#dashblr
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Never showed you guys the
SONIC WAVE BOWL
That i have
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This account is dedicated to sharing things that #gdtumblr is up to. Share things in this account's ask box, like a good score you've gotten on a level or a cool level you've made, and it will probably be posted here for GDTumblr to see!
Ran by @zedneon
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hold on what's the GD Tumblr community actually called?
like i always thought it was "gdblr"
but i've also seen "gdtumblr" and now "dashblr"
is it like
not decided???
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since im in el salvador i might as well try to finish a level before i leave at the end of the week... this is going to be hard (preview i've made in like 15ish minutes, it will get better as the level goes i hope
edit: guys i canceled this level and made a new one just check the rbs please
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this level is fun
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level: TerrorCore by Loogiah, MaJackO, Rynoxious, and Brandon Larkin
id: 92093417
ranking: unplayable (+ ldm) (<30fps)
notes: i thought the ldm gave a chance to this level to be at least bearable to be played on my phone...

song: chael - dead pixel
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trying to figure out how the gd editor works is like trying to translate a language without any knowledge of how it works
and it's only gonna get worse when 2.2 releases
#the gd editor is clearly super powerful but it's also. quite inaccessible to beginners#source: i am one#everything feels cluttered#there are just ENDLESS menus#none of the help boxes are actually helpful and some don't even give you proper descriptions#it's just a mess#geometry dash#dashblr#gdposting#neon posts text
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scrumbling on my dashblr looking at the tumblosts
my mum just called "scrolling on Tumblr" "scrumbling"
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"i hate you" by AlrexX - GAMEPLAY REVIEW
I've always wanted to see longform Geometry Dash content without a heavy lean into decoration critique (as I feel like the raw gameplay itself is a far overlooked facet of these works), so I thought I'd attempt this on a level that I've beaten - i hate you by AlrexX.
I'll break this review into specific segments, going into what I like and don't like about specific parts. So let's start from the beginning!
- Cube Intro -
The intro is the first thing you'll have to play every single time you restart a level, so it's important for the intro to provide some form of a challenge - and i hate you does a great job at this.
The gameplay in this segment is extremely reminiscent of other timing levels, with the majority of the inspiration seeming to be taken from Hatred (which is furthered by the identical song choice). However, while Hatred is relatively unimaginative with its structuring, i hate you tends to be faster paced and based more on the variance in the properties of the in-game orbs, where none are left behind.
Aside from the technical and literal interpretations of the introduction, the gameplay itself is extremely fun. Many clicks require tight visual and auditory cues to pass them, but none of them feel unfair or gimmicky - all of them can be picked up as you progress naturally through the level.
The mini cube immediately after this segment follows a very similar format, but with far more leniency in its timings.
While with the first cube I can name a few clicks that gave me trouble, the second mini version I can pass with ease - which I feel was an intentional design choice, as to not frustrate players by killing the run, especially right before arguably the roughest, most difficult part of the level.
Summary - A fun part, providing a challenging introductory section to keep players engaged, but not frustrated.
- Buildup -
While many extreme demons nowadays focus the large majority of the difficulty on the drop, i hate you puts more emphasis on reaching that point. I found myself often easily getting runs in practice after the 42% point - but the spot between the drop and the intro is really rough.
The wave is brutally tight, and it takes a lot of learning and practice to master - and while the idea of a hard-to-reach drop may be unappealing to some, I feel it plays a great role in how i hate you deals with nerves:
The term "nerves" quantifies the amount of stress, focus, or adrenaline that may hinder or benefit players who are far into an attempt. Nerves are something players learn to manage and adapt to; rather than the core game's raw gameplay and flow, it provides an outside force to overcome that is constant with other similar attempt-based games and modes. These feelings are something that may be taken into consideration when designing gameplay with a high magnitude of difficulty. While ignoring it is rarely detrimental, embracing it can be highly beneficial to the playing experience.
Why is this relevant? Let's see RG's description for the level:
"This is seriously one of the most stressful levels I've ever played. That being said, I really, really liked it. Just wish the 20% wave and 30% ship were a bit easier."
