My issue with Modern Geometry Dash Gameplay

Published 2024-03-20
The title of the video says it all. I really don’t like modern geometry dash gameplay and have been straying away from playing user created levels because the gameplay within them has been scary to learn and play. For more information, watch the video

I don’t own any of this background footage. Please watch the other videos so that the rightful owners get credit

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All Comments (19)
  • I can understand your frustration, but I've never had someone tell me that in a way I understood. Many levels out there while you are making layouts simply suffer a kind of bullying because they prioritize how fun the gameplay is over the visuals. Many concepts are cool to see and do, but the biggest difficulty is making it playable as well. The problem is that people only really care about the visuals. It's like watching a gameplay Analyzing it as if it were a decoration, which doesn't make sense at all. I end up doing fast paced gameplay because I like synchronization but I can't keep up with this level or do it because the gameplay seems very forced and I myself can't keep up with it a Fast gameplay with varying clicks, so I avoid filling it with clicks, but this makes my gameplay very confusing unfortunately.
  • @Qdache85
    I've set a goal to myself to try and beat every legendary level, and i've managed to keep a good streak, even beating stratus which is currently my hardest, but i've started playing absurdia recently, another legendary extreme demon, which is supposedly easier, but the gameplay is just so unreadable i'm having such a hard time learning it
  • @--Person--
    I think the overall layout community at least the youte scene has a focus on visual appeal, I call it visual gameplay. In my opinion, visual gameplay and gameplay that is meant to be played are different subcategories of gameplay, which are apppropriate in different scenarios. however in a fully fledged level I think that it is better to have gameplay intended to be played so that there is less of a risk of a bad experience, and there is more clarity of the way that you die
  • @ihaetschool3361
    as a self-proclaimed memory connoisseur, flow gp sucks for an entirely different reason: IT ALL LOOKS THE SAME. project nepnep, for example, it's at least easily identifiable despite its layout status, but if you showed me two flow gp sections and asked me if they're the same level or a different level, i would not be able to tell
  • @dids5
    i think you prefer skill based levels a LOT more, which is fair because i do too unforuntely people have slowed down making these types of extremes however there's some very cool recent extreme demons i can recommend that are more "skill based": crowd control decay hopping over puddles wtf (not played this one) laranja azul rosa (not played this one) redemption arc darkened apollo 11 firepower (sillow)
  • @aerialshard
    the click pattern for chopstep isn’t even that hard to sightread LMAO welp, people have opinions and i probably can’t change them
  • @zivy1969
    Definitely Comes down to preference. For me I Enjoy Learny Levels more (i still like skill based gameplay as well tho) and also longer levels. It is definitely not for everyone and i can understand that. Most people just want to have it understandable to read which makes sense as you dont have to go through trying to fingure out the most optimal click pattern to be consistent (mainly in insanes or extremes) For me i like learny levels more cuz i feel much more satisfied when completing it. This has happend with even some Easy demons ive played and its thrilling to beat something that "feels harder" because its more complex looking or learny. That is just how i personally enjoy beating levels though. End of the day Whatever reason you have for not liking any type of gameplay is understandable and valid. Im mainly saying this to anyone who sees this. Gameplay Creators included, if u like making skill based gameplay then stick with it! You shouldnt be limiting yourself to any standard as it limits creativity. If you like to Crate "flow" or learny style gameplay thats fine as well, maybe u like the complex nature of it or that it looks cool.
  • @jh29a
    I identify your 2 points as: 1. I should be able to see what I'm doing. I'm no demon slayer but i think overdecorating the level or making it all dark like slaughterhouse also does this a disservice. From the way you critisize flow gameplay where "you forget what you're supposed to do half way through", I would guess that you also like repetition. I like repetition as well, not only because it lets you shift difficulty from sight reading to timing, but also because it makes it feel more like a rhythm game through this. I generally agree
  • I absolutely fucking agree at the end. I was planning to make a similar video more than 8 months ago but forgotten.
  • @Pienotpi
    disagree but I do understand this. Flow gameplay is fun to me because it’s satisfying to do.
  • @a05polzar
    Although I do generally like flow gameplay, I can at least say that I do get very frustrated while trying to learn it. I like Leyak, but I was cursing at my screen during my entire first practice run, but after that, I got it down and had some fun. I also didn't really like Gumshot. I don’t actually mind the levels not being sightreadable to be honest. I can also agree that I do like myself a good more "skill-based" level, I mean levels that test your "skill" like your ability to do tight timings and precise flying. What I've noticed is that flow levels look cooler, but "skill-based" levels tend to be made with actually playing the level in mind. However, both can be done well. Leyak is good, Ultrachromatic (not traditional flow due to the structuring but is definitely very high cps) is very fun, and Swirling Fire can be fun. Then levels like Scarlet Pulse, Distorzona, and Undergound offer up a nice more "skill-based" challenge.
  • @BootifulBlaze
    I’d like to point out that the flow gp clips you showed in the video do not represent all flow gp. But, reason people like this type of flow gameplay is because it’s visually satisfying. I can’t think of anyone who actually enjoys PLAYING this type of gameplay anyway. Also, while your gp is more sight readable than these types of gameplay, you lack proper structuring, and there are many parts in your gameplay that are very unfair to those playing it. This is really just a result of you saving structuring and play testing until after you are done with the level, instead of doing it as you make the level. Also, were you saying chopstep was unsightreable?
  • @CitadelR
    cool vid, but imo: people can think your gameplay is boring just as you think flow is horrendous. this is to say that gameplay is subjective. if you believe that flow is terrible and "skill-based" extremes are fun, thats you, not the majority of the community. this isnt even mentioning the fact that not all flow is the same; the flow i saw in the video looks terrible but thats not the flow most people think of when its mentioned. they think of levels like reverence or niwa. personally i believe the slaughterhouse and tidal wave examples used are terrible. both are top 10, at that point it doesnt matter if its flow or not because nothing is straight-forward at that level. plus you could argue that, since tidal wave is mostly wave, it isnt flow and instead skill-based. the other level i can get. you complain about the time it takes to learn an extreme, which i can definitely understand as well, but thats a consequence of playing hard levels. either way, you will be spending a lot of time trying to learn the level, whether it be flow or not. tl;dr agree to disagree
  • @minibruhh7678
    This just sounds more like you don't enjoy the learning process of levels to me more than the gameplay styles being bad. I understand that learning levels can sometimes be boring and take a long time but that doesn't mean that the gameplay is objectively bad. But hey you're entitled to your opinion.
  • @Colizzion
    You’re just hating on a gp style that you can choose not to play, because there are still a ton of levels that don’t use it like that. Other people can enjoy ChopStep for example as you said yourself. The game and it’s community isn’t catering to you, so accept the subjectivity that comes with creating and don’t make a video hating on someone else’s efforts. I will note that I’m not a fan of playing most of the super over the top layouts myself, but I rarely see the worst end of those get decorated anyway and I can appreciate the effort anyway.