Board Thread:Geometry Dash Gameplay Discussion/@comment-33834987-20190531230405/@comment-44139801-20191128113304

As per player rating system:,(not considering the coin paths unless there is a tie between levels)

Sterio madness: easy 2*

Back on track: easy 2*

Polargeist: medium 3*

Base after base: medium 3*

Dry out: hard 4*

Jumper:hard 5*(easier than clg as the upside down cube parts don't have jump ring)s

Can't let go: hard 5*

Press start: hard 5*(placed it after clg&J because of gameplay variety and boss fight)

Time machine: harder 6*

BP: harder 6*(because it is  a long level)

Xstep:harder 6*( good level for beginners)

Cycles:harder 7(poor level design)

TOE : harder 7*(most overrated main level)

Knock them out: harder 7*

Electroman adventure:8* insane

Dominator: 8 * insane(movement trigger abuse begins here)

Finger dash: 8* insane(70% to 90% part is hard)

Clutterfunk: 9* insane(placed it after finger dash only bcos of coins)

Power trip: 9* insane( very good level for wave and spider practice.)

Hexagon force: 9* insane

Electrodynamix: easy demon(why so much non uniformity in difficulty?)

TOE 2: medium demon(annoying speed changes)

Clubstep: medium demon(is that ship section really required at 86-90% robtop?)

Deadlocked: heard demon(triple speed wave spamming and upside down mini wave)

(deadlocked and hex force re the main  levels I've not completed so far)