With the introduction of 2.2 tools to Geometry Dash's editor, it became much more precisive onto what could improves your level and what could completely ruins it. Camera triggers and shader effects are the biggest topics to this conversation.
With Geometry Dash existed for 10 years before its 2.2 update, "Geometry Dash" levels tend to go from left to right, usually in a single progress direction. That allows a level to create customized locations for players to explore. Geometry Dash has never been seen as unpredictable in terms of a level's progression before 2.2, any adjustment to Geometry Dash's camera control could easily turns a level to be awkward and does not feel like a Geometry Dash level, basically because no "Geometry Dash" level lies to a player about the position of player's character. This level shows an example of how a level with decent potential can be easily butchered by a simple add-on like those triggers.
While shader effects have proven to be actually useful for some levels, even if this level is not a bad case, it is still concerning that people still have not realized on how it makes their level to looks less unauthentic to Geometry Dash, it is sort of camera filters rather than effects when you do not know how to properly use it at right amount.
Thus so, many creators are easily tricked and failed to make at least an "good" Geometry Dash level, because those tools are meant to make their levels looking better without having to manually recreate the effects, and often of those times, even using it without thinking whatever if it helps their level to look better or not.
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sorry about this gang