Can't Let Go: Difference between revisions

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{{Infobox level
{{Quality}}
|name = Can't Let Go
{{IB-Level
|imagewidth = 300
|image          = Can'tLetGo.png
|levelnumber = 6
|game          = Lite, Full
|difficulty = [[File:Zinsane.png|25px]] Insane
|released      = Initial release
|normalmode = Icon 10 <br /> 6 stars
|levelnumber   = 6
|practicemode = Primary Red 2
|difficultymain = {{Hard}}
|musiccreator = DJVI
|manaorbs      = 175
|musicdate = October 20, 2013|image = File:Cant.png|created = Original level|precededby = [[Base After Base]]
|stars          = 6
|followedby = [[Jumper]]}}
|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.


'''Can't Let Go''' (spelled ''Cant Let Go'' in the level selection screen) is the sixth level in [[Geometry Dash]]. It is the first of many levels to be rated insane. Can't Let Go is also the first level in [[Geometry Dash Lite]] to be rated insane.
==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.


==Description==
A single ship sequence takes place from 57% to 70%, and an antigravity cube segment from 70% to 85%.
Can't Let Go is considerably more difficult than the first five levels. The first cube sequence is requires greater precision needed to execute jumps through tight spike arrangements, as well as a couple of deceiving jump rings. The second half of the sequence abruptly drops the player into a rapid sliding and jumping section that lasts for a while. Following is a ship sequence of mild difficulty, although it is possible to collide with the exit passage that sticks inwards. A tough antigravity sequence with the cube - now involving jump rings - marks the hardest challenge encountered up until this point. Normal gravity is restored towards the end with a few tricky jumps to tackle.


==Trivia==
==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.


* The location of the first [[Secret Coins|secret coin]] acts as a safer shortcut.
==Gameplay==
* Can't Let Go can be beaten in 01:23 without dying.
{{VC|GwH0e1-vfW0}}


== What is in the level ==
==Trivia==
The level starts off with a cube sequence, requiring many evasive movements to get through and a long blackout area with a cube sequence and short ship sequence, and then another cube sequence switched to antigravity and one final switch back to normal gravity, ending the level this way.
*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%.


== Gallery==
==Gallery==
<gallery>
<gallery mode="packed">
Geometry Dash Can't Let Go.jpg
Can'tLetGoSecretCoin1.png|First secret coin
Level 6.jpeg
Can'tLetGoSecretCoin2.png|Second secret coin
Icon 6.png|Icon unlocked after completing in Normal Mode.
Can'tLetGoSecretCoin3.png|Third secret coin
Can'tLetGoMenu.png|Level selection
Can'tLetGoMenuOld.jpg|Original difficulty
</gallery>
</gallery>
[[Category:Main levels (base content)]]


{{Levels}}
{{Main level navigation}}
[[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