YoReidEndscreen/Thumbnail sketch by ArcDraws https://x.com/arcdraws2
Alright lmao there are two things I need to make abundantly clear before people get the wrong idea
Firstly, Skeletal Shenanigans has been a CC5 entry from day 1, this was not a last minute change because of the extra time we were given lol. In fact, Airz and I planned it literally the day of the CC5 announcement. We had planned to use the original level swap's song (Jumbo Time) but then we both lost interest in the project and it died. Then, in late December, I listened to Slash Inferno just after it released, and a completely new vision for the level sprung up in my head and we decided to revive it. Now at the time, we had like a month and a half left, so we were way in over our heads about the project and without the extension we were probably doomed. In our defense, the project we planned was going to end just after the bossfight and would've been much lower effort.
Secondly, I was NOT involved in either of the CC5 extensions. Jam has known about this being an entry from the beginning, so my entry was certainly a big influence in the extension, but his decision to extend the deadline was purely his own choice. He actually messaged me about considering a second extension and I outright told him that we were on track to finish it in time and wouldn't need a second extension. He decided to anyway because of projects like Weird Fishes and Corium that were actually in danger of missing it. Was this convenient for me? Yes very. Was this foul play? No way Jose.
Now the big question, do I think this can beat Forgotten Metropolis? To be 100% honest I have no idea. I can genuinely see it going either way easily. Especially considering the mixed bag of judges we have and the fact that this and Forgotten Metropolis are just super different levels overall. If it were just Jam judging, I would place my money on Forgotten Metropolis, as its much more his kind of level and it kinda emulates his style a little better. Then again, I have never been this surprised by my own work, the keyframes allowed for some insane stuff especially in the drop that I could've only dreamed of making in 2.1. Overall my goal with this level was to make it good enough so that choosing between it and Forgotten Metropolis would at least be a tough choice, and frankly I think we accomplished that. In the end, winning the contest couldn't matter to me any less, my genuine goal was to have fun here, and animating a bunch of silly skeletons while we clown on the entire Jam Land discord in secret has been the most fun I've had in a long while.
On that note, another thing I might address is: Why did we keep this a secret? The first and main reason is because we thought it would be hilarious, and sure enough, these past months have been absolutely exhilarating. There were several points where Jam completely forgot that it was a secret and just straight up revealed it, one of those times was literally on stream. Ever since then I'm pretty sure there was one random Jam Land member that knew but wasn't vocal enough for anyone to believe him. And oh my goodness the amount of times that people joked about it being an entry followed by me pulling the most diabolical gaslighting in my life was insane. Another reason is that I didn't want to discourage other participants from building entries, especially after all the amazing entries that already dropped. A third reason is that I didn't want people to be constantly comparing this level and Forgotten Metropolis throughout the building process, as that would've definitely messed with my outlook on building it. But now that it's out I'm sure I'm about to start up quite the fun debate about which level will win, even the judges have been unsure about the final outcome thus far, but we'll see!
(One last thing, I am NOT a CC5 judge, and I never have been lmao)
JAM GAUNTLET ENTRY - Skeletal Shenanigans by YoReid and Airz (Geometry Dash 2.2)YoReid2025-05-06 | Endscreen/Thumbnail sketch by ArcDraws https://x.com/arcdraws2
Alright lmao there are two things I need to make abundantly clear before people get the wrong idea
Firstly, Skeletal Shenanigans has been a CC5 entry from day 1, this was not a last minute change because of the extra time we were given lol. In fact, Airz and I planned it literally the day of the CC5 announcement. We had planned to use the original level swap's song (Jumbo Time) but then we both lost interest in the project and it died. Then, in late December, I listened to Slash Inferno just after it released, and a completely new vision for the level sprung up in my head and we decided to revive it. Now at the time, we had like a month and a half left, so we were way in over our heads about the project and without the extension we were probably doomed. In our defense, the project we planned was going to end just after the bossfight and would've been much lower effort.
Secondly, I was NOT involved in either of the CC5 extensions. Jam has known about this being an entry from the beginning, so my entry was certainly a big influence in the extension, but his decision to extend the deadline was purely his own choice. He actually messaged me about considering a second extension and I outright told him that we were on track to finish it in time and wouldn't need a second extension. He decided to anyway because of projects like Weird Fishes and Corium that were actually in danger of missing it. Was this convenient for me? Yes very. Was this foul play? No way Jose.
Now the big question, do I think this can beat Forgotten Metropolis? To be 100% honest I have no idea. I can genuinely see it going either way easily. Especially considering the mixed bag of judges we have and the fact that this and Forgotten Metropolis are just super different levels overall. If it were just Jam judging, I would place my money on Forgotten Metropolis, as its much more his kind of level and it kinda emulates his style a little better. Then again, I have never been this surprised by my own work, the keyframes allowed for some insane stuff especially in the drop that I could've only dreamed of making in 2.1. Overall my goal with this level was to make it good enough so that choosing between it and Forgotten Metropolis would at least be a tough choice, and frankly I think we accomplished that. In the end, winning the contest couldn't matter to me any less, my genuine goal was to have fun here, and animating a bunch of silly skeletons while we clown on the entire Jam Land discord in secret has been the most fun I've had in a long while.
