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Geometry Trash: Bossfights 

WHErwin
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those tin cans are no match for me
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17 июл 2024

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Комментарии : 132   
@DemonixTB
@DemonixTB 7 месяцев назад
this is why limbo keys are the perfect boss fight
@DemonixTB
@DemonixTB 7 месяцев назад
i actually mean this unironically, there is even a creature at the end (the jojo red laser eyed mindcap) that kills you if you don't pick any key. there is some challenge in even passing the part, however the attacks of the boss are also skill based and you absolutely need to remember how each one feels to win, there is no way you can actually track the key, after playing it for long enough, the instinctual recognition you get from feeling the patterns and realizing how them going together makes the resulting key position go is what lets you win. technically you can ignore all that and just pick red every time but who actually wants to beat the rest of limbo that many times. the relatively large number of keys makes this perfect.
@ninkaz
@ninkaz 7 месяцев назад
i've always found that jayuff did bossfights very well. they aren't super difficult or intimidating, but they're very fun and well-telegraphed without having to rely on spamming indicators. they also usually fit the level they're in very well--amorous in particular has a very cute bossfight
@bradens.3125
@bradens.3125 7 месяцев назад
i think that high life's mini-boss is actually pretty well done, especially for how early on in 2.0 it was. the placement of the saws are entirely dependent on where you go, making it pretty interactive
@dracozon6625
@dracozon6625 7 месяцев назад
I'm glad serpent's wrath is getting the recognition it deserves. I agree that it's definitely one of the most fun and well executed bossfights in the game, and it seems like most of the community doesn't know about its existence
@Groqqit
@Groqqit 7 месяцев назад
The Tempest by Rafer isn't a very difficult boss fight level (9 stars?), but I like it a lot. The boss is very sightreadable as you're given arrows telling you how to dodge the attacks, similar to iSpyWithMyLittleEye, so what you have to appreciate are the visuals where the boss interacts with and destroys the environment as you whiz past it, throwing objects/rubble at you, or when the jump orbs you activate are thrown at the boss like projectiles.
@sohumchatterjee9
@sohumchatterjee9 7 месяцев назад
Bosses will definitely be a lot better in 2.2 with GD getting the platformer mode
@WHErwin
@WHErwin 7 месяцев назад
we will see about that lol
@Sharpless2
@Sharpless2 7 месяцев назад
they will not be any better at all. Bossfights will always be trash no matter what.
@ratewcropolix
@ratewcropolix 7 месяцев назад
Geometry dash will definitely be a lot worse in 2.2 with GD getting the platformer mode
@HyperComet369
@HyperComet369 7 месяцев назад
Sure… lmfao
@mapless0547
@mapless0547 7 месяцев назад
​@@Sharpless2false
@Mr_Reggie
@Mr_Reggie 7 месяцев назад
For similar reasons you described when talking about ispy, I find Against the God to be one of the best boss fight levels. Its not only for the gameplay being pretty well telegraphed, but the overall vibe the level has that your fight against the god will be a legendary one.
@photonic083
@photonic083 7 месяцев назад
With the additions of the random, song and end trigger,I think it will be possible to make a truly dynamic bossfight. For example, giving pickups/toggle orbs spread throughout the level, and when you collect enough, it allows the song to go to the next part and the boss will change attacks. It'd have multiple attacks picked at random, with a telegraph for each one.
@lapersongd749
@lapersongd749 7 месяцев назад
i think dolphe is another great bossfight creator. i typically dont like bossfights either because the attacks are uninteresting or i have to memorize the bossfight when the rest of the level is sight readable. i think what dolphe does well is that the player interacts with the boss. though is dodges attacks, the player is also capable of attacking the boss. the bossfights also feel climactic as they are relatively harder than the rest of the level while still being fun. it was a joy to learn dolphes boss attacks and the gimmicks they use in their levels.
@sealiusmaximus2330
@sealiusmaximus2330 7 месяцев назад
I definitely think the random trigger will help make bosses less repetitive in terms of attacks.
