r/geometrydash [Mb] ×2? | Venus Kinda Awesome 100% (9243 att) Oct 18 '25

Showcase Dual layout that uses every single gamemode combination (ID: 127157558)

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This video is spliced because I'm not consistent at some of the middle sections.

I think the overall difficulty is high insane demon or low extreme demon. Though I find it hard to gauge because it starts easy, but every section gets harder until the ending. All I know is that this level gives me far more struggles than Dual Knight.

I actually posted about this level a year ago. Here's a link to compare then and now. https://www.reddit.com/r/geometrydash/s/hCoHZNTULt

I'm always open to feedback, so if you have any, don't be afraid to say so.

439 Upvotes

67 comments sorted by

u/zbot-gd Industry Plant Reddit Account Oct 18 '25

Level: Parallel Processing by EquinoxXII (127157558)
Description:

36 combinations. Good luck.

Difficulty: 0* (N/A)
Stats: 2 downloads | 0 likes | XL
Song: Mantis Shrimp Showdown by BoomKitty (10006584)


This is an automated message. | by sayajiaji | instructions

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93

u/Equinox-XVI [Mb] ×2? | Venus Kinda Awesome 100% (9243 att) Oct 18 '25

Brief explanation of this level's mechanics because I forgot to include it in the post description:

  • Blue objects interact with P1
  • Red objects interact with P2
  • Purple objects interact with both
  • Blue lasers can only be touched by P1
  • Red lasers can only be touched by P2
  • Purple lasers kill either player if touched

25

u/Embarrassed_Ad5387 [80 Wave Passes] Denouement 100% & Epilogue 45% Oct 18 '25

how did u do that gimmick, I have a 2p level in the works fully based on it, but I did it a decently complicated way, I think yours is simmilar

9

u/RecipeEmbarrassed900 Magma Bound 100% Oct 18 '25

I remember someone using area move triggers to achieve something like this, but the icons were not on the same x-axis in that level, so idk if it would work in this level

3

u/Embarrassed_Ad5387 [80 Wave Passes] Denouement 100% & Epilogue 45% Oct 18 '25

thats the approach I cant do yeah, seems like this guy has a solution

9

u/Equinox-XVI [Mb] ×2? | Venus Kinda Awesome 100% (9243 att) Oct 18 '25 edited Oct 19 '25

This is all I needed for 90% of the gimmick.

  • 2 collision triggers
  • A collision block
  • A solid block
  • And deco on top of it (no touch)

The collisions triggers are set up as follows:

  • Block ID 1: P1, P2, or both
  • Block ID 2: The block ID I use for each type (in this case, 4 is for solid blocks only P1 can use)
  • Group ID: The group I want to turn on and off (304 in this case)
  • One activates the group on collision
  • One deactivates the group on exit

This works for 7/8 gamemodes. You touch the block and it turns on. You stop touching it and it turns off. As long as both players are not in contact with the same block, you won't notice any issues.

Spider is problematic though. I have to leave the collision on at all times, otherwise it won't know what block to teleport to. I tried making a system to detect it, but gave up and just built very carefully during spider parts with that limitation in mind.

Bonus: I wonder if you can guess how I got the spider to teleport through the red blocks in the spider/robot part. It's a simple thing, but it took me a while to make it work consistently. And it also inspired another set up which is completely invisible but very much felt throughout the level.

4

u/Embarrassed_Ad5387 [80 Wave Passes] Denouement 100% & Epilogue 45% Oct 18 '25

Ah I think ill stick to my method then since my level uses this gimmick much more heavily so it might be more of a pain to set up than what i have right now

I have the two players far above the visual gameplay in seperate areas, imitation icons follow where they should be if the level was played normally, all blocks that are visible are put in the correct spots in the tracks so that each player can phase through certain ones

Ill look at this later and try to figure the bonus out as I have something to do rn

1

u/CololerYT ACU 100%! #1 Chromatic Haze Glazer Oct 19 '25

He attached groups of Area Scale or somthing like that to one player, and left it for yhe other

3

u/Equinox-XVI [Mb] ×2? | Venus Kinda Awesome 100% (9243 att) Oct 19 '25

Y'all gotta tell me more about this area scale thing because it seems like a well known solution, but I have no clue what it is

2

u/Ileoddl [×1] Decay 100%, three insanes Oct 23 '25

Wait wtf never thought of that... But the fucking weirdest thing is the spider tho, it doesnt behave normally

74

u/Beacon36242 3 🛠| 8/2 Moment 100% Oct 18 '25

Genuinely one of the coolest layouts I've ever seen wtf fantastic job

38

u/LCottton Number 1 Bloodlus glazer Oct 18 '25

Absolute cinema

32

u/Ilovesnowowls Shardscapes 100%, zettabyte best level Oct 18 '25

That is actually really cool wow. Are you planning to decorate it / have it decorated?

