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Post by Deleted on Mar 16, 2018 9:12:31 GMT -5

Post by s3rios on mar 16, 2018 11:50:40 gmt -5.

Post by Deleted on Mar 16, 2018 12:16:23 GMT -5

Post by cirphlyx on mar 16, 2018 12:56:26 gmt -5, post by ezel on mar 16, 2018 13:15:33 gmt -5, post by luqualizer on mar 16, 2018 13:25:50 gmt -5, post by luxi on mar 16, 2018 14:52:23 gmt -5, post by durianhead on mar 17, 2018 5:46:42 gmt -5, post by justjoking on mar 17, 2018 8:50:56 gmt -5, post by volrreix on mar 17, 2018 12:42:07 gmt -5.

Post by Egida on Mar 17, 2018 14:14:57 GMT -5

Post by yvx the master of salt on mar 18, 2018 10:19:34 gmt -5, post by bagley on mar 18, 2018 16:54:00 gmt -5, post by garbado on mar 19, 2018 18:36:17 gmt -5, post by deleted on mar 21, 2018 22:10:39 gmt -5.

:)

Geometry Dash Wiki

Transporters

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Normal

Transporters are special objects in Geometry Dash levels that the icon can interact with to cause it to travel a certain distance and direction, depending on its type.

There are two types of transporters, pads and rings, both of which can manipulate the direction of travel. They emit identically-coloured particle effects to themselves. When used, pads also emit an identically-coloured expanding circle effect and rings emit identically coloured contracting circle effect.

Pads always activate when in contact with the icon, while rings require a click/tap in order for any effect and thus optional. They may be positioned so that they redirect the player into a hazard, needing to be avoided in such instances.

As of Update 1.6 , some transporters are introduced as part of collecting secret coins prior to their formal introduction. These include the yellow, cyan and magenta pads as well as the magenta ring.

Transporters are available under the seventh tab in the level editor , along with portals , animated objects, collectibles, and other components.

  • ↑ 1.0 1.1 1.2 1.3 1.4 From user levels
  • In non-Platformer levels, a dash ring can be rotated to direct the icon in an angled direction up to ±70°, with horizontal velocity remaining unchanged. Horizontally flipping or using a rotate trigger on a dash ring so that it points backwards or in another direction only changes its visual appearance but not its functional axis.
  • Interacting with any type of ring counts as a jump regardless of if the player’s form can jump. This includes rings that launch the icon in the direction of gravity or don't affect its movement.
  • The customisable square ring is the only type of transporter whose colour can be altered without the assistance of the Pulse trigger .
  • The magenta pad, despite launching the icon a smaller height, has a slightly larger size than the yellow pad.
  • The customizable square's automatic equivalent is merely a (touch) trigger on its own.
  • The player can crash from hitting the ground if they hit the green ring or theoretical pad too low to the ground
  • No effect applies if the player hits the black ring or theoretical pad if they have already landed
  • The dash rings do not have corresponding pads because their activation duration depends on the player's click/tap and hold.
  • The teleport ring's automatic equivalent is merely a teleportation portal .
  • The red pad is the largest of all jump pads, slightly clipping below its 1x1 grid unit.
  • The effect of the dash ring can be sustained indefinitely until either crashing or coming into contact with an S-block. Entering a gravity portal applies its effect only after the dash ring's effect has ceased on release.
  • Using a black ring while not airborne will have no effect on the icon.
  • The player can crash from hitting the ground if they hit a green ring too low to the ground.
  • These jump pads and rings still trigger their pulse animation, however.
  • Prior to Update 2.1 , the yellow jump ring emitted white particles instead of yellow.
  • The red pad displays the wrong particle colours when used: the red pad produces a yellow or magenta circle when hit.
  • Pads can also be multi-activate but there is no "Edit Special" for pads.
  • "Edit Special" with multiple black rings selected will pop-up "Edit Rotate Action" menu.
  • Other than the green jump ring (which will crash the player into the ground), there are no differences between rings on the ground and in midair, as demonstrated in Deadlocked and many user levels.
  • When either touches a dash ring, it will not show any glow regardless if the player has the glow effect on or not.
  • The same ring may play the effect multiple times if a setup allows the ring to be passed multiple times, as seen on one of the rings in the first cube sequence of Cycles .
  • In older versions, 2 rings show instead of 1. The reason the second ring effect was removed is unknown.
  • Rings are also known as "orbs", and are referred to as such in the Settings .

Gallery [ ]

Ring setup menu

  • 2 Vault of Secrets
  • 3 Geometry Dash

Time Machine

Enter the date you want to view the demonlist at below. For technical reasons, the earliest possible date is January 4th 2017. Note however that data before August 4th 2017 is only provided on a best-effort basis and not guaranteed to be 100% accurate. Particularly data from before April 4th 2017 contains significant errors!

Destination:

Record submission.

The demon the record was made on. Only demons in the top 150 are accepted. This excludes legacy demons!