On that note, another thing I might address is: Why did we keep this a secret? The first and main reason is because we thought it would be hilarious, and sure enough, these past months have been absolutely exhilarating. There were several points where Jam completely forgot that it was a secret and just straight up revealed it, one of those times was literally on stream. Ever since then I'm pretty sure there was one random Jam Land member that knew but wasn't vocal enough for anyone to believe him. And oh my goodness the amount of times that people joked about it being an entry followed by me pulling the most diabolical gaslighting in my life was insane. Another reason is that I didn't want to discourage other participants from building entries, especially after all the amazing entries that already dropped. A third reason is that I didn't want people to be constantly comparing this level and Forgotten Metropolis throughout the building process, as that would've definitely messed with my outlook on building it. But now that it's out I'm sure I'm about to start up quite the fun debate about which level will win, even the judges have been unsure about the final outcome thus far, but we'll see!
(One last thing, I am NOT a CC5 judge, and I never have been lmao)
ID: 118509879 Difficulty: Medium Demon Song: Slash Inferno by Teminite, Waterflame, and Boom Kitty newgrounds.com/audio/listen/1382827Ode to Yord - by YoReid (Geometry Dash 2.2)YoReid2025-06-22 | Hey y'all
If you haven't been present any servers that remotely involve me then you might be pretty confused lol, luckily Jam has made a vid explaining the context behind this already so I can just youtube.com/watch?v=nh9HSAL5Ufw
Anyway yeah lmao, I'm honestly kinda glad to bounce back after such a nuclear project like Skeletal Shenanigans with a goofy, non-serious, low-effort project like this, since it really exemplifies my conviction of not being bound toa newfound gigantic audience. This project is no doubt an outlier, I still plan to make mostly levels that push my own limits simply because that's what I like doing most, but this has been really nice too as a break from that pattern.
So, second cc entry of this year lol. Though many may now view me as some heavy hitter ready to crush competition, that's obviously not what I'm going for here. In this project I actively limited the quality (such as the lack of parallax and pulses) entirely for the sake of making something that is less than what it could be. Now that there's entries like Deja Vu and Polychrome, I can safely put to rest any thought of winning, which I honestly prefer. In general I just really liked the premise of Viprin's mini cc 5, it encouraged creativity with the gamemode restriction and more importantly, whether or not this was intentional, a focus on brevity with the time limit. This could've been merely to force projects to be small scale since its a mini cc, but I think most platformers do suffer from bloated length, or at the very least a lack of communication of how long one can expect the level to take.
The Yord bossfight was originally going to be included as an easter egg in The Vermin Queen, but since I ended up rushing that project out in a frenzy, it ended up being left unplanned until me and JamAttack started really messing around with the idea of the Yord theme and boss and he ended up finishing it. So with a banger song complete and ready to be used in a project I wasted no time, I also realized I could enter this into Viprin's mini cc as a way both to add some extra spice to the gameplay and also to set a hard deadline on when this project would be done, since it was intended to be a small-scale project anyway. Skip a few weeks to today, where, funny story, I misinterpreted the new deadline that Viprin set as being one week from the original, when in reality it was 6 days, and now I had two parts left to decorate and about 12 hours left to submit. With the level of effort I was already putting into the decoration, this was very feasible, but it did take a toll on my mental battery. So here I am now getting this level out in the middle of the night, writing a description that does not need to be this long, and goodnight everyone I need to wake up in a few hours lmao
Song: Yord's Theme by JamAttack newgrounds.com/audio/listen/1442871Making a Yord Bossfight lmaoYoReid2025-05-12 | oh boySkeletal Shenanigans - PREVIEW 1YoReid2025-03-15 | Recorded by @Blueskii Thumbnail by @AirzGD
Behold, for Airz has finally gotten to finishing his parts in the first half of Skeletal Shenanigans! Honestly I couldn't be happier with how well this level is turning out considering the pace we are keeping up, I'm not sure how much longer it'll take, but I'd estimate maybe 2 months considering we might take a short break. Anyway, what a fun start to 2025! This is the first true example of how my newly inspired work ethic for GD is playing out, and I must say its a whole lot more fulfilling than 2024's "I'll build when I feel like it." Not sure what changed that is enabling this, but I don't think its at all fleeting like most motivation bursts are.
So, Skeletal Shenanigans, the original was a short level swap with Airz from a couple years ago that was fairly fun to make. We had considered turning both PVC Pipe and Skeletal Shenanigans into full projects, but that quickly fell through. Then, in late December, I came across Waterflame, Boom Kitty, and Teminite's brand new song 'Slash Inferno' and I immediately saw a brand new vision for Skeletal Shenanigans. I ran it by Airz and we quickly agreed to collab on a completely new version. The vision I had in that moment is almost exactly what you see in this video; not only has very little changed conceptually, but even more surprisingly, my execution is actually living up to my ideas with these animations. You'll see even more of this from the boss onward, but I am overjoyed at my newfound ability to use keyframes for an especially smooth look to animating in GD. The skeletons provide the literal perfect catalyst for this, I mean, they are literally the definition of a humanoid rig, easy to manipulate and transform without the consequence of joints and such (with the small exception of the wizard with the robes).
