in the 1.0 GDPS
Cool Concept
These are really cool, but it feels like it jumps into difficulty a bit to much. Could fix this with having the levels have a smoother difficulty progression, while keeping new gimmicks a lot more simple and less fast paced
Probably, yeah.. The levels are harder and faster only cause I wanted them to be fun, thats all
For the first 3 levels, the difficulty ramps up too much, too quickly for what are supposed to be beginner levels. You really should nerf them.
Also come on, Toe2 has memory but not as much as your level. I really like the pale rainbow blocks though! You should keep them. Maybe expand on them a bit more.
7:51 A really synced level doesn't necessarily mean hard. I have an altered version of clutterfunk on my channel that I think a pretty good job balancing sync and difficulty.
7:57 I really like that you slide off that block right after the cyan pad. It's a minor detail but I think it's cool.
you should also nerf the wave on the toe2 equivalent a bit. Toe2. Make the gaps 1 block wider, and don't have it be anti gravity for too long, as toe2 doesn't have reverse gravity wave at all. Also, you are using a 3x speed wave when Toe2 uses only 2x speed with wider gaps and no anti gravity. In fact, Toe2 doesn't have any 3x speed... anywhere in the level. It's all 2x, 1x, or 0.5x.
Despite all this, you are definitely on the right track! I think you are just making things more difficult than they should be on some levels. Assuming you want to keep the same difficulty as the level you are trying to make parallel to, which I think is ideal and is what most people would expect.
Yeah, dont worry, I made them a little easier, so they are on par with the originals