If you've ever played Geometry Dash, you know the struggle. You want to beat your first demon, but which one? You want to unlock the Vault of Secrets, but you're missing 12 diamonds and can't remember where to farm them. Your screen goes black mid-level and you don't know why. All this information exists — scattered across wikis, Reddit threads, and YouTube comments in six different languages.
I got tired of tab-switching between five resources just to pick my next level. So I built GD Level Tools — a single site that brings the most-needed tools and guides together under one roof.
What I Built
The site has six interactive tools and seventeen in-depth guides, all designed around real questions Geometry Dash players actually ask:
1. Level Finder
A filterable catalog of 30 curated demon levels. You can filter by:
- Difficulty (Auto → Extreme Demon)
- Length (Tiny → XL → Platformer)
- Skill tags (Wave, Ship, Cube, Timing, Memory, UFO, Ball, Robot, Spider, Mobile-friendly)
- Sort by beginner score, mobile score, or name
Each level has its own detail page with a gameplay video, review, skill tags, tips, "who should play / who should skip" sections, and recommended next levels.
2. First Demon Picker
This is the one I'm most proud of. It's a 7-question interactive questionnaire that recommends your ideal first demon based on:
- Your platform (PC / Mobile / Both)
- Your strongest and weakest skills
- Preferred level length
- Memory tolerance
- Visual decoration preference
- Your main goal (just clear it? build skills? have fun?)
The recommendation engine scores each candidate demon against your answers and ranks them by match percentage. Each result comes with a "why it fits" explanation, a "what to watch for" warning, and a practice tip.
No more asking "what should my first demon be?" on Reddit and getting 40 different answers.
3. Demon Progression Planner
Enter how many demons you've beaten, and it tells you exactly where you are on an 8-stage ladder from "First Demon" to "Extreme Demon" — with recommended next levels for your current stage and a full roadmap showing the entire journey.
The stages:
| Stage | Demon Count | Example Levels |
|---|---|---|
| 1. First Demon | 0 | The Nightmare, The Lightning Road |
| 2. Beginner Easy | 1–5 | Platinum Adventure, Demon Park |
| 3. Standard Easy | 6–15 | Shiver, Speed Racer |
| 4. Early Medium | 16–30 | B, Problematic |
| 5. Medium | 31–50 | Nine Circles |
| 6. Hard | 51–80 | Jawbreaker |
| 7. Insane | 81–120 | Supersonic, Windy Landscape |
| 8. Extreme | 120+ | Pointercrate Top 150 |
4. Vault Codes
63 secret codes across all four in-game vaults (The Vault, Vault of Secrets, Chamber of Time, and the new 2.2 Wraith Vault) — searchable, with unlock requirements and what each code gives you.
I was careful to label these as "in-game secret codes, not cheats." They're official codes put in the game by the developer, not exploits.
5. Guides
Seventeen guides across six categories:
- Rewards (6): Diamonds, Gold Keys, Demon Keys, User Coins, Master Emblem, Moons
- Mods (4): Geode installation, Geode troubleshooting, FPS unlock, TPS explained
- Fixes (4): Screen going dark, screen tearing, can't play levels, V-Sync
- General (4): All icons, star grinding, 2.2 update, level creation
- Skills (1): Practice mode
- Demons (2): Best easy demons for beginners, Extreme Demon List 2026
Each guide has step-by-step instructions, FAQ sections, and related guide links.
Why I Built It
Three reasons, in order of importance:
1. The information was scattered
Want to know what your first demon should be? Check the wiki. Want to know if it's mobile-friendly? Check a Reddit thread. Want a gameplay video? Search YouTube. Want to know what to play next? Ask on Discord and hope someone responds.
I wanted one page that answers all of these questions for each level.
2. Existing resources don't account for personal preference
Most "best first demon" lists are just ranked by difficulty. But a level that's easy on PC might be brutal on mobile. A level that's great for wave players might be miserable for ship players. The First Demon Picker accounts for your skills, platform, and preferences — not just a generic difficulty ranking.