@Kirb878
@Kirb878 7 месяцев назад
It's a good thing the random triggers exist, they can really change how bosses work now
@OmegaFalcon
@OmegaFalcon 7 месяцев назад
Boss fights might be much cooler with the random trigger, and the song trigger can keep the music synced while having more dynamic boss interactions
@texturefounded
@texturefounded 7 месяцев назад
For another bossfight, I think High life's bossfight is quite nice, at one part there is a UFO part where saws are thrown at you, but those saws are following you on Y and are released one by one, this makes this bossfight interesting because there is high chances that you won't do the same click pattern every time you play the level.
@fehizorosaclier1629
@fehizorosaclier1629 7 месяцев назад
Don't castlemania have a boss with random attacks? Plus one that gives you "status effects" (invisible player, flipped gravity, etc..). I would say that castlemania also nails the bossfights on the aesthetic alone
@WHErwin
@WHErwin 7 месяцев назад
i dont know, i havent played castlemania. if it does thats pretty cool though
@fehizorosaclier1629
@fehizorosaclier1629 7 месяцев назад
@@WHErwin yeah it's a neat level
@TJ-hg6op
@TJ-hg6op 7 месяцев назад
Once randomness is easier to implement, I think bosses will be much more interesting. I enjoy bossfights a bit not because they are good, but because they just look awesome.
@a05polzar
@a05polzar 7 месяцев назад
My personal favorite bossfight is Ocellios. Although it doesn’t have randomness like in Serpants Wrath or The Sulphur Sea, it does have one of the most cinematic and fun bossfights I've played.
@smallw1991
@smallw1991 7 месяцев назад
Have you tried Ocellios? While the attacks are the same each playthrough, like with most bossfights, the final boss (an NF89 based character) feels extremely dynamic and engaged. It's not too hard to learn what to do, but in raw difficulty its still much harder than most of the level. It's like you're actually fighting with NF and not just dodging attacks. Another thing that Dolphe does phenomenally is making sure each part is memorable and unique with a different way to win while still being fairly obvious. I think a large part of the reason why bosses in geometry dash don't feel engaging is because they normally repeatedly shoot lasers or fireballs, detaching you from them over time. Also the way you respond to them is just dodging them. Even if the creator tries to vary the attacks like sending rockets, you just dodge those too. Meanwhile in Ocellios, you're in the way of the projectile or sword; you can't just fly somewhere and let NF shoot 50 shots in a row at the ground below you. It doesn't feel like the boss is ignoring you, almost fighting someone else or something, YOU are it's target.
@doonus6985
@doonus6985 7 месяцев назад
I think the new 2.2 random trigger might help with the boss fights, like maybe there’s a set of moves the boss does and you have to memorize how to avoid each attack but you have to be ready for each attack because you won’t know which attack he’ll dish out
@234zuscoutjango9
@234zuscoutjango9 7 месяцев назад
It's a bit sad that in serpent's wrath, the attacks are not actually really telegraphed, they just have an "artificial" indicator (that yellow line that appears on the player). That's not how bosses work in real games usually and I think it would be way cooler if you could actually just tell from their animation where you are supposed to go
@WHErwin
@WHErwin 7 месяцев назад
to be fair, its not unheard of for other games to do this too, to have the general impact area light up before it actually happens. additionally, the coin route in serpents wrath does eliminate the indicator for the first boss. it does telegraph its attacks, the indicator just helps with that.
