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-/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY

For a while now, this has remained as one of my favorite easy demons in the game. It is such a high quality level all around.

The block design is absolutely amazing, definitely some of Ferdefunky’s best works, combined with the really awesome effects that he made as well. And there’s plenty of variety as well, which means the level won’t feel samey, a common complaint for a lot of Ferde levels prior to this one. All of the block designs and effects are top notch, and they even allow for great song representation/progression. Its obvious how much care he put into this level when you look at the block design and backgrounds.

Despite being a GDDL tier 1 demon, this level probably has some of the best gameplay out of any level in that tier. It gets so many things right, as it compliments the song well most of the time, while also still managing to stay very sightreadable despite how flashy it is. I don’t think I have a single issue with the gameplay at all! My favorite part has to be the second drop, it just feels so fun to blast through, and it makes for a great ending to this level.

Definitely one of the biggest glow up stories in the history of GD, with Ferde going from the bad Traction, to the decent Shuriken, to the masterpiece that is Starpunk :)

-/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
9/10
GAMEPLAY

I absolutely adore this level, easily my favorite one of the Space Gauntlet contest winners.

The best part of this level for me is undoubtedly its artstyle; there are so many synonyms I could use to describe it, but my biggest ones would have to be intruging, atmospheric, and just… beautiful. I would kill to see more levels done in an artstyle like this. And there is also such a high attention to detail in many parts (yes, I’m including the statue with a penis LMAO), all of which help further compliment the level’s atmosphere. The artstyle feels like a unique mix between Hollow Knight’s artstyle and old Renaissance era paintings, and I am ALL for it. My favorite part has got to be the cube part at 72%, it reminds me a lot of Tree Top Town from Donkey Kong Country. Or… is it actually at 72%?

Ah, that’s right! Another crazy detail that caught me off guard was that the level actually kept on going past 100% in the progress bar about halfway through the level! Initially, I thought it was another typical 2.2 bug with the progress bar, but there was so much gameplay following this occurrnce, that I slowly learned this choice was indeed intentional. The level isn’t called “Out of Place” for nothing after all! It’s actually really cool to see this bug being used in the level’s favor, as it really makes it feel more alive and atmospheric. I could gush on about how much I love the decoration in this level, but I think you get the point.

I also think the gameplay really compliments this level! Now, I have seen a few complain about it, as they think its too boring and goes on for too long, but I have to disagree. The gameplay being so open and easy actually work’s in this level’s favor, as you can take in even more of this level’s beautiful visuals, and immerse yourself even further. And I think the length is hardly an issue too, the gameplay is easy enough to a point that you will almost certainly fluke it.

Really the only thing I will criticize in the gameplay is the Swing part at the first drop. I’ll admit the timings in it can be a little jank, but at least it isn’t at the end of the level.

In conclusion, this level is a masterpiece, and easily one of my favs from this year. Shame how its only placed at 7th in the contest, when it shouldve been top 3 minimum.

-/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
9/10
GAMEPLAY

My first ever insane demon completed :D

Another banger from quite possibly the greatest creator of all time, Puzzle Trials absolutely blew me away when I first saw it when it first dropped. And despite being released almost 9 years ago, it still holds up incredibly well.

This level has so much charm with its many unique gameplay gimmicks/sections, such as with the. minesweeper face vibing to the music in the beginning, and I really adore the whole computer vibe this level has. The BSOD during the ending bossfight is probably my favorite detail, makes it really feel like you’re confronting the computer virus.

And despite the level primarily having gimmicky gameplay, its still well polished, and gets so consistent when you practice each part enough. SO consistent, that I really don’t think its insane demon at all, more like a mid hard demon. I know a few people who beat this before beating any hard demons!

Really the only part I could probably nitpick is the “triple mode” part, since it is a bit harder than the rest of the level, so it can be a bit frustrating at times, but even that part is manageable enough when you play it a lot. Every other part is great to play through, and you can get past them after 1 attempt nearly every time with enough consistency.

I highly recommend beating this if you haven’t already, its one of many classics by Funnygame that will continue standing the test of time.

-/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY

The Meaning by VFG

-/100
DIFFICULTY
10/10
OVERALL
9/10
VISUALS
10/10
GAMEPLAY

Undoubtedly one of my favorite easy demons in the game. This level has an incredibly unique gameplay gimmick that manages to make blind gameplay (an objectively kind of bad gameplay) actually work!

Basically, for each part, you have to continue the pattern that the level presents to you, and you have to repeat this as the path you take gets slowly more and more invisible/obscured. This is such an awesome concept alone, and its very well executed and highly polished in this level. This type of gameplay made it feel like I was playing some sort of rhythm game like Rhythm Heaven, and I fw it heavy for that. It is also pretty well set up in the beginning, as it gives you a basic yet effective example of just jumping over spikes in time with the flashing music note, so you’ll get the general idea of what the level is all about.

