Levels

**Levels** are the main component of Geometry Dash. These Levels are made by Creators, then played by several Players. These Levels can be given criticism and Difficulty Ratings with The Rating System. These levels vary from quality and importance.

## Main Levels

**Main Levels**, or the **RobTop Levels**, are the Levels that were coded into the game by the creator of the game, **RobTop**. They're meant to entice Players into the game and trinkle in all the features, one by one. These are seen in the Spin-Off Games and actual Geometry Dash. There are 21 different Main Levels in total in actual Geometry Dash, but there's also 16 other Main Levels from the Spin-Off Games.

### Geometry Dash

The Main Levels in Geometry Dash count up to 23 different Levels as of Version 2.2. All Main Levels from Geometry Dash are roughly a minute and 30 seconds long in length, have a simple yet slick style and are only meant to get people to play the Community Levels, which are explained later. All Levels also have three *Main Coins* for the player to collect. These are often very well-hidden or hard to get.

The 23 different Main Levels in Geometry Dash are:

* Stereo Madness, an Easy Difficulty level worth 1 in-game that prepares the player to deal with simple obstacles.
* Back On Track, an Easy Difficulty level worth 2 in-game that introduce the Jump Pads.
* Polargeist, a *Normal* Difficulty level worth 3 in-game that throw in the *Jump Orbs* for the player to get used to.
* Dry Out, a Normal Difficulty level worth 4 in-game that make use of the *Upside-Down Portals*.
* Base After Base, a *Hard* Difficulty level worth 5 in-game that doesn't introduce anything new, but combine the features.
* Cant Let Go, a Hard Difficulty level worth 6 in-game that doesn't introduce anything new, but does make the gameplay a little harder with upside-down portals.
* Jumper, a *Harder* Difficulty level worth 7 in-game that doesn't introduce anything new, but lets the player learn about when to jump when there's multiple pillars coming up.
* Time Machine, a Harder Difficulty level worth 8 in-game that introduces the *Mirror Portals* and makes the player aware of Triple Spikes.
* Cycles, a Harder Difficulty level worth 9 in-game that introduces a new gamemode, the *Ball Gamemode*.
* xStep, an *Insane* Difficulty level worth 10 in-game that introduces new Jump Orbs and Pads. It also lets the player learn about the skill Memorization.
* Clutterfunk, an Insane Difficulty level worth 11 in-game that introduces the *Mini Portals*. It's the first level to give players a real challenge.
* Theory of Everything, an Insane Difficulty level worth 12 in-game that introduces the *UFO Gamemode*. It helps players get used to memorization.
* Electroman Adventures, an Insane Difficulty level worth 10 in-game that introduces *Breakable Blocks*. Its purpose is to put all of the different mechanics together in one level.
* Clubstep, a *Demon* Difficulty level worth 14 in-game that introduces *Fading Blocks*. This is for most players the new hardest challenge to face.
* Electrodynamix, an Insane Difficulty level worth 12 in-game that introduces the *Speed Changes*. Many argue that this can qualify as a Demon Difficulty level, with its immensely difficult *Ship* gameplay.
* Hexagon Force, an Insane Difficulty level worth 12 in-game that introduces the *Dual Gamemode*. It gives the player multiple things to focus on at once and is one of the most gimmicky Main Levels that exist.
* Blast Processing, a Harder Difficulty level worth 10 in-game that introduces the *Wave Gamemode*. It's considerably easier than the last few, meant to properly introduce the Wave.
* Theory of Everything 2, a Demon Difficulty level worth 14 in-game that doesn't introduce anything, but acts as a combining level to challenge the player.
* Geometrical Dominator, a Harder Difficulty level worth 10 in-game that introduces the *Robot Gamemode* and *Moving Objects*. Many players aren't in favor of this level due to the "Dark Part".
* Deadlocked, a Demon Difficulty level worth 15 in-game that introduces the *Teleportation Portals*. This is seen as the ultimate challenge of the Main Levels.
* Fingerdash, an Insane Difficulty level worth 12 in-game that introduces the *Spider Gamemode*, *Dash Orbs*, *Red and Black Orbs* and *Rotating Objects*. This Main Level introduces by far the most features out of any other Main Level.
* Dash, an Insane Difficulty level worth 12 in-game that introduces the *Swing, Camera and Vertical Mode,* and *Leftwards Direction.* This level is made after Version 2.2.
* The Challenge, a Hard Difficulty level worth 3 in-game that can only be unlocked by putting in a code for the Vault Keeper. It's way shorter than all the other Main Levels as of now. It is 26 seconds long with a minimum of 21 jumps.