I have so much planned this year, and with my apparent newfound ability to materialize motivation out of the ether, I am confident I will truly be happy with myself in what I accomplish
SONG: Slash Inferno by Waterflame, Boom Kitty, and Teminite newgrounds.com/audio/listen/1382827Building SKELETAL SHENANIGANS (Bossfight time!!!)YoReid2025-02-22 | Level info DIFFICULTY: Medium Demon CREATORS: YoReid and Airz TIMEFRAME: Will finish in a few more months hopefullyBuilding SKELETAL SHENANIGANS (parallax time)YoReid2025-02-10 | YoReid live streamBuilding SKELETAL SHENANIGANSYoReid2025-02-09 | YoReid live streamBuilding SKELETAL SHENANIGANS (pirate time)YoReid2025-02-03 | ...Building SKELETAL SHENANIGANSYoReid2025-02-02 | ...Building SKELETAL SHENANIGANS (First YT Stream!)YoReid2025-01-27 | ...YoReid CC2: PANDEMONIUMYoReid2024-12-31 | More info and submitting channel in my discord! discord.com/invite/RuMnpkzeHq
Happy New Years everyone! After a year of platformer mode being out I have to say I haven't been very impressed. I mentioned before that I feel the GD community as a whole has been doing platformers all wrong, namely, platformers today don't respect the player's time. So, CC2 is something I'm contributing that I think will help spice up the platforming scene. The idea of chaos and survival I think resolves the time issue by making platformers similar to classic levels while simultaneously making them more interesting by introducing dynamics and a static camera gameplay style.
Anyway, the discord has all the nitty gritty details so I might as well keep the description here short, later!
0:00 - Intro 0:20 - Rules 1:11 - Deadline 1:22 - ScoringElectric Archives - TeaserYoReid2024-12-30 | Building streams on my twitch! twitch.tv/yoreid
Welcome to the penultimate installment of the Maze Series! Electric Archives will be a spin-off of Floating Outskirts, with revamped platformer controls and an easier difficulty, as well as being even more optimized than Floating Outskirts because of 2.2 camera controls. The purpose of the level is so that I can hide in here all the secrets, lore, and easter eggs that never made it into Floating Outskirts, so this level will be pretty dense with secrets! It is set in between Vault and Monolith in the original level, serving as one long extra level with subsections inside of it. The level will have my first ever minigame bossfight, and a few new gameplay gimmicks including the Battery Charge as well as Charge Inhibitors and Charge Walls.
Super excited to get serious with this project, see you all on my building streams!
Song: Hyperdrive by EliteFerrex and Sunnexo newgrounds.com/audio/listen/957508The Vermin Queen | By YoReid | FULL SHOWCASEYoReid2024-12-29 | Level Info: Difficulty: Hard Demon (I think?) Objects: Under 40k Hours: 130
Pretty insane that exactly one month ago, this level was cancelled. Now instead its done, because after an entire damn year of doing absolutely nothing despite having the most anticipated update of my life out I realized I need a different approach to making levels. Instead of only building when I'm motivated, I need to teach myself to be motivated. I have so much I want to make, I made a 'release of 2.2' video just to show everyone how much I've planned this out. Of course, no plans are truly set in stone, hell I couldn't even go a few weeks without starting an unplanned project. Over the past month I finished a CC results vid, an announcement for the next CC, a collab part, a minigame remake, and an entire platformer just through sheer willpower, and I think they all turned out great. That showed me that I can make so much in so much less time if I learn to persistently work on my projects while still respecting my passion and my academics.
So, The Vermin Queen, a level that almost got cancelled twice; first as a Jam CC4 entry and then again as a platformer. It should be clear this project was not terribly important to me, but I couldn't be more glad I found the resolve to finish it. Ignoring my English Final level, this is an excellent introduction into my work in 2.2. I loved being able to use more of my game design intuition to make an interactive bossfight and an orb gimmick that I could creatively employ in different ways through the whole level. It was also nice to share my take on platformer levels overall; in my opinion I think the creating community as a whole has been doing platformers all wrong in this first year of 2.2, and I wanted to share a certain approach that I think will help make platformers, especially hard ones, feel natural instead of forced. (My CC2 will try to do this even more!)
0:00 - Lake 0:32 - Hill 1:08 - Ruins 2:00 - Colosseum 4:44 - CavernFalling Maze REMAKE - Full ShowcaseYoReid2024-12-28 | Verified by Aimbotter2123, will be released/updated after a couple more changes and fixes
So, here's one of the many projects I took up this year, finally done after sitting in limbo for months.
Falling Maze was one of my levels that was hit hardest by the physics changes of 2.2; if I remember correctly it made it flat out impossible for most people. Rather than pry into the wiring and machinery of that hellhole of a minigame, I decided it would not only be more fun and fulfilling to just remake it all, it would be easier. So I thought for a week, when I had most of the level done already, but then that massive wave of motivation came over me and this project stopped. I finally finished it over Thanksgiving, then Aimbotter verified it, and I prepared it for release in this video marathon
The decoration is nothing special, never was meant to be particularly impressive. What's impressive is how much better the controls are; its not even comparable to Falling Maze. You'll see when I release this but for now cya
Song: Necromancy (drum n' bass) by zirconmusic newgrounds.com/audio/listen/216300My Part in Crimson Blaze by JamAttackYoReid2024-12-27 | The sky and volcano in the background are made by Aimbotter2123, he also has a really cool part in this collab and we were just keeping the bg consistent for continuity.
Anyway yeah this is one of my best collab parts to date. Although this collab has made just a little progress in multiple years now I can certainly see this picking up pace soon to become one of the craziest megacollabs ever. Wish Jam and the rest of our team the best of luck for this!