  • #1 - Tidal Wave by OniLink
  • #2 - Avernus by PockeWindfish
  • #3 - Acheron by ryamu
  • #4 - Silent clubstep by TheRealSailent
  • #5 - Abyss of Darkness by Exen
  • #6 - Kyouki by {出見塩}
  • #7 - Slaughterhouse by icedcave
  • #8 - Sakupen Circles by [TCD] Diamond
  • #9 - Tunnel of Despair by Exen
  • #10 - KOCMOC by cherryteam
  • #11 - Firework by [TCD] Trick
  • #12 - MINUSdry by CDMusic
  • #13 - Codependence by TCTeam
  • #14 - The Lightning Rod by Lavatrex
  • #15 - Deimos by ItsHybrid
  • #16 - LIMBO by MindCap
  • #17 - poocubed by Liisp
  • #18 - Saul Goodman by Renn241
  • #19 - Eyes in the Water by hawkyre
  • #20 - Solar Flare by Linear
  • #21 - Belladonna by cherryteam
  • #22 - The Hallucination by SyQual
  • #23 - Edge of Destiny by CDMusic
  • #24 - Mayhem by [AUF] LordVadercraft
  • #25 - COMBUSTION by [SKWAD] Cersia
  • #26 - UNKNOWN by NineDice
  • #27 - arcturus by Maxfs
  • #28 - Sinister Silence by Wahffle
  • #29 - Sonic Wave Infinity by APTeamOfficial
  • #30 - SARYYX NEVER CLEAR by artos
  • #31 - Damascus by Dzeser
  • #32 - Deadlier Clubstep by HeroZombie80
  • #33 - Midnight by [SKG] Yuko
  • #34 - Tartarus by [USSR] Dolphy
  • #35 - Jigsaw by NekonGames
  • #36 - Oblivion by [AUF] dice88
  • #37 - walter white by Renn241
  • #38 - The Golden by BoBoBoBoBoBoBo
  • #39 - Trueffet by SyQual
  • #40 - Verdant Landscape by Nisha
  • #41 - Shukketsu by [SKG] Yuko
  • #42 - Delta by [FaZe] Drakosa
  • #43 - Aerial Gleam by Endlevel
  • #44 - NETWORK by Agat3
  • #45 - Critical Heat by Zeniux
  • #46 - Zodiac by Bianox
  • #47 - Hard Machine by Komp
  • #48 - Terminal Rampancy by Xyriak
  • #49 - Esfera by SyQual
  • #50 - Kenos by npesta
  • #51 - Keres by ItsHybrid
  • #52 - Fragile by Endlevel
  • #53 - Frost Spirit by Quaybus
  • #54 - Crackhead Circles by AlrexX
  • #55 - NEUTRA by Jenkins GD
  • #56 - Promethean by Endlevel
  • #57 - Lotus Flower by StarkytheSalad
  • #58 - Thinking Space by Atomic
  • #59 - qoUEO by GhostVandalf
  • #60 - Climax by HushLC
  • #61 - SUPERHATEMEWORLD by icedcave
  • #62 - Cold Sweat by para
  • #63 - Widestep by {出見塩}
  • #64 - Crimson Planet by TrueOmega
  • #65 - Renevant by nikroplays
  • #66 - Sky Shredder by Dorvict
  • #67 - ConClusion by DreamZoneGD
  • #68 - Calculator Core by Walroose
  • #69 - shimmer by [KIRB] Amplitron
  • #70 - DIRECTIONS by [meow] ryli06
  • #71 - Cognition by Endlevel
  • #72 - Cosmic Cyclone by APTeamOfficial
  • #73 - Trotil by cherryteam
  • #74 - Amalgam by XLSpiral
  • #75 - SARY NEVER CLEAR by [S9] Kugelblitz
  • #76 - Instinct by Krazyman50Real
  • #77 - Scream Machine by TMco
  • #78 - Lucid Nightmares by CairoX
  • #79 - RUST by neigefeu
  • #80 - ATOMIC CANNON Mk II by Lieb
  • #81 - Shardscapes by Kiba
  • #82 - Akashic Records by VoTcHi
  • #83 - RUTHLESS by Surjaco
  • #84 - Sides Of My Mind by MaxxoRMeN
  • #85 - Horros by Shrc
  • #86 - Ragnarok by knobbelboy
  • #87 - Escape Room by SleyGD
  • #88 - TORN by Kyhros
  • #89 - me when machine gang by Akunakunn
  • #90 - Launchpad Labyrinth by Moffe
  • #91 - Silent Club by Luqualizer
  • #92 - Descent Into Exile by GrenadeofTacos
  • #93 - CORRODERE by [MOOSH] Moosh
  • #94 - Omega Interface by Platnuu
  • #95 - Congregation by Presta
  • #96 - The Rupture by Ka1ns
  • #97 - Jupiter My Favourite by Akunakunn
  • #98 - Kappa by Armadeus
  • #99 - The Art of the Blade by mbed
  • #100 - Bloodlust by knobbelboy
  • #101 - Fog by [KIRB] notes
  • #102 - Coral Cave by awesomeme360
  • #103 - Asterios by Exen
  • #104 - Jesse Pinkman by Renn241
  • #105 - Terminux by VulgarisAerae
  • #106 - no jokes by theParadoxTeam
  • #107 - Twilight by [SKG] Yuko
  • #108 - CITRA by [PRIME] VARSE
  • #109 - Sazerix by Zeptrus
  • #110 - BarbarosFinaleFinale by awesomeme360
  • #111 - Gracefully by NindyBK
  • #112 - Awedsy by Sink
  • #113 - Aronia by Exen
  • #114 - Deimos by Endlevel
  • #115 - Pagoda by Seturan
  • #116 - Moving Forward by crohn44
  • #117 - ATOMIC CANNON by Lieb
  • #118 - Sigma by MindCap
  • #119 - Neon Skyline by recillia
  • #120 - Knights of Thunder by HangerLord
  • #121 - Atmos by Marwec
  • #122 - Ploink by goob
  • #123 - IthacropoliX by BIGMAC77
  • #124 - Nhelv by SrGuillester
  • #125 - untitled unmastered by para
  • #126 - Cicatrize by Wintter
  • #127 - DsinK by stanstanmansan
  • #128 - SAND SAILOR by Custi
  • #129 - Farthest Outpost by Jghost217
  • #130 - Ouroboros by ViPriN
  • #131 - Ourwa by {出見塩}
  • #132 - kowareta by Gablor
  • #133 - Hardry by KuraiYonaka
  • #134 - FRIDAY by Metalface221
  • #135 - Pandemonium by [SKWAD] Cersia
  • #136 - Dump by GiggsRH
  • #137 - Visible Ray by Krampux
  • #138 - Excruciation Chamber by spcreat
  • #139 - The Yandere by Dorami
  • #140 - Arctic Lights by Metalface221
  • #141 - WORSTBRAINMAP by [DTC] bims
  • #142 - Th3Dev0n by Zeptoz
  • #143 - Plasma Pulse Finale by Zeostar
  • #144 - Gustavo Fring by Renn241
  • #145 - Frozen Cave by TrueParadoxTeam
  • #146 - CHROMA FINALE by Renn241
  • #147 - SZYSLAK by Zeniux
  • #148 - REPENTLESS by Renn241
  • #149 - Calamity by Awedsy
  • #150 - AKIRA by Eridani

The holder of the record. Please enter the holders Geometry Dash name here, even if their YouTube name differs! Click the pencil to select a player!