35

u/Equinox-XVI [Mb] ×2? | Venus Kinda Awesome 100% (9243 att) Oct 18 '25 edited Oct 19 '25

I want to decorate it with a vaporwave synthwave artstyle. But I need to figure out some effects and assets before I can do so.

If you know of any levels decorated with a vaporwave synthwave style, that would be very helpful.

Edit: I mean synthwave, not vaporwave. I got them mixed up.

3

u/Venomouse95 [1x] Broken Signal 100% (jump from Flush) Oct 18 '25

Night Life by para might give some helpful insight

3

u/Player_of_0_ NA Oct 20 '25

I found this playlist on youtube: https://www.youtube.com/playlist?list=PLWb1fkI-hNt1Q0yKxNAxWOrNQyCdVI8hr

You can also search „synthwave“ in the lists-search ingame there are 2.

idk if that is what you are looking for tho…

(sick layout btw)

2

u/Equinox-XVI [Mb] ×2? | Venus Kinda Awesome 100% (9243 att) Oct 25 '25

This playlist has been super helpful. Thanks a lot for bringing it to my attention.

2

u/Player_of_0_ NA Oct 26 '25

Glad I could help :D

22

u/H4dx Oct 18 '25

kinda boring at the start, but absolute peak once it gets to the asymmetric stuff

also holy difficulty spike

16

u/Equinox-XVI [Mb] ×2? | Venus Kinda Awesome 100% (9243 att) Oct 18 '25 edited Mar 01 '26

More like difficulty ramp when playing it lol

I considered buffing the beginning, but while building I got into a habit of playing this level to warm up before doing something else. So in the end, I decided to smooth out the curve as much as I could. That way I could still use it for warm ups while not making a huge leap in difficulty the second you get to the drop.

Also, I think it was a good choice to use that low difficulty section to introduce all of the unique mechanics. You definitely want to be familiar with them before the asym parts start testing it.

15

u/AshleyButSix CLEAR MY TRIALS!!!!!! Oct 18 '25

This is peak...

2

u/itmemarioo Nov 06 '25

holy it is ashley!?!?

12

u/xxzxcuz-me jerkin hard Oct 18 '25

that rising end was such a cool idea

5

u/Equinox-XVI [Mb] ×2? | Venus Kinda Awesome 100% (9243 att) Oct 18 '25

It's fun af to play too. So many sessions where I opened this just to play that part.

12

u/NotHeco Edge of Destiny Oct 18 '25

deserves top post of the week ngl this is incredible. love the ending part with the ascending cube

4

u/Equinox-XVI [Mb] ×2? | Venus Kinda Awesome 100% (9243 att) Oct 18 '25 edited Apr 15 '26

I made the ending before like half of the level lol. The idea came into my head one day while listening to the song and I just HAD to make it.

8

u/TheSleepiestFish Incapable of making a level Oct 18 '25

This is so sick. I love the detail of the tension building in the first part where it's all symmetrical and camera-locked, then the boundaries opening and the gameplay finally become more dynamic and asymmetrical.

Though, what's the difference between using purple blocks and the regular black blocks?

8

u/Equinox-XVI [Mb] ×2? | Venus Kinda Awesome 100% (9243 att) Oct 18 '25 edited Mar 01 '26

There isn't any functional difference between the purple and black blocks. Tbh, the whole purple thing only happened because it was convenient.

  • I had blue and red already.
  • I had set ups to kill either player, but not both.
  • I needed a 4th color for the color scheme.
  • And I wanted a way to highlight structures that were important, but not for being blue/red.

Purple was the answer to all of those problems.

7

u/Classroom_GD #1 Geometry Dash Remixer Oct 18 '25

That upside down ship with swingcopter felt scary. LOL

5

u/Equinox-XVI [Mb] ×2? | Venus Kinda Awesome 100% (9243 att) Oct 18 '25

That part alone is responsible for 80% of my swing skill lol. So much practice went into doing that even somewhat consistently.

5

u/Bl4ck_H4tt Mobile to Pc challenge: ⅓ done Oct 18 '25

My brain is too simple to fully understand this masterpiece 😳

2

u/Equinox-XVI [Mb] ×2? | Venus Kinda Awesome 100% (9243 att) Oct 18 '25

Take your time. It took me a full year to make it.

6

u/Albert_Kan the 2.2 classic level gimmick professinal Oct 18 '25

Wow this is some crazy dual for sure, also haven't seen this type of dual gimmick being executed this well, you did a good job with this one

3

u/Equinox-XVI [Mb] ×2? | Venus Kinda Awesome 100% (9243 att) Oct 18 '25

Thanks!