Song: Escape from LA by Dj-Rec0il newgrounds.com/audio/listen/678781Floating Outskirts TAS in 2:25YoReid2024-12-26 | ALL CREDIT FOR THE TAS ITSELF GOES TO @AllyTheCalico
I think this will become a pattern for all of my platformers and minigames to come; making a TAS for these is just ridiculously fun, of course no TAS that I made ever compared to what Ally cooked up here, but I plan to make TAS videos of my own for all of my speedrun-able levels now
So, here's my second video of the week, they will get more and more significant as the week progresses so be ready!
Song: Static Symphony by EliteFerrex & Sunnexo newgrounds.com/audio/listen/959666My Part in Ice Melt by YakobnuggetYoReid2024-12-25 | Merry Christmas, and welcome to the start of a burst of videos I will upload at the end of this year because I thought it would be funny. The most notable of these will be the last three, which are The Vermin Queen showcase, the Electric Archives teaser, and the CC2 Announcement video respectively.
As for this part, not much to say other than that it was nice to assist Yakob with another Christmas collab, although I unfortunately must admit that this part is not nearly as passion-filled as my part in Crumbs, given the lack of a specific vision like with Calvin and Hobbes. Still, I think it turned out great, and it was nice to get more practice with particles and such as I head forward into tackling these ambitious projects rather than just sitting around doing nothing all year.
I was baffled by how unproductive of a year 2024 was for me. The hype of 2.2 prompted me to start all kinds of projects, and it was going well, but then I got hit by the most persistent wave of demotivation I have had yet.
Fun fact: if you asked me one month ago, I would have said this project was cancelled. Another fun fact: it's not. Not sure how but despite being in the middle of the finals rush in my first semester of college, I managed to pull together the resolve to rush out in December not only this project, but also a Falling Maze Remake, enough deco to make a teaser for my Floating Outskirts spin-off, and a ton of new ideas for Tar Spit that I think will finally allow me to feel good about finishing it (Tar Spit will probably be out in the first half of 2025)
Be ready for one hell of a marathon of videos that I've been either rushing out or stocking up over the months
Hey so first some much needed context, this is a just a super small scale project I made for a final English assignment I had, which was to introduce the class to a book we read over the semester with a presentation involving any creative project we could muster. So, naturally, I thought of making a GD Level since that's what I do best, and the project was accepted. In this case I used the GD Level to showcase some of the scenery described in "The Virginian" which takes place in Wyoming. I presented it a week ago and have now graduated so that's cool.
The level is not by any means impressive, but I did make it in under 4k objects which is by far the highest optimization of any of my projects (except White Hole ofc). It was fun seeing what I could do with particles to do so, which is how I made the grass and flowers in the bg and terrain in the closer fg. Either way, this level doesn't serve much purpose in terms of my passions for building so there's not much else to say.
I'll take this opportunity though to update y'all about other projects. This summer (or at least this year) you should expect 4 levels from me, the Falling Maze remake, The Vermin Queen, a new minigame, and Tar Spit. The FM remake is almost done, but I'm going on a 2 week trip, so stay tuned fellas, buh byeThe Vermin Queen - by YoReid - [PLATFORMER PREVIEW]YoReid2023-12-28 | [EDITED BY @AirzGD]
Oh man I could not help myself, even with my elaborate roadmap for 2.2's beginning, I already got sidetracked. But this is certainly for the better, as platformer mode has proven a great introduction to 2.2. And as a bonus, I revived a mediocre side project to some of my proudest work already, and I'm saying that before I've even made the bossfight..
Still, this won't even dig a foot into the chasm of potential that I know 2.2 holds, this project won't take more than a few more weeks, so I find myself stunned by the possible results of me or others taking several months on a 2.2 project. Here's to a new era, folks, it almost feels like we're kids again.
EDITED BY @AirzGD AND THUMBNAIL BY @iNubble FULL UNEDITED VERIFICATION ON MY TWITCH: twitch.tv/pooryoreid
The level is out! After a combined time of about 15 hours, I kind of unexpectedly got it done today. This probably seemed like a short amount of time to verify it in, but keep in mind that I had been playtesting/practicing this level for pretty much all 9 months it took to make. I still need to improve the LDM, and make new updates and content in 2.2, but this is it for the level's development, go and try it out!
0:00 - Rampart 0:43 - Foundry 0:58 - Garden 1:35 - Temple 2:55 - Palace 3:53 - Quarry 4:25 - Precinct 5:05 - Aqueduct 6:22 - Vault 7:42 - Monolith 8:30 - Ending 10:26 - UploadingFloating Outskirts FULL SHOWCASE + SFX (List Demon Minigame)YoReid2023-10-08 | I VERIFIED IT BUT STILL CHECK OUT MY TWITCH :] twitch.tv/pooryoreid ALSO EDITTED BY AIRZYY AGAIN: @AirzGD
Well everyone, this is it. I haven't uploaded a level in over a year now and it ended up being by far my largest project to date. 420 hours is a lot, over 3x the time I spent on The Sulphur Sea. Making the un-decorated version of this level alone took 113 hours, and I honestly couldn't be happier with the result.
This minigame is by far the most detailed, polished, fun, smooth, difficult, and optimized of any of my minigames. The level is under 80,000 objects, which, since it reasonably takes more than 8 minutes to beat, makes it more optimized than Change of Scene. In terms of performance, I never drop below 200fps through the entire thing, which is over twice as good as Floating Maze.
