Check my profile for a more in-depth explanation, but pretty much: First off, try to avoid gameplay that is solely on the floor, aka floor gameplay, because its really annoying for others to play and doesn’t look good. Also, know what each portal and orb does. Here is a quick guide: Jump Rings/Jump orbs: Pink orb: boosts you a little Yellow orb: boosts you a bit higher than a jump Red orb: boosts you really high Blue orb: Changes your gravity Green orb: Changes your gravity, but swings you in that direction Black orb: Sends you downwards quickly Purple orb: Teleports you to the nearest platform on the opposite gravity Orange orb: Switches direction (left-to-right, don’t overuse this) Green dash orb: moves you in a straight line where it points Pink dash orb: same as green but inverts gravity —— Jump Pads: Pink pad: same as pink orb Yellow pad: same as yellow orb Red pad: same as red orb Blue pad: same as blue orb Green pad: Changes direction (left-to-right) Purple pad: same as purple orb Portals: Thin yellow portal (with no back): Reverses gravity Thin blue portal: Sets gravity to normal Pink wavy portal: Sets size to mini Green wavy portal: Sets size to normal Triangular orange portal: Turns on dual mode Triangular blue portal: Disables dual mode Gamemode portals: Green portal: Cube Pink portal: Ship Darker orange portal: Ball Lighter orange portal: UFO Blue portal: Wave White portal: Robot Purple portal: Spider Yellow portal: Swingcopter Here are some tips for each game mode: Cube: - Learn how far a cube jumps at different speeds For example, in slow (1/2) speed, I know a full size cube can jump over exactly 3 spikes (frame perfect) and mini can jump over 2. A little tip in making levels is to try and limit frame perfects as much as possible, as it is hard to balance with them. So, instead of putting 3 spikes in a slow cube part, I’ll put 2. It’s still kind of difficult, but way more fun overall in longer levels. Ship: - When to use straightfly and when to use just regular gaps I know it’s hard to make hard ship gameplay without straightfly, but try to instead make short spike gaps that you have to fly through like I did, and put some gravity portals occasionally that sync to the song. Make as many inputs where you hold out of a portal as possible without overusing them, because it is really fun. If the speed is 3x or 4x, then longer straightfly is fine because its easier at higher speeds. Ball: - Try using a lot of gravity changes and platforms Ball switches gravity when you click, so try to use as many gravity switches as possible to compliment that, but not too many. Also add a lot of orb parts. UFO: - DO NOT MAKE FLAPPY BIRD GAMEPLAY EVER!!!!! Try to use gravity portals, an interesting thing to do is put 3 gravity portals back-to-back so you have to jump out of each one. Also, mix in a bit of easy spam with gaps to jump through. Wave: For now, just put slopes (never upside-down ones) that correspond to the size of the wave, and keep in mind that in the editors, waves can slide on blocks by default, so you can put some parts where you slide on blocks as well. Spider: Similar to ball, try to put platforms instead of floor-to-ceiling gameplay. That’s about it. Robot: Just cube, but make sure not to make gameplay that can be done as the cube because that is a lot less fun. Put a few short jumps and a few long jumps to balance it out. Swingcopter: Just make ship gameplay without the gravity portals or orbs basically, and put saws instead of spikes most of the time, but dont spam them because that creates unnecessary lag. And remember: ALWAYS EXPERIMENT! You only improve by doing things a bit out of your comfort zone!
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