Base after base is pretty forgettable compared to all the other main levels. It doesn’t try to innovate and help the player improve on some gameplay aspects, and it’s strange that it stays just one gravity the entire time despite dry out introducing the yellow gravity portal. Overall though, the visuals for the time are alright, the structuring works and the different parts seem to be distinct from each other. The gameplay is alright as well, though the coins are absolutely atrocious.
Overall, it’s just a forgettable main level
The most nothing main level, and I've always thought this way. Nowhere near the jump in difficulty it should've been as a follow up to Dry Out, and I think this turns an already weaker Rob level into arguably the worst one. This is probably the only main level in the game that doesn't have a standout moment, aside from maybe Back on Track. If I was Base After Base, I would be quite ashamed. Although I've only said negative things about it so far, it's still a RobTop level, so it isn't bad in any right. Simply just not the right level at the right time.
Probably my least favorite GD main level but its still a relatively enjoyable level. I would disagree with the notion that there are any bad main levels, because I have no trouble replaying any of them and getting some enjoyment out of them. This level just happens to be the one I replay the least because its a bit forgettable. It introduces no mechanics except maybe black sections (which Can't Let Go capitalizes on much better). It doesn't have any memorable difficulty spike or any memorable visual even with the 1.0 constraints. Even with that, this still presents itself with a decently fun, yet unmemorable experience. Goes to show how good RobTop is at making levels.
It's probably useful from a developer perspective to ease new players in to new mechanics at a more gradual rate than one per level, but Base after Base plays it so safe gameplay-wide despite the upbeat, arrogant tone of its structuring that it fails to impress as a whole. The player movements are just so limp in 80% of the level.
"Base After Base" is likely the most forgettable main level within Geometry Dash. Of the original 7 main levels in Geometry Dash (which consist of "Stereo Madness" through to "Jumper"), "Base After Base" is the only one that doesn't really add anything substantially new or interesting.
"Stereo Madness" is very memorable because it's the first level you likely played when you first opened the game. Everybody has to start from somewhere… It features two squashed triple spikes which love to catch new players off guard as well as its final coin which was famously nerfed. "Back on Track" introduces jump pads and more infamously is known for the ‘Back on Track is the hardest level’ joke (I doubt this joke is as prevalent nowadays, but it was definitely common when I started playing in 2017/2018). "Polargeist" introduces jump orbs. "Dry Out" introduces the upside-down gameplay for the first time. "Can't Let Go" is known for its timings (which can be pretty annoying for new players). "Jumper" is memorable for its pillar-based structuring (and I guess that one ship section towards the end of the level). I can't think of anything necessarily unique or distinct about "Base After Base".
The upside-down gamemode was already perfectly introduced with "Dry Out", and there's no iconic, striking parts within "Base After Base", such as the ship section of "Back on Track", the memorable overall structuring and gameplay of "Jumper" or the dark section of "Can't Let Go". It's a filler level which I find pretty unremarkable, it only exists to fill an empty space between "Dry Out" and "Can't Let Go"; it could be easily be replaced and there wouldn't be much of a difference. The fact that it's a remnant of the unused beta level "Ultimate Destruction" also doesn’t help, especially as "Ultimate Destruction" just leaves a much stronger impression compared to "Base After Base", partially because of its song. I'm sorry to say, but "Base After Base" is probably DJVI's weakest contribution to the Geometry Dash soundtrack. "Ultimate Destruction" would have been a great song and it's a shame RobTop was never able to acquire the rights to use it.
"Base After Base" isn't necessarily a terrible level, it's just extremely forgettable with nothing particularly unique or new to add to the table like practically every other main level.
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sorry about this gang