@234zuscoutjango9
@234zuscoutjango9 7 месяцев назад
@@WHErwin i have not played the level yet, but if I would, i feel like i would only look at that yellow line and pretty much ignore the boss. Because, at least from just watching the level, it looked like you don't acrually need the boss itself to beat the level. Sure Indicators also exist in real bossfights but seldom to the degree that the Boss itself becomes obsolete. This would kinda fit into the problems you have with other bosses, namely the lack of interactivity. But idk maybe it's different if you actually play it, plus the fact that the coin route deactivates the line makes it a Player choice which is always good
@xendergame1282
@xendergame1282 7 месяцев назад
I think overall Bossfight in 2.1 is just a very awkward genre to work upon, especially when GD is a “music platformer” game, most Gd’s work are leaning toward how to sync to the music rather then it’s bossfight development, which lead to most bossfights we seen today follow that “just shape and beats” methods. It is not impossible to make AI learning in gd, but biggest downside in gd is that it is a side scroller game with only 1 inputs. Perhaps in 2.2, people will be explore more into the bossfight territory in platformer mode, which imo it doesn’t feel like geometry dash anymore. As for 2.1 or side scroller side of GD, there are few things I wanted pointed out that may increase the enjoyment in bossfight today. 1. The boss attacks are way too fast/instant: I think most Gd’s bossfight biggest flaw is not only they are a memory based gameplay, they attacks has way too little time window for player to process what’s going on, this reinforce my statement that GD is more going toward the sync-based level, so attacks are mostly are just lazily done by shooing lasers across the screen. I encourage creator to study more into animation principles, give boss that anticipation feeling when launching an attack, let player absorb all the information that boss can gave rather then putting arrows and tell player where to go. 2. Randomized attack are unexplored territory, it is a very cool mechanic and it will be more accessible when 2.2 is out, however, it can get frustrating when combine with fast attack like I mentioned in part 1, I believe that randomized attack works the best as a “supporting” element in bossfight, rather then randomized every single attack pattern. All boss can have it’s own set of sequences of attack, randomizer should just help to makes the attack not as boring. I attempted this in the past in Castlemania boss, overall it’s very buggy but I was kinda proud of its interesting player tracking elements. However with proximity trigger being added in 2.2 I believe it can be a way better solution to make AI bossfight by knowing player’s active position. 3. GD’s bossfight are very unforgivable, you thought dark souls boss is hard because it can 2 shot your ass with a single swing? Almost every bossfight in GD will one shot you because let’s be honest that, making health system and stuffs is just too much works for a boss that only appear on the screen for mere 10 seconds or more. Like manix’s boss described in the video, player barely sees the UIs that creator put works into thinking that it could be a cool ideas. Making boss unforgivable blocks player’s learning and who give a damn about learning the boss when you have to go back to the very beginning of the level every time you died. 2.2’s platformer mode is a good solution but I have argued that it’s simple just not GD, You better off making games at that point. So overall, designing a boss in GD’s side scroller mode has many flaws, but it doesn’t means you couldn’t make them fun and exciting, limitation of GD’s editor has always been pushing its creators to explore more possibilities, creativities are endless among y’all.
@PGrayOfficial
@PGrayOfficial 7 месяцев назад
The new triggers are definitely gonna give way for a lot more creative boss designs! I’m super excited to see what people do with them!
@MagooAP
@MagooAP 7 месяцев назад
I want to comment before watching the video but I feel like Wherewin would get mad (he'd say it's uninformed or smth)
@nwchef
@nwchef 7 месяцев назад
Ok 👍
@powlerr
@powlerr 7 месяцев назад
@Wherwin geometry dash isnt really a game for bossfights so the boss fights we have is the ones we get
@vegtam2869
@vegtam2869 7 месяцев назад
Dolphe's new level Glacier 15 is one such bossfight with some randomised attacks, and I must agree it really changes the way you play the level
@Ihazkirbro
@Ihazkirbro 7 месяцев назад
Its not the bosses themselves that are the issue here, its the limitations of the 2.1 editor making randomization nearly impossible. Meaning diverse attack patterns, boss AI, heck, even just making each attempt different from the last is a HUGE deal to make. This should be fixed when 2.2 drops due to the Random Trigger, making RNG, and hence diversity, possible.
@Wiff_d
@Wiff_d 7 месяцев назад
One bossfight that i’m surprised wasnt brought up was gammon from Mayday by Insendium. It’s really cool since the main mechanic is that you can drop under the platforms during the bossfight to dodge attacks, and for really early 2.0, it’s both a really technically impressive bossfight as well as being pretty fair as well.
@Zewind
@Zewind 7 месяцев назад
Thank you for making this I completely agree Ive always thought while bossfights are visually cool theyre kind of lame and tedious and nothing like other bossfights I have an idea sort of growing in my head of a unique bossfight that could add something fresh to that area but its barely in the works
@nickikiwi5975
@nickikiwi5975 7 месяцев назад
There's Glacier 15 by Dolphe that does randomization and the bossfight is sick . So you should check that out if you want .