### Spin-Off Games

In the Spin-Off Games, there are also about 16 different Main Levels from all of the Spin-Off Games combined: *Geometry Dash Meltdown*, *Geometry Dash World* and *Geometry Dash Subzero*. The levels from these three games are meant to entice newer players into buying the main game Geometry Dash.

#### Geometry Dash Meltdown

The Main Levels from Meltdown are similarly made to the ones in Geometry Dash. They contain three Main Coins and are roughly a minute and 30 seconds long. These levels had the purpose of showing off the capabilities of Version 2.0.

The 3 Main Levels from Meltdown are:

* The Seven Seas.
* Viking Arena.
* Airborne Robots.

#### Geometry Dash World

The Main Levels from World are vastly different from the ones in Geometry Dash. They are incredibly short, 30 seconds or less and have zero Main Coins. These levels were meant to show off the capabilities of Version 2.1.

The 10 Main Levels from World are:

* Payload.
* Beast Mode.
* Machina.
* Years.
* Frontlines.
* Space Pirates.
* Striker.
* Embers.
* Round 1.
* Monster Dance Off.

#### Geometry Dash Subzero

The Main Levels from Subzero are very similar to the ones from Meltdown and Geometry Dash. They are roughly a minute and 30 seconds and have 3 Main Coins per level. The levels are meant to give an impression on the then upcoming Version 2.2.

The 3 Main Levels from Subzero are:

* Press Start.
* Nock Em.
* Power Trip.

## Community Levels

The **Community Levels** are the levels created by Creators that are submitted to the GD Servers for Players to have access to. Community Levels come in different forms and only a few of them get a Star Rating (see The Rating System for more info). These levels are made with the help of the Level Editor.

Community Levels can come in different lengths: **Tiny**, **Short**, **Medium**, **Long** and **XL**. Tiny levels stand for 1-10 seconds of gameplay, Short for 10-30 seconds, Medium for 30-60 seconds, Long for 60-120 seconds, XL for 120 seconds or longer.

Because Community Levels are made by Creators, there is a supply and demand when it comes to these levels. If a Community Level does well and gets a lot of *Downloads* (plays), the Creator feels like they have more motivation to make more levels.

### The History

The Community Levels and the actual *Rating System* have changed over time. This is due to the fact that the game didn't have all the features in the Level Editor as it does now. For example, levels used to have little to no Decoration or good Gameplay. No one knew what to do with the Level Editor yet.

This changed during the Version 1.9 phase of Level Creation, where people were starting to actually think about what a good level truly is. However, this would slow down again once Version 2.0 introduced *Moving Objects* that people had to get used to. This problem got even worse once Version 2.1 dropped, because Creators didn't know what to do with what they were given.

This all changed later on into *Version 2.11*. This is where a lot of people started to develop their own styles for decoration and gameplay. The entire Level Creation Scene had changed completely into a rush to make the most stunning looking level possible.

### Community Level Types

Community Levels come in different *Types*. They can be anything from a normal level to nothing. Depending on what type of level it is, determines if the public is going to be accepting of your Levels.

#### Basic Levels

The most common type of Levels are **Basic Levels**. They are usually very similar to the *Main Levels*, although they're made by different people. Basic Levels are literally just levels meant to be good levels. Their intent is to give the player something to enjoy playing. They are paired with both Gameplay and Decoration.