What's ironic is, this entire level started from a failed collab with Zenovia (or Lunziestella). We were going to make a platformer bossfight with custom songs and sfx, and out of curiosity I went ahead and made a prototype for new platformer controls. The controls worked SO well that I started making prototypes for a full platformer minigame. Next thing I knew Floating Outskirts was born, and it was going very very well. Now it has become my sendoff to 2.1, an update which has taken up a third of my lifespan. I still can't wrap my head around what 2.2 will be like, all I know is I'm going to dominate that update. There's a reason I haven't called any of my levels 'my masterpiece', you'll see the dawn of my masterpiece in 2.2...
But, this isn't the end of my journey for Floating Outskirts, in 2.2, I'm going to update the level to not only use camera controls to reduce lag even further, but I'm adding more secret content to it and sfx. Be prepared for that..
0:00 - Rampart 0:48 - Foundry 1:16 - Garden 1:59 - Temple 3:24 - Palace 4:33 - Quarry 5:13 - Precinct 5:54 - Aqueduct 7:29 - Vault 9:29 - Monolith 10:13 - EndingUNFINISHED JAMATTACK CC4 ENTRY: The Vermin QueenYoReid2023-08-13 | This should come as a surprise to some, I couldn't resist myself. After having a blast with making Tunneling Vermin for Jamattack's CC3, despite my urge to leave the other contestants alone, I gave his CC4 a try. The main idea of the contest is that all object must be placed and kept in the spaces on or between each of their grid blocks, as well as limited 90 rotation.
So, why didn't I finish it? I could say I got more busy than I expected throughout the summer with Floating Outskirts and other things, but this really was not a low effort project. I think the reason I lost interest in the last month is because I didn't find these limitations near as rewarding as the ones for CC3. Don't get me wrong, they are creative, but I couldn't escape the feeling that these limitations were more burdens than they were inspiring. That's just my experience with it though, I am overjoyed to see this contest even more flooded with talented people than CC3. God, several of them genuinely stood a chance against me. I'll probably finish this another time, while only kind of abiding by the contest rules.
Another thing to note, I added the same extra restrictions as CC3, No blending, no alpha triggers, AND, this time, below 20K objects, what you see decorated is only 10K objects, the crazy optimization was almost unintentional.
(it wasn't a NONG this time! :o) Song: Shiny Suits For Shiny Gents by Bossfight newgrounds.com/audio/listen/402816Level Swap with @AirzGD : PVC Pipe & Skeletal ShenanigansYoReid2023-08-04 | Good afternoon gentleman, I have a problem with impulsively starting projects and unfortunately Airzyy successfully took advantage of that weakness. In all seriousness this is my first level swap at it turned out to be really fun, and we both are eager to finish these levels, PVC Pipe for my account and Skeletal Shenanigans for his. We took a non-serious approach to these levels and honestly I think I needed a small scale project to fall back on. Anyway that's all from me cya :]
This ain't no teaser, folks. Here is a true representation of what I've been cooking, a platformer minigame that did not spawn from a tech demo, but an inexplicable burning spite that drove me to annihilate the buggy mess that is Floating Maze and far outshine it with this.
As you saw, this minigame will have 10 unique themed levels, each having around 5 rooms. This totals in 50 rooms total to beat without dying. EACH ROOM ALONE can already be a serious challenge, so having to beat all 50 is why I'm so confident this level is list worthy. Each level will also have at least one secret room, and this ones heavy on the story. The original Floating Maze takes about 5 minutes at most to beat, but Floating Outskirts takes as much as 3x as long at 14 minutes.
Also, yes, I skipped levels 6 and 7 while decorating. Why? why not. Those levels will be named Quarry and Precinct respectively, so lookout for those in the full level showcase, which shouldn't be incredibly far away now, anyway, peace ;]
Music: Static Symphony by EliteFerrex youtube.com/watch?v=G2kkongcSs8 newgrounds.com/audio/listen/959666Floating Outskirts - TeaserYoReid2023-04-01 | Good afternoon gentleman, recently I have surpassed having 200 hours spent on a single level, and that level is not Tar Spit. Earlier this year I made a prototype for an improved control system for Floating Maze, and it turned out being so incomprehensibly better than the original that I had to put it to use. So, behold, the soon-to-be new hardest minigame in Geometry Dash, Floating Outskirts.
Now, before you scoff at the idea of me occupying the entire Top 3 hardest minigames, I want to make it clear that this minigame is not even in the same ball park as Floating/Falling Maze in terms of difficulty. This level will be PISS hard, to the point where there will be arguments as to this minigame's right to be on the Demonlist. Floating Maze had 5 levels, this level will have 10, almost all of which are more difficult than any of the ones in Floating Maze. You saw 5 rooms in this teaser, the full level has 50, about 5 per level. I am confident that when this level is completed I will have to do verification streams to fully convey the absurd difficulty of the level.
Not only that, but this level will not rely on weird controls, low framerates, and time limits to rack up difficulty. This level is and will be buttery smooth, both controls and fps, mainly because I have finally figured out how to not necessitate having the entire level follow the player simultaneously. The difficulty of the level is purely from its ever-changing interactive gimmicks and sheer quantity of levels.
As the cherry on top, this level will have triple the secrets that Floating Maze had. I am truly beginning to weave my over-arching story into my levels and this level will be the most revealing yet save perhaps Tar Spit with all of its secrets. If you search well, you'll find a particular number to actually be 11..
also this guy helped with vid ig youtube.com/@badbearies1864TAR SPIT - 75% Progress previewYoReid2023-01-16 | Good afternoon my friends, recently I have made an unexpected amount of progress on this level, but on account of most of it being coin routes I can't show most of it. Regardless I'm glad to finally be able to show you the part of the level I was most excited to make, the sea of tar. This has been amazing practice in animation so far and the actual bossfight is hopefully going to reflect that even more, which as you can see is going to get a little heated...