@waveybooo
@waveybooo 7 месяцев назад
you could have a boss in the game with an actual health bar, instead of it losing health by itself, you could use the 2-player function where the level would act as a normal level, but during the bossfight clicking the secondary button would actually attack the boss and decrease its health (using the touch trigger or smth idk)
@atomikaI
@atomikaI 7 месяцев назад
shame you didnt mention Against the God (please put this in your top 50 medium demons vid btw) because even after learning it the bosses still feel extremely satisfying to fight since it NAILS the use of movement imo. The fight still feels very dynamic because the core ship gameplay is fun and the big, swooping movements add to the spectacle of the fight and the intensity of the song.
@mollof7893
@mollof7893 7 месяцев назад
I made a bossfight level in 1.9 where the boss was also yourself. Very strange level now when I look back at it.
@Gaborro
@Gaborro 7 месяцев назад
"Some do this better than others" and then a picture of Delirium. Yup
@coocoo3336
@coocoo3336 7 месяцев назад
I love memory levels so I always loved bossfights. I do agree they always felt like just fancy decoration rather than an actual bossfight. Still have fun with them
@beaniedgg
@beaniedgg 7 месяцев назад
worst boss in gd: your mom
@mysteriousmog51
@mysteriousmog51 7 месяцев назад
not only will the random trigger effect bosses but Platformer as well. Yeah I can agree to the fact that bossfights are currently awful in Gd whenever I play a level practice it if I see a boss I quit the level and move on. The best boss I have ever battled has to be the Plasm wraith it is just so good! uses all the Pikmin in the battle and the boss theme is amazing! Cant wait for the results of the creator contest unfortunately I was planning to make a level for the contest but had not motivation and it did look really ugly. Cant till January I will definitely watch some of the streams
@baconboy69
@baconboy69 7 месяцев назад
the sulfur sea does a similar thing to serpents wrath, it’s such a cool level especially for people who have played calamity
@souljynx
@souljynx 2 месяца назад
This is why chronic cyclone has the best bossfight in gd history
@xkami0911
@xkami0911 7 месяцев назад
holy thats a big ass dedication in the end lol
@henbobaggins
@henbobaggins 7 месяцев назад
Sorry wherwin but I feel as if this entire video is contrarian pointlessness. The level editor is not a game engine (unless ur spu7nix), and we can’t expect a “bossfight” to have a mind of its own. I think bossfights can be a very creative concept in gd levels. The main complaint is that “Oh it doesn’t test your skill because it does the same thing every time” - but this is a flawed argument because this can be said about any bossfight in any game, (as long as the boss has a specific move set). The only drawback is that this is GD, a side scroller, and not every one is Anubis and can code in a randomizing attack sequence for a bossfight. GD only has one button, and it’s just way too unfair to compare gd to Super Mario Galaxy… a 3D game with actual controls. Saying a bossfight is lame because of lack of interaction is strange because it’s literally the only type of interaction a player can get in gd. It’s a spark of life within a level other than just blocks and spikes. With this logic, if the bossfights aren’t entertaining enough then I can’t even imagine how lame the rest of the level is… (u see what I mean?) Also, the memorization complaint that I hear a lot should not be an attack on Bossfights, but rather on memorization in general (which will never go away). But no one would diss memory levels right? Tis a hypocritical conundrum. I guess it’s ok to dislike the learning or playing process of a bossfight, yes some of them suck, but the nature of gd bossfights can be extremely hype and necessary for the level. This video could be shortened down to “Some Bossfights are not made well, and I don’t like playing them”.
@TsukiStuffs
@TsukiStuffs 2 месяца назад
okay but you can't just put spacelocked as the thumbnail for why bossfights in gd supposedly suck that level is actually the most fun thing ever made
@ParallexDubstep
@ParallexDubstep 7 месяцев назад
The best bossfight in Geometry Dash has to be the limbo keys.
@zeenoh5811
@zeenoh5811 7 месяцев назад
yesss Ty for mentioning serpents wrath. my favourite 2.1 level
@n1thmusic229
@n1thmusic229 7 месяцев назад
I think the random trigger or whatever it’s called will allow for better bossfights.It’ll make them dynamic and not just memory based
@voguefurret
@voguefurret 7 месяцев назад
I feel like a good middle ground between sight readability and variety will come with the Advanace Follow Trigger, This allows bosses to adapt their attacks to whatever you're doing creating a back and forth dynamic, Currently bosses don't aim their attacks which makes them feel very disconected.
@ideac.