I also really adore the whole old windows OS/vaporwave theme that this level aims for, such as with the gray blocks it uses to represent the windowed tabs, mouse cursors dragging the bar along, almost as if you are in some sort of video, and the module texts showing the different kinds of patterns. Many of the backgrounds are also charming, and help contribute to the vaporware theme more. I will say module 3 isn’t as strong with the OS theme as much as the other parts, but it still has themeing with the mouse cursors moving some objects. And the gameplay is still fun in that part!

And, if you’re up for the challenge, this level even offers some further replay value with its coins, where it makes each pattern entirely invisible. I myself didn’t go for them, but its a very nice thing to go for if you’d like to!

Just, in general, a really high quality easy demon, mainly thanks to its unique ginmick and aesthetic which are both done amazingly. Definitely give this a play if you have not already.

-/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY

Yea, I know I sound like a normie for saying this level is a masterpiece and one of the best levels in the game… but how could I not? I’ll admit I’m partially biased towards this level, as it is somewhat inspired by Rayman Legends, which is a game I love a lot, but besides that, this level is a masterclass in pretty much each category.

This level showed such an insane amount of quality when it first dropped almost 2 years ago (damn time flies), and it still continues to impress this day.

The whole “theatrical” theme this level goes for is really cool, as it is divided into different acts, all with visually stunning environments, my favorites being the “video game” and “simulation” parts . What makes this even cooler is at the beginning, you can choose to keep it in theatrical, or bring it to life through your imagination, making everything look more real. I personally prefer the theatrical route slightly more since it is a bit more creative, mainly with how it themes each act (i.e. video game part has a video game UI while it doesn’t in the other route), but the other route is still high quality. The level has such a dramatic and intense vibe going on throughout, while also managing to stay surprisingly cohesive. Best part about all of this is that Bli managed to do all of this in under 80K OBJECTS, I cannot stress just how monumental that was when I first found out about it.

The gameplay is also extremely well made, it is very sightreadable, hardly has any bad timings, and just has a lot of variety to stick out and make each part a lot more memorable. It is generally very well polished, with not a single bad part coming to mind!

I guess my only nitpick is that the ending following the fake ending sort of feels like filler given how its decoration looks, but it still has fun gameplay so i can kinda forgive it.

So yea, this level is a masterpiece all around. Kinda sad to see some people start switching up on it, likely because of how popular it became, but I’ll still always highly respect it. And I think this is a level GD really needed at the time, it came out in an era where GD feel so stagnant in the levels that came out, felt like most people just wanted to make the same old stuff and nothing actuslly interesting.

-/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY

In the sprawling universe of video games, where multimillion-dollar AAA titles dazzle with cinematic splendor and indie masterpieces push narrative boundaries, few would expect a five-star Geometry Dash level—Toxick Future—to be considered the greatest level of all time. Yet here we are, on the edge of conventional wisdom, confronted with a reality as vibrant and pulsating as the level itself: Toxick Future is not just the best level in Geometry Dash. It is, in fact, the greatest level ever created in any video game, ever.

Before you scoff at such a bold claim—before your cynicism reaches its climax—consider this: greatness is not measured by difficulty alone. It is not quantified by flashy accolades or how many frames of ray-tracing your graphics card can sweat through. Greatness lives in the quiet places of design. It lingers in the rhythm of movement, in the hypnotic pulse of the unknown, in the build-up that never quite lets you finish—until the final moment when it does, and you’re left breathless, sweaty, and questioning everything.

This essay will explore why Toxick Future transcends not just its five-star rating, not just its rhythm platformer confines, but every preconceived notion we hold about game levels. And if you feel like there’s something building—some thematic undercurrent just beneath the surface—you’re right. Because much like the level itself, Toxick Future is all about the art of edging—narratively, aesthetically, emotionally. A slow burn. A tease. A wink.

Geometry Dash is known for its difficulty. Demon levels, Extreme Demons, even Hell-themed gauntlets are treated with religious reverence by the community. But Toxick Future is only a five-star level—on paper, “easy.” Yet it manages to do what no Demon has: seduce the player into a state of trance-like immersion, without brute force or frustration.

The moment you enter Toxick Future, you’re hit with its aesthetic: neon green tendrils of light stretch across the screen like radioactive veins, techno-futuristic symbols flicker with the promise of something forbidden. The synchronization between visuals and music isn’t just tight—it’s tantric. It doesn’t rush. It holds. It pulses. Every beat aligns with your input, every jump synced with a moment of tension, every transition a breathless pause. It’s not trying to kill you. It’s trying to keep you. Keep you there, hovering at the edge.

So why does a five-star level deserve to be elevated above something like Final Destination in Super Smash Bros. Melee, or Rapture in BioShock, or even the Water Temple (yes, I said it) in Ocarina of Time? Because Toxick Future understands the fundamental truth of level design: you don’t need to make something hard to make it unforgettable. You need to make it wanting. You need to make it tease.

Toxick Future’s visual design is a cyberpunk dream laced with environmental decay. There’s something perversely beautiful about its toxic greens and chromatic distortions. It looks as though a radioactive wormhole opened up in the middle of Tron’s bedroom. The level uses distortion effects and minimalistic transitions, teasing the eye with what comes next—but never giving it away too soon.