The progress made as percentage. Only values greater than or equal to the demons record requirement and smaller than or equal to 100 are accepted!

A proof video of the legitimacy of the given record. If the record was achieved on stream, but wasn't uploaded anywhere else, please provide a twitch link to that stream. Note: Please pay attention to only submit well-formed URLs!

Raw footage:

The unedited and untrimmed video for this completion, uploaded to a non-compressing (e.g. not YouTube) file-sharing service such as google drive. If the record was achieved on stream (meaning there is no recording), please provide a link to the stream VOD

Any personal information possibly contained within raw footage (e.g. names, sensitive conversations) will be kept strictly confidential and will not be shared outside of the demonlist team. Conversely, you acknowledge that you might inadvertently share such information by providing raw footage. You have the right to request deletion of your record note by contacting a list administrator.

Note: This is required for every record submitted to the list!

Notes or comments:

Provide any additional notes you'd like to pass on to the list moderator receiving your submission.

By submitting the record you acknowledge the submission guidelines .

Select player:

To select the player holding this record, search them up on the left to see if they already have records on the list and click them. In case the player does not exist, fill out only the text field on the right.

#1 – Tidal Wave

#2 – avernus, pockewindfish, #3 – acheron, #4 – silent clubstep, therealsailent, #5 – abyss of darkness, #6 – kyouki, #7 – slaughterhouse, #8 – sakupen circles, [tcd] diamond, #9 – tunnel of despair, #10 – kocmoc, #11 – firework, [tcd] trick, #12 – minusdry, #13 – codependence, #14 – the lightning rod, #15 – deimos, #16 – limbo, #17 – poocubed, #18 – saul goodman, #19 – eyes in the water, #20 – solar flare, #21 – belladonna, #22 – the hallucination, #23 – edge of destiny, #24 – mayhem, [auf] lordvadercraft, #25 – combustion, [skwad] cersia, #26 – unknown, #27 – arcturus, #28 – sinister silence, #29 – sonic wave infinity, apteamofficial, #30 – saryyx never clear, #31 – damascus, #32 – deadlier clubstep, herozombie80, #33 – midnight, #34 – tartarus, [ussr] dolphy, #35 – jigsaw, #36 – oblivion, [auf] dice88, #37 – walter white, #38 – the golden, bobobobobobobo, #39 – trueffet, #40 – verdant landscape, #41 – shukketsu, #42 – delta, [faze] drakosa, #43 – aerial gleam, #44 – network, #45 – critical heat, #46 – zodiac, #47 – hard machine, #48 – terminal rampancy, #49 – esfera, #50 – kenos, #51 – keres, #52 – fragile, #53 – frost spirit, #54 – crackhead circles, #55 – neutra, #56 – promethean, #57 – lotus flower, starkythesalad, #58 – thinking space, #59 – qoueo, ghostvandalf, #60 – climax, #61 – superhatemeworld, #62 – cold sweat, #63 – widestep, #64 – crimson planet, #65 – renevant, #66 – sky shredder, #67 – conclusion, dreamzonegd, #68 – calculator core, #69 – shimmer, [kirb] amplitron, #70 – directions, [meow] ryli06, #71 – cognition, #72 – cosmic cyclone, #73 – trotil, #74 – amalgam, #75 – sary never clear, [s9] kugelblitz, #76 – instinct, krazyman50real, #77 – scream machine, #78 – lucid nightmares, #79 – rust, #80 – atomic cannon mk ii, #81 – shardscapes, #82 – akashic records, #83 – ruthless, #84 – sides of my mind, #85 – horros, #86 – ragnarok, #87 – escape room, #88 – torn, #89 – me when machine gang, #90 – launchpad labyrinth, #91 – silent club, #92 – descent into exile, grenadeoftacos, #93 – corrodere, [moosh] moosh, #94 – omega interface, #95 – congregation, #96 – the rupture, #97 – jupiter my favourite, #98 – kappa, #99 – the art of the blade, #100 – bloodlust, #101 – fog, [kirb] notes, #102 – coral cave, awesomeme360, #103 – asterios, #104 – jesse pinkman, #105 – terminux, vulgarisaerae, #106 – no jokes, theparadoxteam, #107 – twilight, #108 – citra, [prime] varse, #109 – sazerix, #110 – barbarosfinalefinale, #111 – gracefully, #112 – awedsy, #113 – aronia, #114 – deimos, #115 – pagoda, #116 – moving forward, #117 – atomic cannon, #118 – sigma, #119 – neon skyline, #120 – knights of thunder, #121 – atmos, #122 – ploink, #123 – ithacropolix, #124 – nhelv, srguillester, #125 – untitled unmastered, #126 – cicatrize, #127 – dsink, stanstanmansan, #128 – sand sailor, #129 – farthest outpost, #130 – ouroboros, #131 – ourwa, #132 – kowareta, #133 – hardry, kuraiyonaka, #134 – friday, metalface221, #135 – pandemonium, #136 – dump, #137 – visible ray, #138 – excruciation chamber, #139 – the yandere, #140 – arctic lights, #141 – worstbrainmap, #142 – th3dev0n, #143 – plasma pulse finale, #144 – gustavo fring, #145 – frozen cave, trueparadoxteam, #146 – chroma finale, #147 – szyslak, #148 – repentless, #149 – calamity, #150 – akira.

travel levels geometry dash

Geometry Dash

travel levels geometry dash

Geometry Dash Fan Wiki

Dream Travel

  • View history

Dream Travel is a 2.1 solo Insane Demon created and published by SuprianGD and verified by GuitarHeroStyles . It is the 20th travel level, containing a massive amount of 296,278 objects, and is 7 minutes and 30 seconds long (12 seconds short of the song that is used). The level starts calm and ranks up in difficulty over time. Low Detail Mode is available. It is the longest non-minigame Insane Demon.

