Spikes, jump pads, orbs and gravity flips: the four mechanics behind every runner level, in four prompts
Disclosure: I'm in ForgeGUI's creator partner program and get paid for content about it. Everything below comes from real footage of the build.
Gravity flips, jump pads and orbs show up in a lot of Roblox games: obbies, runners, Geometry Dash remakes, platformers. They're also annoying to script as a beginner. You're dealing with custom gravity, launching the player with the right force, and detecting a mid-air touch.
Here's how I added all four to a level without writing code, using ForgeGUI, an AI tool with a Roblox Studio plugin. The build was a Geometry Dash-style level, but the same prompts work for any runner or obby.
Start with a level to put them in
Prompt: "Build a geometry dash level"
Mechanics need somewhere to live, so start with the base. Mine was a neon runner with a cube as the player. For an obby, "build a simple obby" does the same job.
Mechanic 1: Spikes (the thing you jump over)
Prompt: "Let me jump over spikes"
Describe it from the player's side: "let me jump over spikes", not "add a kill part". You get hazards placed where jumping matters, rather than random parts scattered around.
Mechanics 2 and 3: Jump pads and orbs
Prompt: "Add jump pads and orbs"
Two mechanics in one prompt works here because they're closely related: both launch you.
- Jump pads are the yellow pads on the floor. Touch one and you get launched.
- Orbs float in the air and give you a boost when you hit them mid-jump.
Tip: if you're adding two unrelated mechanics, split them into two prompts. It's much easier to see what went wrong.
Mechanic 4: Gravity flip
Prompt: "Make gravity flip"
This is the one that's genuinely hard to script by hand, and it was three words. After the prompt, the cube flips toward the ceiling and the level gets hazards up there too. That's what makes the flip matter. Glowing pillar sections showed up around this point as well.
Then stack them
Once all four mechanics existed, I let the AI combine them with two escalation prompts:
- "Make the level insane"
- "Make the final level impossible"
That's the order I'd recommend for any mechanic-heavy game: one mechanic per prompt first, then let a vibe prompt mix them.
Where you can reuse these
- Obbies: jump pads and gravity zones are classic obby stages
- Tower games: a gravity-flip floor makes a memorable stage
- Parkour and runner games: orbs for mid-air combos
- Minigames: "the floor is gravity" rounds
Do you still need to learn scripting?
To get the mechanics working, no. But open the scripts ForgeGUI generates and read them. Seeing how a working jump pad or gravity flip is coded is a great way to learn Luau, and you'll be able to tune things like launch strength yourself.
FAQ
How do you make a gravity flip in Roblox Studio without scripting?
Describe it in a prompt ("make gravity flip") with an AI tool like ForgeGUI that writes the code and puts it into your place through its Studio plugin.
How do you make a jump pad in Roblox?
In this build: "add jump pads and orbs". The jump pads are the yellow pads on the floor that launch the player.
Is ForgeGUI free?
There's a free tier with starter credits for new accounts. Generations use credits after that.
Full walkthrough of the build: How to Make Geometry Dash in Roblox With AI. Try it at forgegui.com. I post builds like this at @ash.robloxdev on TikTok and YouTube.







Top comments (0)