Geometry Web
- 5 Devlogs
- 64 Total hours
A Geometry Dash 2.208 (MOST RECENT) game port to the web.
A Geometry Dash 2.208 (MOST RECENT) game port to the web.
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.
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.
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
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.
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.
The levels were way too stiff before. Adding authored trigger behavior makes everything move and pulse like the real game:
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:
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).
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.
More devlogs coming soon!