  • 4 Walkthrough

Gameplay [ ]

  • 0-1%: A nice logo to begin the level (pictured right).
  • 1-5%: An autumn/fall themed cube segment begins at half speed. Falling leaves and what appear to be sunbeams layer over everything.
  • 5-7%: Next is a ball segment at normal speed. It is a brown colored segment that is not too difficult, except for some fake red orbs/switches that you cannot hit or you will crash.
  • 8-10%: The next part starts off with a UFO at 1x speed. After a couple of gravity portals, it then transitions into a ship sequence, with a few gravity switches again. After this is a simple spider transition, and then the next part begins.
  • 10-14%: A nice background scene is shown in a city for about three seconds, and then the first drop begins. The beginning of the first drop is at 2x speed and includes a short UFO section with four consecutive gravity portals, which is then followed by a short cube section with some jump orbs. After a small ball section, it then transitions into a tight wave segment which can be a little tricky without practice. Finally, the player transitions into a very short dual spider area where they are required to click/tap at least 5 times or they will not be able to pass the section.
  • 14-17%: This part begins with a somewhat difficult mini cube section where the player has to hit quite a few switches and orbs along the way. Then it transitions into a ball segment that consists of a little bit of memorization, where the player will have to collect two flasks in order to trigger two platforms required to land on. Next is a ship segment that starts off with the player having to hit a switch to open an area to pass through, then two more gravity portals with some flying follow after.
  • 17-21%: This section starts off with a city-themed background as a normal speed robot, where the player has to jump and hit a switch followed by two very small jumps. A couple more semi-tricky jumps and the player transitions into a 3x speed ship segment in which they have to fly through a moderately tight corridor up, and then down where there is a red jump orb required to hit. After hitting the red jump orb, the player transitions into a spider section where there are a couple of jump orbs and a switch required to hit, followed by a couple of tight spider "jumps".
  • 21-25%: The player then gets thrown into a difficult transition into a ball part (it is still 3x speed), where the player needs to tap relatively fast in order to hit all of the jump orbs and pass the spikes in time. Be careful, though, because some of the orbs and jumps have timings to them so you can't hit them too early. After a series of pink jump orbs, the player then transitions into a difficult wave, with somewhat tight corridors at 3x speed. Toward the end of the section are a pair of dash orbs in a dual wave that the player needs to hit with precision, or they won't hit the orbs and ultimately die from the two gears that needed to be triggered by the orbs. The first pair of dash orbs is followed by another pair of dash orbs, then after that the player goes back into a normal wave for a short segment where they ultimately hit a dash orb to transition to the next part.
  • 25-33%: The player then gets a "break". This part consists of basically four segments, all of which include a short cube part at normal speed and end with a dash orb that needs to be hit. When the dash orb is hit and held, an animation is played that imitates the player's cube with the dash orb trail. This animation is played for every dash orb except the last (4th) one, in which the player can actually see their cube. After the fourth one is hit, the player then goes into an auto cube section that syncs to the music, then the second drop begins.
  • 33-37%: The player enters the first extended dual section of the level, which is at 3x speed (it is also symmetrical). It begins with a dual cube with some easy jumps and orbs with not much timing involved. After a few of these jumps comes a somewhat tricky section with a total of six dash orbs. The first pair of dash orbs needs to be hit a tiny bit late (but not too late, just not as early as possible) and need to be release very quickly. The next four orbs can be hit early but both pairs of dash orbs need to be held longer than the first pair was. After this is a short dual ball in which the player needs to jump early for the first jump and late for the second jump, then hit two yellow orbs to transition into an easy dual flying section. After this the dual ends, and the part finishes with a spider section that isn't too difficult (some easy timings).
  • 37-43%: Next is a quick transition into a mini cube that the player must be prepared for. All that the mini cube includes is a couple of quick jump orbs and jumps that need to be buffered or else the player will end up jumping too late and they will crash (since it's still at 3x speed and it's so fast). In this section (and through some other parts of the level as well) are animations of some icons of famous Geometry Dash YouTubers (such as Juniper 's, Dorami 's, Nexus ', and EricVanWilderman 's). After this, the player quickly transitions into a spider section with three easy but fast clicks, and then a green orb. After this is a dual spider spam where the player must tap/click at least 15 times to pass (similar to the 14% spam but much more difficult). This short section is followed by a couple of simple clicks and orbs. After a few of these clicks comes a dash orb that the player must hit and hold for a long period of time (precisely around 7 seconds) which transitions them into the next segment.
  • 44-47%: The player then goes into a 1x speed ball section, consisting of only slopes and every orb is a switch that is colored the same color as the orb they represent. The goal of the section is to collect 8 red skulls in order to pass. If the player does not end up doing so, they will be greeted with a monster at the end of the section saying "F". Since the orbs in this section are replaces with switches, sometimes the player will hit the switch instead of the actual orb. Because of this, there are timings required for some of the orbs, which therefore makes this section harder. There is also sometimes luck involved in this section.
  • 48-52%: (Note: from here until 61%, the level is at half speed.) The player enters a half-speed mini cube with yellow glowing objects and platforms, very similar to a specific section in the 6-minute long hard demon Dark Travel. It is a very calm and chill part, with just a few simple jumps. After this section ends, the player is thrown into yet another questionable transition into a ship segment. The player must immediately fly up after entering the portal, but after that, it is just simple ship navigating.
  • 52-55%: The player then enters a robot section with a sign that says "Halfway Point". The background consists of a nice art piece of a man sitting in a field looking at a city. At the end of the section, the year "2020" pops up in the sky. As for the gameplay of the robot, it is just some simple jumps with a few jump orb timings. After a normal-sized robot section, the player transitions into a mini robot with a few tricky small jumps, but that's about it for the difficulty of this section.
  • 56-61%: The player transitions into another ship segment. They must wait and not touch anything until the yellow jump orb, which they must click in order to deactivate a barrier. This flying section is somewhat tight, but not too difficult with practice. There is another jump orb that is required to deactivate another barrier (this time a red jump orb), and then some more flying. After this is a short ball section that is very easy, with easy jumps and orb timings. After the player hits a dash orb, they transition into a grey ship section with a little bit of straight flying but nothing too difficult. There are a few gravity portals throughout the section.