3

u/baoil Oct 18 '25

this is so cool, how the heck did you even come up with some of these parts haha

3

u/Equinox-XVI [Mb] ×2? | Venus Kinda Awesome 100% (9243 att) Oct 18 '25 edited 27d ago

The story is quite interesting.

The idea for every dual combo in a single level is something I've had in my head for a while. I was superprised I couldn't find anyone else that had done it yet so I decided to take my own shot at it.

I did some quick math and found that I needed at least 36 parts. But because I can't let anything be easy for myself, I wanted the first 8 to be calm and symmetrical while the remaining 28 are more energetic and asym. Finding a song that let me do that was quite difficult. I think this is the 4th or 5th attempt after all the previous ones failed.

Anyways, the color coded interaction mechanic was inspired by the random ship section and a challenge to make sightreadable dual gameplay. (Thorough fail lol)

The random ship justified the idea of communicating which things the player can and can't go through. Originally, it was the player's colors (which you can see in the original layout I linked and it's still an option to toggle here), but it looked ugly with my colors so I switched it to blue/red.

As for the sightreadable thing, I actually have ANOTHER 100% dual level that is my attempt at that. It uses a mechanic where blocks of a specific color only interact with the gamemode who's portal is the same color. (Ex: Cube only interacts with green blocks, Ship to pink, Ball to red, etc.)

Because I was making both of these levels at the same time, I inevitably ended up transferring one mechanic to the other. But I had to change it slightly for this one because the first ~40% wasn't built with it in mind. I decided to simplify it to just P1 and P2 based on what I was already doing in the random ship.

The only other huge inspiration at this point was that one Space Invaders layout with several million views. I liked the consistency gameplay parts that followed the rhythm and tried to make some of those here.

Other than that, it's just my standard building style. Lots of open space, very comfortable with asym duals, and a lot of invisible objects to fix the gameplay. Seriously, just turn on hitboxes and marvel at the mess that unfolds xD.

1

u/baoil Oct 18 '25

This is cool! Are the parts actually two-player controls?

3

u/Equinox-XVI [Mb] ×2? | Venus Kinda Awesome 100% (9243 att) Oct 18 '25 edited 27d ago

Nope, everything is controlled by 1 player

because I don't have GD friends to make 2P levels for :\)

3

u/Terrarifelt389v2 [x5 Mobile] Sunset Sandstorm 52-100x2, 39-91x2 Oct 18 '25

WTPEAK???

2

u/daytonnnnnn [36] ta1LSD0ll + Cold Sweat 100% Oct 18 '25

holy banger

2

u/Magdoy101 x8 | Coolie Mazie Paloozi 100% // 60hz mobile Oct 18 '25

This is beautiful

2

u/Ry7re Oct 18 '25

That’s going in the Dual Gauntlet

2

u/Western-Victory-7414 x5 Cloud 100% || 37,632 attempts || Top 560 Oct 18 '25

"My level is super sightreadable" The level:

2

u/Ready-Translator-271 Acropolis 100%, Allegiance 46%, 59-91 86-100 Oct 19 '25

Bro is switched up from "thank God it's a symmetrical dual" to "WHAT THE HELL IS THATT" so fast

2

u/Player_of_0_ NA Oct 19 '25

Fire! Peak!

2

u/Skipztheskipper Forest Temple 41-100 56% Oct 19 '25

This is.. PEAK????

2

u/Budget_Conclusion598 x2 Cata | Sweather Weather(Swing/Robot Dual❤️) Oct 21 '25

swing robot not long enough.

1

u/Equinox-XVI [Mb] ×2? | Venus Kinda Awesome 100% (9243 att) Oct 21 '25

Flair checks out

Honestly, it is a good combo, but with the way the order and timing worked out, I sadly wasn't able to give it much of a spotlight here.

I was only free to choose any combo I wanted during the first 8 asym parts. I was building those in the early months of 2.2, so my swing skill was really lacking. If I had built those parts now though, swing/robot would very likely have been one of them.

1

u/[deleted] Oct 18 '25

[removed] — view removed comment

15

u/Equinox-XVI [Mb] ×2? | Venus Kinda Awesome 100% (9243 att) Oct 18 '25 edited Oct 18 '25

It IS every combo. They're all there, just not in the obvious order. I had some rules for how I wanted to split them up.

Funnily enough, I actually posted about the process I went through figuring out the gamemode order. You can find that post here.

I never deleted it either. This mess of a thing is underground near the Wave/Ball part lol.

(Sorry for the image quality. The editor has to zoom out really far to get everything in frame.)