All I have left to do in this level is 4 different bossfights for each route you can take, its daunting, but its putting what I've so far been best at to good use. This level should probably be out early this year, but I certainly want to take my time as this is my chance to show that Beatdemon is not the only thing I can animate with expertise, anyway cya!My part in Crumbs by YakobNuggetYoReid2022-12-25 | Merry Christmas! I'm back after like 2 months and I finally got something nice to show. YakobNugget has hosted another Christmas Megacollab with the goal of making one this year with a nostalgic vibe.
Now, the moment I saw nostalgic and Christmas together I immediately thought of Calvin and Hobbes, an iconic comic strip series from the 90's even someone as young as me holds dear to the heart of my childhood, and I hope many who see this do too. I couldn't be happier with how I managed to replicate the artstyle of the comic, and took a few ideas from JamAttack on how to use default objects in creative ways to do stuff like this. But we all know the snowmen are by far the highlight, and I had a ridiculous amount of fun making them. So, to the few who actually read the theses I write in my descriptions, hope you enjoy!Floating Maze TAS in 1:35YoReid2022-09-14 | (For those who may not know what TAS means, this is a tool assisted speedrun of Floating Maze using speedhacking and practice mode to create a macro that plays the level automatically)
Frankly, this was too interesting not to share. I spent hours trying to get a legitimate time below 2:30 (Which, as you can see, activates a secret ending), while this optimized route proves you can almost do a minute less than that. My first TAS of it was about 1:55, but with a higher refresh rate and a little help from NoobLookingPro, I got this ludicrous playthrough. Make of it what you will.My Part in PLANET XYoReid2022-09-03 | 'goofy ah' mountain levelMy Part in NightshadeYoReid2022-08-26 | A part from a while ago but the level is out now so check it out!Floating Maze by YoReid (Geometry Dash 2.1)YoReid2022-08-18 | Well, its finally done, looking back I'm not quite sure what prompted me to make another minigame. Maybe it was to spite the people that doubted Falling Maze was the hardest minigame, might have been out of disappointment at how unplayable and rushed Falling Maze was, or it might have been another proof of concept demo that turned into something massive. Regardless, I now present the Hardest Minigame in Geometry Dash, an open-world nightmare reserved only for the worthy, Floating Maze.
Building this was a rollercoaster of emotions, and I'm not joking, because one moment I'm making huge progress and the next I'm hit with a headache inducing bug that takes forever to solve. Just getting down a working platformer mode with controls that work and make sense was far harder than you would think. I could talk forever about the various kinds of problem solving I had to do to get this level out, but I'm getting tired of writing this description.
But lastly, something the minigame has that you can't see here is a full working menu system that I'm really proud of, check it out when the level is playable, there's something in it of interest...
Song: newgrounds.com/audio/listen/96034929 Objects! White Hole | By YoReid | Geometry dash 2.11YoReid2022-08-15 | Hey fellas, I made this in like 2 hours because I thought it would be fun, and it was. This takes some inspiration from from Colliderscope in how you can use unsynced loops to make randomized gameplay throughout the whole level, except instead of spawn loops, I used rotation at different speeds, this key difference is likely why I was able to get it down to below 30 objects, as the rotation triggers can be activated at the beginning and forgot about without a spawn trigger repeating it.
Here's a list of the objects:
Background: 9 Spikey balls: 4 Solid blocks: 3 Rotate triggers: 4 Color triggers: 3 Move triggers: 2 Spawn triggers: 2 Pulse triggers: 1 Portals: 1My next project: TAR SPITYoReid2022-08-12 | Hey fellas, while y'all are just getting a little excited over this I'm going to once again over-explain every minute detail of what this level is and how it came to be, whether you like it or not.
It all started when I was building The Sulphur Sea, and while making the abyss part of the level I had to change the water color to be very dark because.. y'know, abyss. And while it was dark I scrolled back to the first part of the level to see the ocean being a nearly pitch black liquid spread across the horizon. Well pitch black was a good word to describe it because it immediately gave me the idea to make a level themed on pitch, or rather tar. The level begins with the occasional tar pit posing a threat to the player but slowly transforms into a decaying wasteland under an ocean of tar.
But I'm sure you're wondering about that creature you're seeing, and yes, this will be an actual boss fight level, the first real one since Beatdemon. This is the beast of tar that embodies the life-sucking nature of tar pits, almost an embodiment of death itself. Upon seeing the player it begins collecting the remnants of its past victims with its amorphous limbs to construct a skeletal host to possess and harass you with, but as you will see later bones aren't the only thing that can serve as a host for it.
TAR SPIT will be a 1 minute 12 second long Easy demon, another level meant to be more accessible to the general public. However I plan for this level to have 3 coins that are exceedingly difficult, each requiring its own path to get independently of each other. One coin will be collected by beating the level normally, except while playing entirely in mini form, boosting the difficulty closer to a hard demon. The other two are complete and very difficult alternate paths that split from the main path halfway through the level, you can see the papyrus chart and runestones there at 0:34, those indicate if you have completed the requirements for going to the alternate paths.