  • 61-67%: The next section begins with a normal speed mini robot with some tricky timings. There are some tiny jumps that the player needs to do, mixed in with medium-sized jumps etc., making this section probably more nerve-racking and difficult than the previous sections. After a bit of robot gameplay, the player transitions into a normal-sized cube and falls on a series of platforms that sync to the music. at the end of the platform, they have to hit a dash orb that brings them to the next segment at 3x speed.
  • 68-74%: This part begins with a ship at 3x speed. You only need to tap once or twice after entering the final blue gravity portal. Then is a very short ball segment with a few jump orbs, followed by a UFO where there are arrows to tell you where to jump (including a red jump orb). After that is a straightforward flying section, where the player is required to hit a dash orb to deactivate a wall blocking the path. After the dash orb is two gravity portals and some easy flying sections. Then it is a robot with quite easy and simple jumps, including a dash orb and a yellow jump orb. Following this is a very short, somewhat tight mini spider section, which is then followed by a mini robot segment starting off with a dash orb, and has a few easy jumps and jump orbs. To end the section there is a cube portal that transitions the player into the 3rd and final drop.
  • 75-78%: This whole section is a dual segment, it starts of with a ball-cube part, where the player must jump a little late as the cube and hit the three jump orbs given, and then jump and hit the pink jump orb as the cube. After that, the cube turns into a robot, where the player must do a full jump to land on the top platform and do three consecutive small jumps. After this, the ball changes into a cube and the player must do an almost full jump as the robot (doing a complete jump makes the next jump more difficult) and then tap once to hit the red orb/do a small jump as the robot. After the player hits a yellow jump orb as the robot, they will enter a straight fly/ball spam section. You have to wait until you are off of the platform as the ship, wait a split second, then start spamming fast (but in control so that you don't crash while straight flying). After this is a series of jumps and orbs that are mostly straightforward. After this is a dual cube (still asymmetrical). A good way of doing this part is tapping and holding every time you hit a jump ring so that the cube on top jumps at the right time while the cube on the bottom also hits the jump orbs early enough. After jumping once, the player then enters the symmetrical dual section.
  • 78-82%: The symmetrical dual is easier than the asymmetrical dual section. to start it off is a dual robot where the player has to do three as-small-as-possible jumps in a row, followed by a pair of yellow jump orbs. After this is a dual wave, where the player simply has to do three somewhat small taps to go over three pairs of small spikes, then a UFO section which the player can do a couple of different ways. The most popular way to do this section seems to be to tap as soon as you exit each gravity portal (there are five gravity portals in the middle of the corridor), and then there is a dash orb that needs to be hit. After this is a dual ball section, where the player should click where the arrows are, as they are very useful. For example, clicking too early before the arrows may result in the player crashing into saw-blade between the dual icons or crashing into the back end of the pair of spikes ahead of them. After this is a yellow orb, followed by a pair of black orbs, followed by another pair of black orbs, and then a pink orb. It is recommended that you hit all of these orbs as early as possible, as to not crash into the saw-blades ahead. After this is a few more simple jumps and then a short dual ship segment. Then, the dual ends.
  • 82-86%: This part begins with a short mini cube "break", which consists of a few jumps and orbs and a gravity portal, then the bossfight starts. To start off is a ship in which you have to fly up, then down as reverse, and stay down as a normal gravity ship until you reach a red jump orb which needs to be hit. Then is a short UFO where it is suggested that you first jump a little late, then jump as soon as you enter the gravity portals (two of them). after is a short ball segment where you need to jump as soon as you land or the boss attacks will kill you. After you hit a yellow orb (as soon as possible, again), you transition into a ship where you have to hit a switch and simply fly between the boss's lasers.
  • 86-92%: After this you get thrown as a cube into a wave section where you do the same as the ship segment (stay between the boss's lasers), while also having to dodge some attacks. After this, you enter a spider portal where it is necessary to buffer three orbs (black, blue, blue) so that you don't crash into the boss's attacks. Then is a UFO section where it is once again necessary to hit a switch, then jump into various gravity portals. It is recommended that you jump before the arrows tell you to jump because if you jump too late you will inevitably die because of the flames the boss throws at you. Then, you are thrown into a short ship section where you once again hit a switch then fly down to hit a red jump orb and straight fly into a cube portal. When you enter the cube portal, a short easy mini cube begins where you have to jump once and hit a blue jump orb a little late, then jump and hit a few more jump orbs that lead to a dash orb that you need to hold for a while (~7 seconds again). Then it is a short auto section.
  • 93-100%: The player gets boosted up into a half-speed ship sequence, which consists of some easy flying and ship control. However, it is right at the end of the level, and there are a couple of tight spaces, so it is recommended that you stay focused so you don't die in this section (because you definitely can). Following this is a quite easy, but at the same time somewhat tight mini robot segment. There are a few tight jumps in this section, which includes small jumps, full jumps, and some in the middle. There are also a few orb timings. The level ends with an easy small jump, followed by an actually somewhat difficult jump at 99%. The player has to jump over a quadruple spike, but there are also spikes hanging over the top of the quadruple spike on either side. To pass this jump, the player has to jump late (they cannot jump early or they will crash at the last spike), and it has to be a maximum robot jump. This jump used to be nearly impossible, but thankfully SuprianGD nerfed it to be easier. After the player completes the final jump, a nice end card is shown with the name of the level and all the people it is dedicated to.
  • EricVanWilderman crashed at 84% at the boss fight.
  • Juniper crashed at 88% at the boss fight.
  • SrGuillester crashed at 95%.
  • GuitarHeroStyles crashed at 99% twice while verifying the level.
  • Dorami crashed at 99% fifteen times at the last jump.
  • The password for this level is 240220.
  • The level contains 296,278 objects.
  • This is the third longest rated-level in the game, behind Hypnotic Travel at 9m 26s and The Long Walk Home at 11m 20s.
  • Dorami died at this jump a grand total of 15 times before it was nerfed.
  • American player Juniper did not die here once, which is considered surprising since one of the things she is known for is dying at the end of long levels (for example, she died at 99% on Future Funk II four times, 97% and 98% on Dark Travel , and 98% on Hypnotic Travel ).
  • If the player manages to die here, a death message pops up saying "Ah sh*t, here we go again." "Kkkkkk" "¿?" "Really?" "Wtf..." "99%" "Bruh moment." and in red, "NOOOOOOOOOOOO".
  • The dedication to- and the text stating that GuitarHeroStyles is the verifier of the level has been removed from the end card after the final jump.