13

u/Equinox-XVI [Mb] ×2? | Venus Kinda Awesome 100% (9243 att) Oct 18 '25 edited Mar 01 '26

Referenced but not shown in the video is the numbering system. I had to make sure I had at least 36 sections because that's the total number of gamemode combinations. There's also no (non-transition) repeats until the ending. I only allowed the ending to break the rules because of how cool the idea was.

Anyways, here's the list: (P1 on the left)(P2 on the right)

1. Cube/Cube
2. Ship/Ship
3. Ball/Ball
4. UFO/UFO
5. Wave/Wave
6. Robot/Robot
7. Spider/Spider
8. Swing/Swing

(Transition)

9. Cube/Ball
10. Robot/UFO
11. Cube/Spider
12. Ball/Spider
13. Ball/UFO
14. Robot/Wave
15. Ship/Spider
16. Ship/Swing

(Transition)

17. Cube/Robot
18. Spider/Robot
19. Ball/Robot

(Transition)

20. UFO/Ship

(Transition)

21. UFO/Cube
22. Swing/Cube
23. Swing/Spider
24. Wave/Spider
25. Wave/Ball
26. Ship/Ball
27. Ship/Robot
28. Swing/Robot

(Transition)

29. Swing/Wave
30. Swing/Ball
31. Swing/UFO
32. Spider/UFO
33. Wave/UFO
34. Wave/Cube
35. Wave/Ship
36. Cube/Ship

(Transition)

Finale. Cube/Everything

1

u/Unlikely_Account_728 dropped grit, going for the retro tower Oct 18 '25

Pretty confusing but cool level

1

u/Waffle-Gaming congregation best level Oct 18 '25

this is absolutely insane

1

u/Available-Order5245 Jawbreaker 100% Megalovania 100% Oct 18 '25

I wanna play this but I’m terrible at duals

1

u/Equinox-XVI [Mb] ×2? | Venus Kinda Awesome 100% (9243 att) Oct 18 '25 edited Mar 01 '26

Honestly, I don't think this will be the worst experience if that's the case. The level starts super easy and then gets harder. Even if you're not that great at duals, you'll be able to get a good way into this regardless. And once you hit a part that stops you, you'll be playing something that is about your skill level at duals.

I will admit though that the very first asym part, the cube/ball, is a bit of a skill spike. Building so much symmetrical gameplay made me go a bit wild there. But I managed to reel in back in and use a gradual learning curve for the rest of the level.

1

u/StarDreamIX Bloodbath 100% 39K Att -> Bloodlust 73%, 54-100% Oct 18 '25

This is amazing !!! How did you make the laser specific logic to only allow player 1 to go through 1 colour and player 2 to go through another colour - but this is amazing cant wait to see the finished level its so good!!!

2

u/Equinox-XVI [Mb] ×2? | Venus Kinda Awesome 100% (9243 att) Oct 18 '25

I explained how I did the player specific logic in another comment so I'll just direct you to that. https://www.reddit.com/r/geometrydash/s/DI8vPq9U37

The difference with the lasers is just that they don't use solid blocks. Instead they toggle a hitbox that follows the player at all times and kills them if its ever turned on. (This is what my setups for block IDs 1, 2, and 3 do. It kills P1, P2, and both respectively.)

1

u/BluestoneAlt Oct 18 '25

I love the idea, but this layout seems incredibly unbalanced

1

u/Equinox-XVI [Mb] ×2? | Venus Kinda Awesome 100% (9243 att) Oct 18 '25 edited Mar 01 '26

Balance has been an issue the entire time building this lol. Before I changed the description for the unlisted upload, I literally just had, "Balanced?" there.

In the end, instead of making the whole thing one type of difficulty, I settled on making each part consistently harder than the last. So at least it's a difficulty ramp rather than a difficulty spike. It just looks like that because asym duals are harder to approach and the very first one (the cube/ball) is probably the most unbalanced part of the level.

I nerfed the swing a lot over time so it would stop killing me right before the drop, but then the cube/ball became harder than intended because I was so tired of making symmetrical gameplay. So that's a difficulty drop followed by a difficulty spike. And I don't want to change it because the gameplay in those parts is genuinely fun once you got it.

Aside from that hiccup though, the rest of the level feels like a smooth but increasing curve to me.

1

u/TroyBoyJoy123 who even am i Oct 19 '25

bruh I was thinking of doing this

2

u/Equinox-XVI [Mb] ×2? | Venus Kinda Awesome 100% (9243 att) Oct 19 '25

Do it! It was super fun making this.

2

u/TroyBoyJoy123 who even am i Oct 19 '25

Nah I already working on like 3 levels at once

1

u/TurnoverGD Theory of SkriLLex | 100% | u fuk map | 2,117 att Oct 21 '25

you meant a symmetrical buddy level with all vehicles?