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Geometry Web

  • 5 Devlogs
  • 64 Total hours

A Geometry Dash 2.208 (MOST RECENT) game port to the web.

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11h 9m 4s logged

I am working on bug fixes. Robot is finally complete, dual is ALMOST there, most levels are possible.

I still need to fix the deadlocked wave, some weird block placements, audio glitches, and im pretty sure those are the last bugs.


github link and demo are NOT out yet, as I need to figure out how to publish this without robtop suing me…

We are getting close. Stay tuned.

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9h 32m 9s logged

Devlog 3: physics and bugs

I only worked on physics and bugs for the last 2 days since the last devlog. I’ve got recordings of the real game playing every level, so I replay the same inputs in my port and count every spot where the player ends up somewhere different. That number went from 333 → 30.

(its not perfect, but its getting close.)

No more guessing numbers luckily, i got some real data.

Fixed this time

  • Force blocks, and the 3 other blocks. These were important, they shouldnt be rendered at all but they have a huge purpose.
  • The 2.2 End trigger. the level ends at the correct place now.
  • Rotate Gameplay speed hand-off, teleport gravity, linked teleports. (kinda works but i need to fix)
  • Dash orbs, spider orbs, wave hitboxes, saw hitboxes.
  • Ship/UFO getting pushed around by moving blocks (mainly for deadlocked.

The bot beats all 22 levels but I cannot finish the levels. i might need to retrain the bot for it to not glitch through the maps

wait i might get the bot to use actual game macros to test… ok

Next

  • fix robot as its terrible rn
  • more physics stuff
  • gamemodes
  • dual is terrible right now
  • fix the bot so it can really test
  • optimizations
  • bug hunting with my friends
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10h 14m 21s logged

a lot has been changed. We have finally figured out the ui, MOST gamemodes, most menus. i am working on the last assignments and planning to release THIS WEEK. stay tuned.


its beginning to feel like the real thing.

— sorry for this short devlog, next one will include all information. im trying to push out as much as i can.

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10h 10m 6s logged

Devlog 2: Menus, Triggers, and Proper Animations

Time spent since last devlog: ~10h 10m
Total time logged: ~32h 53m

The levels aren’t finished yet, but the game is finally starting to look and feel like actual Geometry Dash instead of a static test build.


Visuals & Triggers

The levels were way too stiff before. Adding authored trigger behavior makes everything move and pulse like the real game:

  • Pulse & Color Triggers: Added live HSV shifts and over a thousand pulse triggers so backgrounds, objects, and channels flash to the beat properly.
  • Movement & Easing: Implemented real easing curves (including overshooting) and move stacking so platforms follow the player smoothly instead of jittering.
  • Rotate Triggers: Objects and hazards actually spin around pivot points instead of sitting frozen in place.
  • Mirror Portals: The entire camera flips cleanly now without breaking the screen layout. (no animation for flip yet WILL BE ADDED NEXT)
  • most of this works OKAY, but there are still lots of changes to be made.

The UI Overhaul

The game now boots into a real main menu. The setting, icon menu, pause menu, and win screen were rebuilt from scratch using original assets and binary-accurate layouts:

  • Game Feel: Button press animations, proper hitboxes (almost), snappy sliders, and difficulty badges match the real thing (except for dash for some reason).
  • Icon Menu: Swapped out the old sprite sheet for the individual 2.2 sheets. All 107 palette colors and hundreds of icons are loaded in and selectable. (not formatted well rn)
  • HUD: Practice mode buttons, pause screens, and attempt counters scroll away naturally instead of cluttering the view.

Next Up

  • Finishing all levels
  • bug testing
  • optimizing everything
  • more bug testing

More devlogs coming soon

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22h 41m 53s logged

Devlog 1: I’m Porting Geometry Dash to the Web

I have over 300 hours in GD and beat my first Extreme Demon a few weeks ago.


Total time logged: ~22h 30m

I forgot about devlogs even though I’ve been working on this for weeks.

This is not a wrapper. No Unity, no Godot, no emulator, and none of the love.js stuff I used for my Balatro port. It’s vanilla TypeScript + WebGL2, reading the real level files directly out of my Steam copy and re-implementing GD’s physics, collision, gamemodes, triggers, and rendering entirely by hand.

My plan for now is just to build the 22 classic main levels, the menus, and the icon kit. No editor, no online, and no platformer mode for now, though I do want to add custom levels later (possibly supporting .gmd imports via the Geode “GDShare” mod).


What Works So Far

  • Rendering: All 22 levels render somewhat correctly.
  • Gamemodes: All 8 modes are implemented (Cube, Ship, Ball, UFO, Wave, Robot, Spider, Swing), though only 4 feel solid right now.
  • Mechanics: Portals, orbs, pads, breakable blocks, and dual mode (barely working).
  • Triggers: Color, Move, Alpha, Toggle, Spawn, and Shake.
  • Features: Practice mode, checkpoints, secret coins, and save states.
  • UI & Audio: Level select, icon kit, settings, music, SFX, and pause menu.
  • VFX: Particles, screen shake, and death explosions.

The Actual Hard Part

Rendering was the easy part. Making it feel right is the entire project. While other GD web remakes exist, almost none of them nail the physics.

I ended up disassembling the actual game binary with Claude to read the original physics values and logic directly.


Next Up

  • Finishing the last 3 levels
  • Robot and Spider animations
  • Proper easing on moving platforms
  • Overhauling the main menu
  • Deploying to a real domain so people can play it
  • General bug fixes (there are a lot right now)

More devlogs coming soon!

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