Walkthrough [ ]

''Dream_Travel''_100%_(XXL_Demon)_by_SuprianGD_-_Geometry_Dash_-2.11-

''Dream Travel'' 100% (XXL Demon) by SuprianGD - Geometry Dash -2.11-

The full walkthrough of Dream Travel. Credits to Nexus .

  • 2 Geometry Dash Demonlist
  • 3 Tidal Wave

Robtop Travel ID: 60733712 [[ORIGINALINFO]][[LOWDETAIL]][[PASS]][[UPLOAD]][[UPDATE]][[TIME1]][[TIME2]][[EXTRA]] Version: 1 GD Version: 2.1 [[OBJECTINFO]][[REQUESTED]]

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Robtop Travel

#[[dailynumber]].

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#[[DEMONLIST]]

travel levels geometry dash

all roptop levels in one! except time machine lol

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Vibe the rhythm-based action platformer game Geometry Dash in a whole new way with Geometry Lite! Jump, fly, and dash your way through danger!

Geometry Lite - New Challenge for Geometry Dash Fans

Feel the rhythm, defy the odds in Geometry Lite! Inspired by the iconic games Geometry Dash and The Impossible Game, this fan-made masterpiece delivers the rhythm-based platformer game genre's signature challenge with a fresh twist. 

Experience everything you loved about Geometry Dash: the infectious music, vibrant visuals, and notoriously tough gameplay (yes, it gets frustrating, but in the best way!). But Geometry Lite goes further, adding exciting updates that will keep both veterans and newcomers hooked. The true reward lies in conquering each level after countless attempts. The feeling of triumph after reaching the finish line is pure adrenaline-fueled bliss!

New Features

In Geometry Lite, new updates add fresh twists while retaining the addictive, "gotta beat it!" gameplay of Geometry Dash. Prepare for epic challenges ranging from tough to nigh impossible as you guide your geometric cube through a gauntlet of obstacles. An array of captivating features are added that will keep players engrossed and unwilling to stop playing: 

  • The intuitive one-click controls allow players to dive right in and quickly get the hang of maneuvering through the game's dynamic levels. 
  • Epic soundtrack pulses drive players onward through each melody's rising action. 
  • The timing-based gameplay becomes part of the beat itself.

Available Levels

  • Stereo Dash (Easy, 1 ⭐)
  • Let's go!  (Easy, 2 ⭐)
  • Gravitational (Normal, 3 ⭐)
  • Drought (Normal, 4 ⭐)
  • Step After Step (Hard, 5 ⭐)
  • Never Give Up (Hard, 6 ⭐)
  • Step Jump (Harder, 7 ⭐)
  • Teleporter (Harder, 8 ⭐)
  • Cyclestep (Harder, 9 ⭐)
  • xAdventures (Insane, 10 ⭐)

Popular Strategies and Gameplays

Challenge your reflexes and rhythm in a gauntlet of levels! Navigate your character through obstacles like spikes and walls, mastering each unique level as it increases in difficulty. Every collision resets the level, so be prepared to refine your jumps and dashes. But don't worry; catchy music and vibrant animations will keep you motivated as you unlock new character forms with special abilities, adding fresh twists to the gameplay. What's more, grasp the music's rhythm in each level—it's your key to perfectly timed jumps!

There are two game modes for each level:

  • Normal : In this mode, your character must make it to the end of the level without hitting anything. This mode is all about precision and timing. One wrong move, and you'll have to start all over again. 
  • Practice : This mode is designed to help players improve their skills. In this mode, checkpoints are regularly placed throughout the level. Whenever you collide with something, you will restart from the nearest checkpoint. Unfortunately, the catchy song for each level does not play in this mode. Practice mode is a great way to learn all levels' maps and improve your chances of success in Normal mode.

Accompanying the great music are colorful animation effects, which also change to the beat. As you progress, more character shapes will appear, each with its own unique function and controls, keeping the gameplay fresh! Experience gameplay that evolves as you do, unlocking a fresh wave of challenges with every form of transformation:

  • Cube : The OG form, jumping with a click or tap. Holding the mouse or button will make the character jump continuously.
  • Spaceship : The first flying form of your character. Hold the mouse or button to climb higher, releasing it to automatically descend.
  • Ball : Your character becomes a ball that rolls and changes gravity with each button press.
  • UFO : Your character can jump slightly each time you press the button (similar to Flappy Bird gameplay); otherwise, it will descend very quickly.
  • Wave : Your character can move up and down in a zigzag pattern. Hold the mouse or button to fly up diagonally and release to descend.
  • Robot : Unleash jumps of varying heights with a button hold.
  • Spider : The character can teleport to the nearest ceiling and change gravity instantly each time you press the button.

How to Controls

The player controls the block's movement via input in the form of a press or hold, with the ultimate goal is to successfully navigate through each level and reach the endpoint. However, any collision with obstacles will result in restarting the level from the beginning. The game's music plays a crucial role, as timing and rhythm are closely intertwined with the gameplay experience.

  • SPACE/UP Arrow = Jump
  • HOLD DOWN SPACE/UP Arrow = Multi-jump
  • UP Arrow = Steer vehicle up
  • DOWN Arrow = Steer vehicle down
  • Don't touch the spikes, or you will have to restart!

Difficulty, Tips, and Tricks for Every Dasher

Similar to Geometry Dash, levels in Geometry Lite are also ranked by increasing difficulty. These levels can vary in complexity and quality, leading to the assignment of different ratings. These ratings fall into three categories: star, feature, and epic, depending on the level's overall appeal and design.

Easy levels are those that end with a 2 stars reward. Other than auto levels, these are the easiest levels to finish and have the lowest degree of difficulty.

Normal levels are those that end with a 3 stars award.

Hard levels are levels that reward 4 or 5 stars when completed.

Insane levels are levels that reward 8 or 9 stars when completed.