Basic Levels can feature a few things: *Pure Skill*, *Skill and Memorization*, or *Pure Memorization*. Depending on the player's preference, these levels can be seen as more annoying than others think they are. **Pure Skill** is for Players who really just want Difficulty in their levels, **Skill and Memory** is for Players that want a mixture of skill and know-how and **Pure Memory** is for Players that don't like skill whatsoever, but like learning levels for a long time.

##### Styles

Basic Levels also have a lot of different **Styles**. These Styles change the way the level is perceived by the Community. The most seen Style is the *Generic Style*. The Generic Style is what the Community deems as "basic". What this means is that there aren't any crazy effects present in the Level and there isn't any "unique" Design Choices.

Another Style that's more prevalent nowadays is the *Artistic* Style. This Style makes use of High Detail Art for the Block Design, Background and even the Text. Artistic Levels usually forget the logistics of Gameplay and are also often seen with *Flow Gameplay*, which is highly debated in the GD Community.

A sometimes seen Style is the **Technical Style**. This style makes use of futuristic design, making it look very technical or mechanical. Many see this as an upgrade from the "Generic" Style. The levels with this type of design usually have some insight for Gameplay, although it can fall off the radar.

A sometimes forgotten style is known as the **Layout Style**. This is the only Style that does not feature any sort of Decoration whatsoever. The point of the Layout Style is to focus primarily on good Gameplay, which makes half of the Community interested.

A sometimes reoccuring style is the **1.9 Style**. This Style is based around Version 1.9 and its Decoration. This Style is interesting for a lot of GD Players not only for nostalgia, but also because it still looks good.

A style that some people think looks classy is the **Art Style**. Different from the Artistic Style, the Art Style is meant to make the level look like it's drawn by someone. This is exceptionally interesting for a lot of people, because it takes the idea of Decoration to another level.

Another reoccuring style is the **Modern Style**. This Style uses altered versions of Jump Pads and Orbs, Portals and more. Many complain about this Style being hard to Sight-Read, but a lot of people also love this Style at the same time.

The last Style is the **Old Style**. This Style is based around any Version before 1.9. This was the "era" before decent decoration and is therefore often discouraged by many. However, some may like these levels because of them being so old.

#### Preview Levels

**Preview Levels** are Community Levels uploaded specifically made to show off a part of their Creation. These levels often aim for both Gameplay and Decoration or only Decoration. These levels are meant to be used as a thing of critique for them to learn from.

#### Blank Levels

**Blank Levels** are Community Levels specifically made with nothing or close to nothing in them. They are only uploaded for the Achievement of Uploading a Level. These levels are often deleted after some time or are used to reach a milestone id like 100 million or 696969.

#### Auto Levels

**Auto Levels** are Community Levels made specifically to either show off effects without Gameplay needing to be involved or they just want you to have a break. Some of these Auto levels get Rated, but this is only a possibility if the Decoration beats the boring nature of it.

#### Troll Levels

**Troll Levels** are Community Levels meant to be annoying by nature. They are often paired with fast moving objects and Memorization bits. Their main purpose is to make you angry and are almost never Rated, unless it had a lucky shot with RobTop.

### Geometry Dash Servers

If a level gets uploaded, it goes on the **Geometry Dash Servers**, or **GD Servers** for short. These Servers make it possible for the Player to find these levels through the Level Menu. These Servers often break down for Maintenance and the Level Menu will temporarily go down until the Maintenance is over.

If a level on the GD Servers hasn't been given a *Difficulty Rating* and it's old, there is a chance that the GD Servers will automatically delete the levels to save space. This cannot happen if a level is Rated or has a Difficulty.

Retray

This level is most popular level in Geometry Dash. Diffculty is easy, it starts with cube mode. Contains 3 coins. The first coin is in the ship mode after the first cube mode. The second coin is in the first ball mode. And the last coin is behind the heart at the end of the level.