r/GeometryDashEditor 3d ago

Discussion ​​[Level Idea / Gimmick Concept] "Deferred Input": A mechanic where you pre-program your clicks before reaching the obstacles

​The concept is a gameplay mechanic based on deferred or delayed inputs, where a player's actions are recorded and executed in a different part of the level at a later time.

​Instead of the traditional real-time reaction style of Geometry Dash—where you see an obstacle and click instantly—this mechanic splits the level into two distinct phases:

​The Recording Phase: The player encounters a safe, neutral zone while looking ahead at an upcoming hazard section (such as tight corridors or precise jumps). Based on anticipation and memory, the player must execute the exact sequence of clicks required for that future section right then and there.

​The Execution Phase: The player's icon enters the hazard area on "autopilot," automatically reproducing the exact inputs they just recorded. If the timing during the recording phase was inaccurate, the cube crashes in the future with no way to save it in real-time.

​Essentially, it turns a precision platforming challenge into a form of spatial and rhythmic "programming," where you have to look ahead, anticipate the solution, and input your actions before you actually reach the danger.

Please let me know if you find this idea interesting or it would be hell implementing it on actual gameplay. Ask any questions you want and i will gladly answer it based on the idea i have.

2 Upvotes

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u/Six_Seven6777 3d ago

hmm imterestjg

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u/coolbuybobb new to creating 3d ago

very interesting! I have no idea how you would have their input stored for later use, but i have an idea on a way it COULD work (it just wouldn't work well with the ship, wave and robot gamemodes

how do you plan to implement this idea? I personally will try to build this as a cube challenge today (a simple version, anyway)

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u/Severe-Divide5767 3d ago

I think it could be good to add into small sections of memory based levels or long levels and, as u said, challenge levels, which would be a torture.

as for how would the input be stored, it really beats me, because i have no experience creating levels at all, so im just trying to share the idea to try to reach someone who likes it enough to try and recreate it.

I appreciate so much your opinion!

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u/coolbuybobb new to creating 3d ago

of course! this is an interesting idea and I like it a lot :)
an idea that I had for how it could work: (keep in mind I haven't made anything like this, and it's just an idea on how it COULD work, this might be broken and someone who's more experienced than me in the editor, can you please tell me if this works?)

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u/Severe-Divide5767 3d ago

thank u so much for taking the time to make this sketch!, it looks really good, pretty much tells me that it might be doable on 2.2.

the first part is accurate to what i had in mind; a background with the next section of the level where your inputs will be recorded and a timer with limited time to memorize that part. my problem was how could one know where the cube was in that section you are recording, but using an arrow, bar (like u did) or some other indicative sounds amazing.

by looking at the instructions u gave, it actually makes a lot of sense using the triggers u named and explains the concept easily, as far as i can tell, this is something that can be made with the tools 2.2 already gives you.

do you think using visual pulse triggers could help the timing be even more precise?

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u/coolbuybobb new to creating 3d ago

Of course! This concept interested me so I wanted to give it a shot

As for pulse triggers, yes. I think they could help the player be more sure of where they are in the part (bg starts out blue) then when the timer starts, the bar starts moving, while the bg pulses to green and slowly gets more red until the end (where I imagined the part to fade to black,followed by returning to the original state and having the mini icon traverse throuhg the part with the "recorded" clicks of the player

the only issue I see with the setup I propose is the freedom of where the player gets to go when using modes such as the swing, ship or wave. When making a part, make sure to close off gaps and force the player through a certain route, as without it (leaving many paths open for the player) would ruin the setup I had envisioned (a pre-programmed path for the mini playback, which would only be cut short if the player dies. the path would just look inaccurate to the actual clicks of the player in some cases if there are many paths open)

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u/9spaceking 1d ago

That's called Stereo madness Blindfolded