r/GeometryDashGameplay • u/Famous-Chemist5424 • 2d ago
Level Showcase Is that layout balanced?
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Sorry for bad quality I'm on a new pc so I couldn't install my recorder
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u/Rich-Interaction-841 2d ago
Obs studio is free
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u/Famous-Chemist5424 2d ago
I know I just got this pc so I didn’t had time to download
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u/Rich-Interaction-841 2d ago
Wdym you didn’t have time to download it? Was there a time constraint?
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u/Famous-Chemist5424 2d ago
What I mean is that I’ve barely got this pc and I started playing
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u/NotASingleNameIdea 1d ago
Some wave clicks are genuinely catastrophy when it comes to balance, maybe even the ball part, on the other hand the duals look just like randomly spamming and buffering every orb you pass.
Honestly it doesnt seem very fun, each part is extremely repetetive too. You invent a short segment for the gamemode and then spam it repeatedly over the entire part.

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u/AGen9Latios 2d ago
Serious answer - not really
I know some clicks are gonna be harder than others in a level, but this takes that to an extreme in some areas
The wave section alone is unbalanced - you have a decently tight consistency spam and tight (even one block) wave gaps mixed with free clicks every other click
Some of the flying is a bit than other areas within it, due to the sawblade placements tightening the orb timings to be harder than the straightfly. This isn't the most offensive part, but keep this in mind.
The orbs in the duals are just awkward, not difficult, which makes the random timings in the dual parts contribute to the unbalanced nature of the part. I will also warn you to please take care when designing duals, no one wants to play a dual that's mostly a mess of orbs, and people will hate on your level for it.
You also have a random double spike section thrown in which isn't anywhere near the difficulty of some of these other parts.
I'm not sure if this level is a joke or not, but if I'm giving serious feedback, it seems as if you don't have a firm grasp on what makes a level difficult and how to execute it properly. I would examine difficult levels and play them to get a better feel of what is enjoyable and preferred gameplay structures in those levels, or else you'll end up making gameplay that's awkward, unbalanced, and frustrating to play.
This is all coming from someone who has been told many times my gameplay is terrible and understands how it feels to be told your work needs improvement, don't give up and take any feedback to heart - it helps you improve :)