Finally, the song, it was difficult to find a song that matched the theme of death and decay of tar really well, even one by Dunderpatrullen or Bossfight. Then I remembered LukHash, and realized they might have uploaded new songs last time I checked. And sure enough this bop came out earlier this year and it fits perfectly, here it is: newgrounds.com/audio/listen/1132147Tunneling Vermin | By YoReid | Geometry Dash 2.11YoReid2022-07-06 | NONG SONG DOWNLOAD LINK: drive.google.com/file/d/1x4IHgh8OKNG-qE0zy_Dg5JGS63ZfX2ks/view
Well surprise surprise fellas I'm not done with the level uploading, this is my entry for the Jamattack CC3 called 'Pixel Perfect'.
Now, this Creator Contest really got my attention, from the looks of it it had brutal restrictions on some of the fundamental aspects of decoration. Here are the rules:
-All RBG values must be multiples of 85, This means instead of having values from 1 to 255 for how much red, blue, or green is in a color you use, these numbers can only be 0, 85, 170, or 255. Meaning instead of having 16,777,216 colors at my disposal, I can only use 64 specific ones. -All movement for visible objects must be instantaneous, so all move times are 0. -Alpha trigger values must be either 0, 0.25, 0.5, 0.75, or 1, no in between. etc.
However I noticed that if you layer two 0.5 opacity objects over each other with different colors, the colors mix, and to me this felt like cheating, so along with other self-imposed restrictions here are my new modified rules:
-All RBG values must be multiples of 85. -All move times must be 0. -NO Alpha triggers -No Blending -Below 40k objects
So, Tunneling Vermin, this was a level concept for me before I heard about the CC, it kind of just popped into my brain the moment I listened to Jack Russel (this level's song). When I saw the small array of colors that Jamattack allowed, I immediately started connecting the dots, realizing how I could make what I had choreographed in my brain using specific colors. I also enjoyed being able to make little animations for simple creatures again, I feel I struck a nerve in my creating prowess the moment I created BEATDEMON, its probably why I'm known for having made a huge leap in skill from Hive Mind, little dynamics like this that give levels a massive boost in charm.The Sulphur Sea | By YoReid | Geometry Dash 2.11YoReid2022-07-03 | (Verified by me, but the footage is by NoobLookingPro, the legend was once again a lot of help in getting this level to its fullest potential. also HexgonGd and LHunterr helped out with playtesting (: )
After a full 12 months, I proudly present to you all The Sulphur Sea. While this still isn't the most iconic of my work, I can easily say it is my best. This is the first time I can really look at my level and feel as though it is undeniably complete. No roughness, empty spaces, or bugs, but a legitimate polished extreme demon experience.
Terraria is something I believe many of us hold dear to our hearts, for me its second to Geometry Dash in how many hours of my life I've sank into it. We've seen many levels inspired by the Calamity mod, usually revolving around the Devourer of Gods or Calamitas because, well, of course. But I have found somewhat limitless inspiration from this incredibly creative and atmospheric biome, the Sulphurous Sea. There is something really fascinating about the concept, an entire ocean illuminated by vibrant turquoise waters, and dark shaded sands, With creatures heavily adapted to a hostile yet beautiful environment.
SULPHUR SEA UPDATE: I'm on the verge of completing it, I'm going to need a bit of time to get some motivation build up to embark on making the final boss with the Adult Eidolon Wyrm because that's just how I create. I also started on playtesting it, once again getting our good friend the NoobLookingPro to help have another opinion on the gameplay even though my opinion is always correct. Either way it seems the gp is pretty good so I'm feeling confident on releasing it when the time comes!The Sulphur Sea Final preview (and 1k subs)YoReid2022-04-29 | Welcome to the Abyss, the cavern under the sea, filled with diverse life but far more dangerous.
This level is really shaping up to be what I hoped it would be, the Giant Clam at 0:05 and the Gulper Eel at 0:15 (as well as the most impressive Colossal Squid that I'll show later) are here to really give the beautiful scenery a break and focus on short eye-catching spectacles to really make the level shine.
And also THANK YOU for 1000 subs! Feels like a week ago I had 300 but you all slowly but surely brought me up where I never thought I'd be. Also thanks for all the views on my Return 0 part lmao, didn't think a layout would beat my most viewed video in less than a day but here we are.So yeah my part in RETURN 0YoReid2022-04-25 | decoration will happenFloating Maze - TeaserYoReid2022-02-28 | Hello hello, I am not quite sure how obvious some of these things are but what you are seeing is a teaser for the kind-of-almost finished sequel to Falling Maze, and is not only more difficult, polished, and fun than my first minigame, its a full on open world platformer. It has 6 levels (as well as a secret one) and a complete working menu system. It's certainly not a week long project like Falling Maze was.
This may explain a bit of the hold up on The Sulphur Sea, I haven't quite gotten the spark of motivation to take the final stretch on completing it, but it will be done.
Also, I am doing an entry for the JamAttackCC3 and I'm past halfway done with that, as well as some collab stuff, so yeah I've been a bit stacked, but I'm determined to get these all out one by one, whatever order that may be.