3. I wanted to build something with real users
Not a todo app. Not a weather dashboard. A site that solves a problem I personally have, for a community I'm part of. That meant I actually cared about the content quality, the UX, and whether the recommendations were good — because I'd be using it myself.
Tech Stack
| Layer | Choice | Why |
|---|---|---|
| Framework | Next.js 16 (App Router) | SSR/SSG, file-based routing, metadata API |
| Language | TypeScript | Type safety for the level data model |
| Styling | Tailwind CSS + CSS variables | Game-themed dark neon design system |
| Deployment | Cloudflare Workers | Edge network, generous free tier |
| Analytics | Google Analytics 4 | With Consent Mode v2 for GDPR |
| SEO | JSON-LD structured data | WebSite, Organization, Article, FAQ, Breadcrumb schemas |
The site is 71 static pages — every level, guide, and fix page is pre-rendered at build time. No database, no CMS. All content lives in TypeScript data files, which means:
- Zero runtime cost (static files on a CDN)
- Type-safe content (can't publish a guide with a missing field)
- Git is the CMS (every content change is a commit with history)
A Few Things I Learned
Recommendation engines are harder than they look
The First Demon Picker looks simple — answer 7 questions, get recommendations. But designing the scoring logic took multiple iterations. Early versions recommended the same 3 levels to everyone because the "beginner-friendly" signal overwhelmed everything else.
The fix was weighting by question importance. Your strongest skill matters more than your visual decoration preference. Your platform matters more than your preferred length. Getting these weights right required testing with real players and adjusting.
SEO for a fan site is different from SEO for a SaaS
Most SEO advice online is about building topical authority through blog content. But for a tools site, the SEO play is different:
- Tool pages target high-intent keywords ("first demon picker", "geometry dash vault codes")
- Guide pages target informational keywords ("how to get diamonds in geometry dash")
- Level pages target specific level names ("the nightmare geometry dash")
Each page type needs different structured data. Level pages get Article + FAQPage schemas. The homepage gets WebSite + Organization. Guide listings get ItemList. I built helper functions in src/lib/seo.ts to keep this consistent.
GDPR consent doesn't have to be heavy
I added a cookie consent banner with GA4 Consent Mode v2. The key insight: default to denied, then update on consent. This means:
- Page loads → consent is
denied(set before gtag.js loads) - User clicks "Accept" →
gtag('consent', 'update', { analytics_storage: 'granted' }) - User clicks "Decline" → stays denied, but GA4 still sends cookieless pings
Even declined users show up in aggregate analytics. You don't lose all your data by being compliant.
Cloudflare Workers + Next.js is a great combo
The site deploys as a Cloudflare Worker via @opennextjs/cloudflare. Build output is a single Worker that serves 71 static pages from the edge. Cold starts are non-existent. The free tier covers my traffic with room to spare.
The one gotcha: Workers have a 1MB compressed bundle limit on the free plan. I had to be mindful of bundle size, which meant no heavy client-side libraries. All interactivity is vanilla React state — no charting libs, no animation libs, no UI component kits.
What's Next
- More levels: The catalog has 30 levels now. The goal is 100+ covering every difficulty tier.
- Community submissions: There's a level submission form, but submissions are reviewed manually. I'm considering a moderation workflow.
- Versus mode guide: Geometry Dash 2.21 is coming with a competitive mode. That's a whole new content area.
- AdSense: The site is structured for AdSense approval (original content, privacy policy, terms, DMCA). Once traffic justifies it, ads will help cover the domain + Workers costs.
Try It
The site is live at geometrydashlevel.com. It's a fan-made project, not affiliated with RobTop Games — I put a disclaimer in the footer and on every relevant page to make that clear.
If you play Geometry Dash, I'd love to hear what you think. What's missing? What tool would you add? What level should I review next?
This is an independent fan site. Geometry Dash is a trademark of RobTop Games. All content is created by fans, for fans.

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