This aesthetic doesn’t just impress—it seduces. It hints. The screen shakes ever so slightly during a drop. The color palette doesn’t just glow; it breathes. It’s as if the level is watching you, waiting for your mistake, but smiling when you don’t make it. You feel like you’re being pulled closer, but it always stays just out of reach—until you earn it.

This is edging in the language of visual design. The climax, that final satisfying moment when you reach the portal at the end, only lands because the level made you earn it with restraint. It withheld. It waited. It let the anticipation bloom like a virus under the skin.

A good Geometry Dash level is synced to the beat. A great one feels like the beat. But Toxick Future is the beat.

The soundtrack—already a masterstroke of electro-futurism—intertwines perfectly with gameplay. Jumps, orbs, gravity switches, and transitions all feel like they emerge organically from the music. There are moments where you’re not just playing to the beat; you’re becoming it. It’s a dance, a ritual, an interaction that tugs on your senses.

You keep going, entranced by the rhythm, locked into the flow. Your body sways, your hands tighten. There’s tension. Your thumb hovers, you’re not sure when to press—but the level guides you. It edges you along. It holds back the payoff.

And when the drop does hit—when you finally get the release you didn’t realize you were craving—it’s euphoric.

Compare this to Celeste’s Reflection chapter or Super Mario Galaxy’s Gusty Garden Galaxy. Yes, both are genius. But Toxick Future doesn’t just accompany the music—it fuses with it. It refuses to separate the visuals from the sound, or the gameplay from your pulse. You aren’t just playing it—you’re inside it.

One of the most overlooked aspects of Toxick Future is how its simplicity is a ruse.

You start the level and think, “This is chill.” And it is—for now. The early sections teach timing and introduce symmetrical obstacles that give a false sense of safety. But slowly, incrementally, it increases complexity. Speed changes. Portal transitions. Subtle camera shakes. Everything tightens.

You don’t realize how intense things have gotten until you’re too deep. Too committed. You’ve come this far. You’ve seen too much. You need to finish. There’s no turning back.

This level’s design is edging incarnate. It doesn’t drop difficulty on you suddenly—it creeps. It drips tension. It teases your skill curve, coaxing you forward, each new section whispering, “You want to keep going, don’t you?”

Most games throw everything at you. Toxick Future just leans in and breathes on your neck.

Part of what makes Toxick Future legendary is its paradoxical status in the GD community. It’s not rated Demon. It’s not Kaernk. It’s not Wasureta or Slaughterhouse. It doesn’t flex with brutal memorization or frame-perfect clicks. But the people who love Toxick Future? They really love it.

It exists in that sweet spot of cult classic—like Katamari Damacy or Shadow of the Colossus. You may not see it on mainstream “Top 10 Hardest Levels” lists, but in hushed comment sections and obscure Reddit threads, its name appears. Whispers. Praise. Yearning.

You’ll find players who’ve beaten every Extreme Demon still returning to Toxick Future for a casual run. Not because it’s hard, but because it feels good. It scratches an itch. A slow, lingering itch that never quite goes away.

Because once you’ve played Toxick Future, other levels feel rushed. Too eager. Too soon. They don’t hold back. They don’t build. They don’t tease.

To call Toxick Future the greatest level of all time is to challenge the hierarchy of game design. It’s to say that we don’t need another Elden Ring dungeon or another procedurally generated roguelike hellscape to feel immersion.

Sometimes, all we need is color, music, and timing. Sometimes, all we need is restraint.

In an era where games bombard us with information, Toxick Future reminds us of the power of minimalism. Of suggestion. Of almost.

It is the edge between rhythm and chaos. The line between control and surrender. It’s not the level that screams; it’s the level that whispers, “You’re almost there.”

And when you finally finish it?

Oh, the release.

Toxick Future stands as a testament to what game design can be when it stops trying to impress and starts trying to seduce. It is slow and deliberate. It edges the player to the brink—not through difficulty, but through desire. You want to keep going. You need to finish. Not because the level is hard, but because it’s right there. It’s been leading you on. And you’ve been letting it.

To some, it’s just a five-star level in a rhythm game.

To others, it’s the best level in video game history.

Because sometimes… it’s not the hardest climax that matters.

It’s the build-up.

And Toxick Future? Oh, it builds.

And builds.

And builds.

Until it leaves you quivering. Hungry. And pressing that replay button again—not for challenge, but for something more.

Something that no other level has ever quite given you.

Yet.

And maybe that’s the point.

-/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY

An absolute masterclass of a GD level, one of the most iconic levels of all time, and is still one of my favorites to this day. Pioneered the way for how to make high quality levels, and despite being released almost a decade ago now, it still holds up beautifully. The song representation is some of the best in the game, with many standout parts having an “emotional” feel, the whole ending especially being my favorite. This level as a whole just feels like an adventure. If you somehow have not played this already, you’re missing out on one of the greatest GD experiences ever.

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