@ideac. 7 месяцев назад
i honestly think that bossfights in 2.2 will be way better not only because of platformer mode but also because of the random trigger
@superbfacts4786
@superbfacts4786 7 месяцев назад
you should look at the example of high life. the projectile are fired where the player goes and not in a set pattern
@ElseWhere19
@ElseWhere19 7 месяцев назад
Loved that Delirium slander
@beepduck
@beepduck 7 месяцев назад
platformer mode will finally allow actual bossfights to be made
@rhyanvalk7897
@rhyanvalk7897 7 месяцев назад
2.2 is gonna have good bossfights for sure with random trigger and keyframe system.
@mangainingshawng
@mangainingshawng 7 месяцев назад
Love it when you upload
@ItsLux1211
@ItsLux1211 7 месяцев назад
2.2 Will Make Boss Fights Much Better With Additions Like The Random Trigger Making Bosses Much Less Boring And Easier For Creators To Make
@zepplinkiwigamer8217
@zepplinkiwigamer8217 7 месяцев назад
Ngl I thought you would do Castlevania as a good example, but I could see the issue as it being morw of an pick your path with encounters than a boss fight level.
@cokeblock4043
@cokeblock4043 7 месяцев назад
ong ultra violence is one of my favourite levels of all time
@placeholdername52
@placeholdername52 7 месяцев назад
old rust dont dry is a pretty good boss level i think
@baifor7
@baifor7 7 месяцев назад
i dont get why nearly every boss level places the boss in front of the player. having the boss chase you from behind is way cooler. it gives off a real sense of speed, and it has great synergy with gd's unique mechanic of constantly moving forward.
@TinTool
@TinTool 7 месяцев назад
probably because the screen space behind the player is shorter than the front and players usually look forward but good idea actually
@flstep835
@flstep835 7 месяцев назад
well then you didn't watch enough hhyper and xendergame bossfights (castlemania bruh)
@baifor7
@baifor7 7 месяцев назад
@@flstep835nearly every
@FadeScratch
@FadeScratch 3 месяца назад
Magmatic Sanctuary bossfight is pretty good too
@NothingIsScary
@NothingIsScary 7 месяцев назад
THANK YOU THANK YOU IVE BEEN WAITING TO SEE THIS EPISODE I HATE SIRIUS SO MUCH
@aslv
@aslv 7 месяцев назад
i wish more would use the follow player y trigger to their advantage
@ratewcropolix
@ratewcropolix 7 месяцев назад
yas bossfight video
@tnum10
@tnum10 7 месяцев назад
Oh boy i know what i’m watching tonight
@PenguinBoi27
@PenguinBoi27 7 месяцев назад
I spy is great, not my favourite level (that's probably outlay) but it's definitely up there
@quantumvortexpoycow
@quantumvortexpoycow 7 месяцев назад
Do you fought against beast slayer snake in Serpents wrath? It is just the difficulty what is different but it would be cool to read ur thoughts about it too.
@WHErwin
@WHErwin 7 месяцев назад
beast slayer? do you mean the ghost snake? its a little harder, i'd say
@3psical
@3psical 5 месяцев назад
you'll like Glacier 15 trust me.
@frost-tm1rx
@frost-tm1rx 7 месяцев назад
don't worry in 2.2 i will make the most epic and amazing level with an even epicer and amazinger bossfight and it's going to be better than every other bossfight level and everyone will love it and it's going to be epic and amazing and also epic and amazing
@940steel
@940steel 7 месяцев назад
Clearly you havent played Galactic Battle by Fritocollix58 and Cerberus Boss Fight by Krexon
@snivyboy168
@snivyboy168 7 месяцев назад
Based Mario & Luigi OST 5:06
@nebulisnoobis102
@nebulisnoobis102 7 месяцев назад
Glacier15 has a great boss fight
@amiahooman
@amiahooman 7 месяцев назад
I feel like this video isn’t complete without mentioning levels like CastleMania, The Sulphur Sea, etc
@WHErwin
@WHErwin 7 месяцев назад
i dont think those levels do anything special when it comes to boss fights tho
@rozzogd
@rozzogd 7 месяцев назад
I actually wanted to mention these two levels, iirc they both are somewhat interactive with different paths every time. I've only played sulphur sea though which is basically the same as serpants wrath, but just a bit shorter.