This is the core factor the level seems to test: nerves. From a more objective perspective of the level, it is heavily timing based; however I believe the main gameplay gimmick the level utilizes is the nerves itself. By placing the difficulty in the first half of the level, you create a far greater sense of stress upon reaching that second half, adding a sense of varied difficulty based on emotional response to a good attempt.
The ship immediately following this section is similar in formula to that of the intro, where the second half of the buildup is easier than the first - however, the higher level of precision and stress from a successful wave attempt can still be a detriment to the success rate of the part.
Summary - A challenging part meant to create stress in players who pass it.
- Initial Drop -
The drop of i hate you is really nothing too special from a gameplay perspective, but with the gameplay's theme of stress, every section is riddled with timings that aren't strict but still require a level of focus and clarity to pass.
Sections such as the first ball part can stack on stress upon players by providing difficult yet relatively lenient timings to further the feeling of stress.
The "bridge" cube segment then leads into the final sections of the level, with some final timings before sending the player to the penultimate section.
Summary - A relatively generic drop in an extreme, however, the core principles of nerves in the level change it to be a trial of composure rather than raw gameplay.
Final Wave
While the UFO/ball sections of the earlier segments of the drop focused complete emphasis on when you click, the wave finally incorporates the act of releasing as another factor, a change that while seemingly minor can heavily affect a player with nerves, especially when coupled with the lack of precision in hand movements that may come with stress.
While the duals themselves aren't in any way technical, nor do they differ from a normal wave part; however, they still give the section itself a unique gimmick - being the only dual in the entire level.
A more subtle part of this section is the speed - while the wave itself starts out relatively slow, both the gameplay and the click pattern gain speed as it goes, which aligns well with the rising stress associated with reaching the finale.
Summary - The final wave of the level does a great job at incorporating releasing into the skillset and inputs of the level itself, preparing the player for the ending.
- The Finale -
The nerves I felt during the final ball/ship/cube section is some of the highest levels of stress I've ever felt playing any video game. With the music getting faster and more intense, the decoration moving faster and changing colors quicker, and the gameplay switching between three different gamemodes, the player has one very simple thought: "don't fuck this up".
It is, to this day, my favorite section gameplay-wise in any level I've played, not only because the click pattern is extremely fun, but because of the pressure that the level pushes on the player with the rising intensity of the music and gameplay. And right when you feel like you're about to burst, the level gives, and you (hopefully) finally win.
This level's balancing is absolutely incredible - rather than focus on being constant in its difficulty, it uses its imperfections and fluctuations to its advantage, challenging the player in more ways than just the inputs themselves.
- Final Thoughts -
This is one of the most unique levels I've beaten from a pure gameplay perspective - not specifically from the content of the level itself, but from its balancing and flow. Rather than turn a blind eye to nerves, it actively incorporates it into its player experience to turn it into something special in the vast oceans of in-game demons, while still focusing on the gameplay itself being fun, smooth, and consistent.
Overall Rating: 9/10
Thank you for reading this far! I've never written long-form content for any site before, and this was a really fun venture into reviewing levels. If you are interested by any of the statements I gave, I recommend giving this a go if you need a new mid-range extreme to pick up.
-zetex
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Ruins of Acropolis my next solo level! Here is the first preview of it! Feel free to ask any question about it!
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I was having trouble with this level
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RACIST DASHBLR IN MAINE? 馃く
I live in Maine :) but I don鈥檛 work on a crab boat :(
that鈥檚 the second mutual i have to live in maine confirmed what the freak
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small preview of a timing level i was working on, difficulty is projected to be around hard/insane demon when factoring in length (estimated less than 2:30)
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IDEA
Any drama that happens on tumblr whoever instigated it gets exiled like Survivor /hj
(Joking but I really like how little drama there is and would love to keep it like this, just people sharing their stuff and support everywhere you turn <3)
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i made a gimmick account based if geometry dash levels run well on my phone or not @galaxy-a12-gd
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i just followed like 45 people so hello聽
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