Demon are levels that reward 10 stars when completed. They are the most challenging levels in the game, and finishing them generally takes a lot of practice and effort. Levels in the Demon are also divided into increasing levels of difficulty, including:

  • Easy Demon : The simplest of the five subcategories of demons, easy demons take the least amount of talent and effort to defeat.
  • Medium Demon : Demons of a medium difficulty level are not quite as challenging as those listed below, although they are a little more difficult than an Easy Demon.
  • Hard Demon : This level of difficulty is for the mid-tier demon. To successfully complete Hard Demons, players need to put in a significant amount of practice and effort.
  • Insane Demon : These very challenging Demon levels aren't as harsh as Extreme Demons, but they nevertheless provide many challenges to the player. 
  • Extreme Demon :  This is the most difficult of the five subgroups. These levels are very difficult to finish since they need a lot of expertise, skill, endurance, and effort. 

Tips and Tricks

  • Turn down the rhythm, crank up the focus : Love the game's soundtrack? Sometimes, those thumping beats might lead to misplaced taps - jumping on-beat when you need an off-beat move. Consider muting the music for tricky sections and how much easier it is to anticipate jumps when you're not tapping to the beat.
  • Practice makes progress : Later levels throw a gauntlet of obstacles. Feeling overwhelmed? Practice Mode is your friend! Start at checkpoints, experiment with routes, and get familiar with the level's flow. Remember, practice doesn't guarantee a flawless run, but it prepares you for the real challenge in Normal Mode.
  • Golden rule: finish first, collect coins later : Those tempting yellow coins might beckon, but resist the urge! Focus on finishing the level first. This way, you'll know what obstacles lurk ahead and can plan your coin-grabbing strategy. 

So there you have it, fellow rhythm warriors! With these tips in your arsenal, you'll be navigating Geometry Lite's treacherous paths like a pro. Remember, practice and patience are your keys to victory. 

Now go forth, conquer the levels, and let your skills sing!

Extreme Run 3D

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Geometry (Spooky) Dash Custom Level Codes

CreativeStegosaur wrote: igtnathan5 wrote: CreativeStegosaur wrote: igtnathan5 wrote: oopsied wrote: CreativeStegosaur wrote: Why is this page not laggy

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  • Super creator in cosmic construct Team Host of Deep dark Creator of BloodStyle, FEAR, Aneasylevelwithcoooolgameplay and A Journey through Space Revolutionized spooky dass Design and ship gameplay techniques 12 yo Scratcher from Germany

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Geometry Dash 2.2 Vault Codes

T he developers of the cult rhythm mobile game — Geometry Dash have recently released version 2.2, which brings plenty of interesting features and improvements to the gameplay. Among the numerous additions are the new Swing game mode, challenging Dash and Explorers levels, and many other things, including new secret vault codes. That's why in this article we offer you to redeem all Geometry Dash 2.2 vault codes.

Updated March 2, 2024, by Artur Novichenko: This article has been updated to give you the opportunity to redeem the latest Geometry Dash 2.2 Vault codes. Bookmark this article so you don't lose it and come back later.

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All geometry dash codes.

With Geometry Dash vault codes, you can get a lot of cool exclusive cosmetic items. You will definitely want them to diversify your gameplay or show off to your friends. By introducing vault codes into the game, the developers aimed to attract attention to the game and improve your gaming experience, so it is a win-win strategy. Unlike other mobile games that don't have codes, Geometry Dash uses them to keep the element of mystery and surprise, while engaging the community in actively exploring new content. So if you're looking to get some cool rewards, you can find the full list of Geometry Dash vault codes below:

Codes Checked on March 2, 2024.

Active Codes (March 2024)

  • FINALBOSS — Redeem this code in The Vault. (NEW)
  • GIVEMEHELPER — Redeem this code in the Chamber of Time. (NEW)
  • BACKONTRACK — Redeem this code in the Chamber of Time. (NEW)
  • THECHICKENISREADY — Redeem this code in the Vault of Secrets. (NEW)
  • D4SHG30ME7RY — Redeem this code in the Vault of Secrets. (NEW)

Expired Codes (March 2024)

There are no expired codes.

Roblox: Toilet Conqueror Codes (February 2024)

How to redeem codes in geometry dash.

Redeeming vault codes in Geometry Dash is a unique challenge compared to other mobile rhythm games . This adds an extra level of achievement for players looking to get exclusive rewards. The above codes are redeemed in three different secret locations. So here is a step-by-step guide to these secrets:

  • Launch Geometry Dash .
  • Collect 10 UserCoins if you haven't already.
  • Go to the settings.
  • Press on the padlock located in the upper-right corner.
  • Enter the code for The Vault in the appropriate field.
  • To get the reward, press on the demon.

Chamber of Time

  • Launch Geometry Dash if you haven't already done so.
  • Press the play button in the middle of the screen.
  • Scroll to The Tower. It is located near the last level.
  • Click on The Tower.
  • Scratch will start talking to you. Multiple presses anywhere to go to the tower itself.
  • Press on the tower door.
  • Complete 4 levels and the final boss. The most interesting thing is that the developers have approached this process very creatively and added levels that you have to pass to unlock the Chamber of Time and, as a result, exclusive rewards. In addition, these levels are extremely diverse gameplay-wise. Here, you will need to control the square with your hand. You will meet plenty of new obstacles and an entirely different level design, but don't get discouraged because there are checkpoints scattered throughout the levels.
  • Press the padlock.
  • Enter the code for Chamber of Time in the appropriate field.
  • To get the reward, click on the demon.

Vault of Secrets

  • Collect 50 Gems if you haven't done it already.
  • Go to the creation menu that looks like tools.
  • Press on the padlock. It is located in the upper-right corner of your screen.
  • Enter the code for Vault of Secrets in the appropriate field.
  • Press on the demonic dragon to get a reward.

Geometry Dash is available on mobile and PC.

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Geometry Dash 2.2 Vault Codes

IMAGES

  1. All Travel Levels + All Coins

    travel levels geometry dash

  2. All Official Levels

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  3. ALL Travel Levels

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  4. 3 XXL Travel Levels!

