Can't Let Go: Difference between revisions

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[[File:Level 6.jpeg|thumb|360x360px|Notice how it lacks the quotation mark between the N and the T]][[File:Geometry Dash - Can't Let Go 100%|thumb|330x330px|Can't Let go completed!]]
{{Quality}}
'''Can't Let Go''' (spelled '''Cant Let Go''' in the level selection screen) is the sixth level of [[Geometry Dash]] and the first [[Difficulty|Insane]] level. Along with [[Jumper]], [[Time Machine]], [[Cycles]], [[xStep]], [[Clutterfunk]], [[Theory of Everything]], [[Electroman Adventures]], [[Electrodynamix]] and [[Hexagon Force]] it is marked Insane.
{{IB-Level
|image          = Can'tLetGo.png
|game          = Lite, Full
|released      = Initial release
|levelnumber    = 6
|difficultymain = {{Hard}}
|manaorbs      = 175
|stars          = 6
|practicemode  = [[File:Colour009.png|x24px]]<br>[primary]
|normalmode    = [[File:Cube010.png|x35px]]
|portals        = Cube, Ship; Gravity
|sequences      = C, S, C,
|artist        = [https://djvi.newgrounds.com DJVI]
|audio          = [[File:Can'tLetGo.mp3]]
|fullaudio      = [[File:Can'tLetGoFull.mp3]]
|precededby    = [[Base After Base]]
|followedby    = [[Jumper]]
}}
'''Can't Let Go''' is the sixth level of [[Geometry Dash]] and [[Geometry Dash Lite]] and the second level with a Hard difficulty.


==Level information==
==Description==
Can't Let Go increases the precision and timing required for jump manoeuvres, including spike arrangements with spikes positioned just clear of overhead spikes. The antigravity segment initiating the second cube sequence involves jump rings, which brings a noticeable increase in difficulty.


Can't Let Go is much harder than the first five levels, and since it's marked Insane, one would expect more of a challenge. Hard jumps and numerous traps lay throughout this level, making it live up to its Insane difficulty label. Can't Let Go doesn't introduce new stuff.
A single ship sequence takes place from 57% to 70%, and an antigravity cube segment from 70% to 85%.
 
==Secret coins==
*The first secret coin is located at 26% and collected as the cube. After hitting the jump pad beyond the set of three jump rings, slide down two platforms and jump up two platforms before falling below onto the coin to be launched by three jump pads back to the main route.
*The second secret coin is located at 62% and collected as the ship. Fly above the first suspended spiked obstacle to collect the coin.
*The third secret coin is located at 76% and collected as the cube. After hitting the third jump ring of the antigravity segment, slide down a block and jump, clearing a spike to fall up onto the coin. After being launched by four jump pads back to the main route, jump to clear an oncoming spike.
 
==Gameplay==
{{VC|GwH0e1-vfW0}}


==Trivia==
==Trivia==
*Before [[Update 1.9]], Can't Let Go possessed an Insane difficulty.
*Can't Let Go reveals the magenta jump pad as part of collecting a secret coin, although it is not formally introduced until [[Theory of Everything]].
*The contraction 'Can't' as present in the level title lacks an apostrophe, misspelled 'Can't Let Go'.
*Can't Let Go takes 83 seconds to complete and requires a minimum of 108 jumps.
**Uses the first and third secret coin routes.
**Skips the second jump ring at 10%.


* The first [[Secret Coins|secret coin]] acts as a shortcut.
==Gallery==
* The same applies with the third coin, but it is harder to get to.
<gallery mode="packed">
* This level may take days or even weeks to beat on normal mode.
Can'tLetGoSecretCoin1.png|First secret coin
* Can't Let Go can be beaten in 01:23 without dying.
Can'tLetGoSecretCoin2.png|Second secret coin
[[File:Geometry Dash Can't Let Go.jpg|thumb|201x201px|Can't Let Go is the first Insane level, as Base After Base is Harder.]]
Can'tLetGoSecretCoin3.png|Third secret coin
Can'tLetGoMenu.png|Level selection
Can'tLetGoMenuOld.jpg|Original difficulty
</gallery>
[[Category:Main levels (base content)]]


{{Levels}}
{{Main level navigation}}
{{Levels lite}}
[[Category:Levels]]

Latest revision as of 00:32, 11 October 2026

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Can't Let Go
Game

Lite, Full

Released

Initial release

Level

6

Difficulty

Attributes


[primary]

Cube, Ship; Gravity

Sequences

C, S, C,

Audio info
Artist(s)
Audio

Full audio

Level sequence
Preceded by
Followed by

Can't Let Go is the sixth level of Geometry Dash and Geometry Dash Lite and the second level with a Hard difficulty.

Description

[edit | edit source]

Can't Let Go increases the precision and timing required for jump manoeuvres, including spike arrangements with spikes positioned just clear of overhead spikes. The antigravity segment initiating the second cube sequence involves jump rings, which brings a noticeable increase in difficulty.

A single ship sequence takes place from 57% to 70%, and an antigravity cube segment from 70% to 85%.

Secret coins

[edit | edit source]
  • The first secret coin is located at 26% and collected as the cube. After hitting the jump pad beyond the set of three jump rings, slide down two platforms and jump up two platforms before falling below onto the coin to be launched by three jump pads back to the main route.
  • The second secret coin is located at 62% and collected as the ship. Fly above the first suspended spiked obstacle to collect the coin.
  • The third secret coin is located at 76% and collected as the cube. After hitting the third jump ring of the antigravity segment, slide down a block and jump, clearing a spike to fall up onto the coin. After being launched by four jump pads back to the main route, jump to clear an oncoming spike.

Gameplay

[edit | edit source]






Trivia

[edit | edit source]
  • Before Update 1.9, Can't Let Go possessed an Insane difficulty.
  • Can't Let Go reveals the magenta jump pad as part of collecting a secret coin, although it is not formally introduced until Theory of Everything.
  • The contraction 'Can't' as present in the level title lacks an apostrophe, misspelled 'Can't Let Go'.
  • Can't Let Go takes 83 seconds to complete and requires a minimum of 108 jumps.
    • Uses the first and third secret coin routes.
    • Skips the second jump ring at 10%.
[edit | edit source]
Main levels
Classic levels Easy Stereo Madness · Back On Track
Normal Polargeist · Dry Out
Hard Base After Base · Can't Let Go
Harder Jumper · Time Machine · Cycles · Blast Processing · Geometrical Dominator
Insane xStep · Clutterfunk · Theory of Everything · Electroman Adventures · Electrodynamix · Hexagon Force · Fingerdash · Dash
Demon Clubstep · Theory of Everything 2 · Deadlocked
Platformer levels The Tower · The Sewers · The Cellar · The Secret Hollow
Secret levels The Challenge
Meltdown levels The Seven Seas · Viking Arena · Airborne Robots
Worlds Dashlands · Toxic Factory
SubZero levels Press Start · Nock Em · Power Trip