@amiahooman
@amiahooman 7 месяцев назад
Granted, The Sulphur Sea’s is very short, and CastleMania isn’t really a “bossfight” level
@That0n3Dud3
@That0n3Dud3 7 месяцев назад
Nro recent tab levels have more interactive boss fights than real levels
@Fofiifii
@Fofiifii 7 месяцев назад
Plank Bossfight best level
@lancetheking7524
@lancetheking7524 5 месяцев назад
Well ig bosses are more legit now
@averesenso
@averesenso 7 месяцев назад
I get it, only snake bosses can be good
@dissmogaming1186
@dissmogaming1186 7 месяцев назад
will random triggers improve bossfights? lets find out.
@Arvl.
@Arvl. 7 месяцев назад
Thats a cool vidoe
@X3m.Gaming
@X3m.Gaming 7 месяцев назад
bosses are not just memory levels most of the time... they are also art levels witch is something you completley failled to mention when your first example exists and i find that really funny. also where did you get idea that bosses are supposed to be hard?
@WHErwin
@WHErwin 7 месяцев назад
the video isnt about art levels though, its about boss fight levels. art levels are their own thing. i dont think its strange to just talk about the mechanics of bossfights in gd in a video about bossfights. also, i generally think its good game design to make bosses harder than the game leading up to that point. if theyre too easy it kind of cheapens them i think. of course there are scenarios where easy bosses fit in just fine, too, i even give an example in this video
@beepduck
@beepduck 7 месяцев назад
vehemence
@xkami0911
@xkami0911 7 месяцев назад
reminder that minecraft maps can be political
@DimenSpadX
@DimenSpadX 7 месяцев назад
Minecraft cant meme
@BelfryClock
@BelfryClock 7 месяцев назад
Yay
@benjybobo2318
@benjybobo2318 7 месяцев назад
I think you have a good point but I like bosses cause they look good not usually for a challenge :/
@crite555
@crite555 7 месяцев назад
whats your stance on hhyper? i wanna know the communitys(?) opinion of him
@WHErwin
@WHErwin 7 месяцев назад
idk who that is
@crite555
@crite555 7 месяцев назад
@@WHErwin ah, he made bossfights before he quit,
@CouchEater555
@CouchEater555 7 месяцев назад
You sound like foekoe
@zDeimos
@zDeimos 7 месяцев назад
FTL PEAKKKK
@WHErwin
@WHErwin 7 месяцев назад
i played 4 hours of ftl just to get that clip
@zDeimos
@zDeimos 7 месяцев назад
@@WHErwin Bro I’ve played it for like 8 years it never gets old
@wdtoby
@wdtoby 7 месяцев назад
yeyyyy
@BenG6509
@BenG6509 7 месяцев назад
I feel like you’re taking bosses way too seriously
@f4r7
@f4r7 7 месяцев назад
I don't like bossfight levels because they take up 3/4ths of the screen. This comment was fact checked by horrible sight readers #true
@hiimandiandi
@hiimandiandi 7 месяцев назад
the high life bossfight clears you sorry ✝️ praise gay jesus
@tbgng
@tbgng 7 месяцев назад
no
@ratewcropolix
@ratewcropolix 7 месяцев назад
ikr i was thinking about high life bossfight the whole video
@nwchef
@nwchef 7 месяцев назад
I LOVE APOLLYON ❤ ❤❤❤❤❤❤❤❤❤❤❤ BEST ISSAC CHARACTER
@henabi
@henabi 7 месяцев назад
rafer
@thecancerouscunt
@thecancerouscunt 6 месяцев назад
yeah you can stop moaning now
@EmpinadoMaxbmdggTheSun
@EmpinadoMaxbmdggTheSun 7 месяцев назад
Damn, such a shame that almost noone tries to create a boss fight level, that contains an actual boss fight, because it can be done in 2.1 editor, probably with use of collision blocks, follow player Y triggers, a bit of randomisation like in limbo. I think it's enough in right hands to create a good feeling boss which adapts to your movements and acts different on each attempt and make it an entertaining level.
@nick-8889
@nick-8889 6 месяцев назад
The perfect bossfight for me would be randomized with attack indicators (not arrows) """Randomized""" with touch triggers
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