"Centuries ago, this was an ordinary coast, where the sun glimmered across blue waters, and fish danced in the light. A paradise, yet to Yharim, a simple tool; nothing more than a tomb for disposal of the dead who were of no importance. At first, it was but a gradual flow of corpses, only those of which could not be contained within the dungeon’s crypts. The once crystal clear waters turned dark with the blood and entrails of many, choking life out of its waters. This process destroyed the delicate and precious ecosystem. Only the hardiest and most desperate of the creatures in its bay clung onto their last hopes, and soon had adapted to the toxic environment."My part in MuspelheimYoReid2021-11-03 | ...The Sulphur Sea | HALFWAY PROGRESSYoReid2021-09-07 | Song: Disco Dancing Caravan Camping by Dunderpatrullen newgrounds.com/audio/listen/1036460 youtube.com/watch?v=GwfiCyJ9EyQMy next project: The Sulphur SeaYoReid2021-08-13 | Well hello everyone, I have been working on this new project even before THORNS and BRAMBLES or Falling Maze were released, and I thought it would be a good time to show it to you all.
As I'm sure at least some of you are aware of, this project is themed off of the Calamity Mod, specifically the biome obviously named 'The Sulphurous Sea'. It has been quite a while since my theming was directly inspired from something else, so I'm sure it will end up being fun to do so. This level will tie back to my older styles, as in a more grounded theme with physical structures without abstraction, Though as you can tell it slightly differs from all my styles with the introduction of a not pixelated, not comic-like, but more blocky and textured style. This allows for a style that can well depict the look of Terraria without the use of pixel art.
The Sulphur Sea will be a completely solo 1min 56sec low-end Extreme demon, with lots of restricted gameplay with equal amounts of difficulty and memory. This project is no doubt ambitious, but I will take this project in a more leisurely approach, going at a slow but very consistent pace in creation. Wish me luck!
And, yes, the song is yet another Dunderpatrullen song, I can't help it, this new song fit perfectly with the Sulphurous Sea's ost, if you listen to 'wasteland' by DMDOKURO, you'd see what I mean. But I hope this doesn't get repetitive for any of you. Song: Disco Dancing Caravan Camping by Dunderpatrullen newgrounds.com/audio/listen/1036460THORNS and BRAMBLES | By YoReid | Geometry Dash 2.1YoReid2021-07-28 | (NOT VERIFICATION, USES NOCLIP, VERIFICATION BY NOOBLOOKINGPRO)
Alright everyone, after 5 months of work then another month of playtesting, we finally managed to spit out this thing. I had ALOT of fun making this, after growing a little popular, I went on a journey of improvement with this level, really exploring the depth of my theming.
Like BEATDEMON, this level has a dark but charming theme, but something that gives off the feeling of danger like thorns is shown to progressively sprout into beautiful varieties of greenery and colors as the level goes between chapters. The main difference in theme is my attempt to switch from a video game style to a 'comic book' style, the most clear example of this being the varying punchy style of the logos in the background, and the use of several solid colors with the lack of glow or grey.
Also, a difference from BEATDEMON is the level's lack of a tendency to throw direct punches at the player, aside from some roses blossoming or blocks appearing, the level doesn't give off any intention to harm you. You are simply travelling through a dangerous place. Simply weaving your way through a tight chasm of thorns and brambles.Falling Maze | By YoReid | Geometry Dash 2.1YoReid2021-07-23 | (NOT VERIFICATION, THERE IS A CUT IN THE MIDDLE, THE LEVEL WILL BE OUT ONCE I DO VERIFY) EDIT: its verified lol
So. uh. while waiting for THORNS and BRAMBLES' playtesting to get done (its really close I promise), I spent the past week working on my first ever minigame level in near complete secrecy, with only a couple irl friends knowing. Why? Because firstly, it would be really funny to upload a complete level out of nowhere in front of hundreds. And secondly, a big part of BEATDEMON's success was known to be its unexpectedness, so I wanted to put that property to the test.
Falling Maze is an extremely difficult minigame level that successfully allows the player to both accelerate and decelerate left or right at will. Each level has its own interactive gimmick that finds new ways to challenge the player.THORNS and BRAMBLES | progress 5YoReid2021-06-14 | EDIT: Wow, so, I've been going nuts on decorating the past day for some reason, and the level is pretty much done. I'm going to start getting playtesting help soon, and maybe a verifier since I could end up buffing it, who knows.
Please read this, though this is the final preview, I doubt the level will be done anytime soon. Recently I've been getting increasingly worried about everyone's thoughts on the level. Most of the comments are positive, but I'm nearly sure people will start to have problems with the uploaded finished product, so I'm already doing heavy revisions on previous parts, trying to fix messiness, inconsistent gp, and I'm certainly going to want a lot of playtesting once I'm done. But for now what I would want most is feedback, don't worry about being critical, I just want thought through opinions on stuff I'm able to fix or work on.
Also, man, I needed to mention this, for my early preview of THORNS and ROSES, I was using a completely stolen design as a placeholder for part of the bd. I never intended this to be in the finished product, but I was really stupid to upload footage with it, and god, I'm sorry. I genuinely absolutely PROMISE that there are no other stolen or ripped off designs or ideas in the level, nor will there be when it's completed. I've really never stolen a design like that before, so I've only just now learned that lesson. Just shows that I'm less experienced than a lot of you make me out.THORNS and BRAMBLES | progress 4YoReid2021-05-02 | Oh man, after spending a while polishing previous parts I got to work filling the gaps on these parts. We have a third variation of the name, VINES and BRAMBLES, and I'll say theres gonna be even more of these later. The gameplay is kinda weird but I enjoyed learning it and the deco ended up pretty good for making it in a day. oh yeah the second half of THORNS and ROSES is decoed with tulips :D