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  5. Geometry Dash

    travel levels geometry dash

  6. RobTop Travel by IAtomicI (All Robtop levels in a row)(Unrated) Geometry Dash

    travel levels geometry dash

VIDEO

  1. Swag Routes in All RobTop Levels

  2. GD level request 2.2 #geometrydash

  3. GEOMETRY DASH LEVEL REQUESTS!

  4. completing a level in geometry dash

  5. Geometry Dash Guy Destroys Impossible Level

  6. Geometry Dash

COMMENTS

  1. Is there a list of every rated travel level in GD?

    The fifth number: melodic is probably easier than dem what am i doing. 9 but its upside down: hypnotic travel was once medium demon so its probably the easiest hard one. Second hardest: dark travel i guess i give up. Hardest: dream travel because its insane demon. There are some other rated travel lvls but i haven't even played those lvls so yeah.

  2. All Travel Levels + All Coins

    This took a while to do, I rebeat all of these levels for better quality since I didn't have the original recordings, while I was at it I also took all the c...

  3. Geometry Dash all travel levels!

    Here's ALL travel levels in GD so far! Gameplays by: Nexus, KrmaL, Michigun, Maksimym200, Luqualizer, beemil2, Metalface221, Robotic24, Alias, Partition, Mul...

  4. All gd travel levels

    This is a playlist of every gd travel level currently in the game, but don't worry i will add new ones but don't expect them immediately

  5. Level Search

    Search for Geometry Dash levels, and filter by length, difficulty, song + more!

  6. Ranking all Travel levels from worst to best

    2. Dark Travel by JonathanGD. Incredible art, probably the best of the whole Travel series in this regard. The level is extremely memorable and has unique gameplay to fit every single area, such as conveyor minigames in the Factory section, and perfect sync throughout, making it the second best Travel level for me. 1.

  7. Transporters

    Transporters are special objects in Geometry Dash levels that the icon can interact with to cause it to travel a certain distance and direction, depending on its type. There are two types of transporters, pads and rings, both of which can manipulate the direction of travel. They emit identically-coloured particle effects to themselves. When used, pads also emit an identically-coloured ...

  8. Travel Levels :: Geometry Dash General Discussions

    Since a lot of Travel Levels are popping up lately in GD, I want to know all currently rated travel levels in GD in release date order. Can you list out the travel levels in order? I only know: 1. Lonely Travel by Funnygame 2. Dem Travel by Serponge 3. Neverending Travel by Darwin 4. Dark Travel by JonathanGD in that order. I would appreciate it if you help! ːGDEasyː

  9. Geometry Dash Demonlist

    The main section of the Demonlist. These demons are the hardest rated levels in the game. Records are accepted above a given threshold and award a large amount of points! #1 - Tidal Wave OniLink #2 - Avernus PockeWindfish #3 - Acheron ryamu #4 - Silent clubstep TheRealSailent #5 - Abyss of Darkness Exen #6 - Kyouki {出見塩} #7 ...

  10. Geometry Dash Time Travel

    Geometry Dash Time Travel. 4.25. Take a break and dive into the time-traveling adventure of Geometry Dash with Geometry Dash Time Travel. This is a Hard level rated 5 stars and 3 user coins created by Peton. In this level, players will encounter a series of increasingly challenging obstacles as they progress.

  11. ALL Travel Levels

    It's finally out!~~~TIMESTAMPS~~~0:00 Intro1:04 Lonely Travel7:15 Dem Travel13:29 Neverending Travel19:20 Dark Travel25:52 Melodic Travel31:52 Hypnotic Trave...

  12. Dark Travel vs Dark Odyssey comparison (JonathanGD levels)

    Steam Community: Geometry Dash. Dark Travel is a 2.1 Insane Demon created by JonathanGD. It is an XL level, lasting 6 minutes and 14 seconds long, and using the entire length of the song. It was the fourth "travel level" upon its re

  13. Dream Travel

    Dream Travel is a 2.1 solo Insane Demon created and published by SuprianGD and verified by GuitarHeroStyles. It is the 20th travel level, containing a massive amount of 296,278 objects, and is 7 minutes and 30 seconds long (12 seconds short of the song that is used). The level starts calm and ranks up in difficulty over time. Low Detail Mode is available. It is the longest non-minigame Insane ...

  14. Robtop Travel (60733712)

    Level Info. Robtop Travel ID: 60733712 [[ORIGINALINFO]][[LOWDETAIL ... Delete Level. Are you sure you want to delete this level from your saved levels list? Level Analysis. Level analysis is currently ... Insane 0 0 #[[DEMONLIST]] 16620 403 XL 0. all roptop levels in one! except time machine lol. Geometry Dash Menu Theme By: Zhenmuron Loading ...

  15. [Geometry Dash] Travel Series

    Long Travel levels (XXL or above) excluding Larga Espera, True Values of Life from Geometry Dash Update June 7 2019: Thanks to my friend, Hydro, for search a...

  16. Geometry Dash: Levels 16-21

    The last six levels of Geometry Dash, with a minimum difficulty of 10 stars, will be a really tough challenge for players. Play for free right now! ... small glowing stars will appear to show the symbol exactly where it needs to travel. It takes at least 76 leaps and 100 seconds to finish Geometrical Dominator. Deadlocked (Demon 15☆)

  17. Geometry Dash

    Similar to Geometry Dash, levels in Geometry Lite are also ranked by increasing difficulty. These levels can vary in complexity and quality, leading to the assignment of different ratings. These ratings fall into three categories: star, feature, and epic, depending on the level's overall appeal and design.

  18. RobTop Travel 100% XXXXL 30+ MINUTE LEVEL / ALL ROBTOP LEVELS ...

    RobTop Travel is a Geometry Dash level by Atomic that contains all 21 main RobTop levels + The Challenge all in one. That means that you have to do every sin...

  19. Geometry (Spooky) Dash Custom Level Codes

    Hi, I'm oopsied, and I am a well-known spooky dash person or something. I have made stuff like Silent Spook, Prethinker, Crystal, Spooky Travel, and DIM. I have participated in megacollabs like Silent Pulsar and Deep Dark. I am a high-ranking person in cosmic construct, a spooky dash team where we host levels and stuff.

  20. Geometry Dash 2.2 Vault Codes

    Vault of Secrets. Launch Geometry Dash. Collect 50 Gems if you haven't done it already. Go to the creation menu that looks like tools. Press on the padlock. It is located in the upper-right corner ...