Can't Let Go: Difference between revisions

From Geometry Dash Expanded Wiki
Jump to navigation Jump to search
mNo edit summary
Add main-level navigation
 
(269 intermediate revisions by 85 users not shown)
Line 1: Line 1:
{{Infobox level
{{Quality}}
|name = Can't Let Go
{{IB-Level
|image = File:Can'tLetGo.png
|image         = Can'tLetGo.png
|imagewidth = 300px
|game          = Lite, Full
|levelnumber = 6
|released      = Initial release
|created = Original level
|levelnumber   = 6
|difficulty = [[File:Hard.png|20px]] Hard(current)
|difficultymain = {{Hard}}
[[File:Insane.png|20px]] Insane(old)
|manaorbs      = 175
|sequences = Cube, ship
|stars          = 6
|portals = Ship, cube, gravity
|practicemode  = [[File:Colour009.png|x24px]]<br>[primary]
|normalmode = [[File:Cube10.png|20px]] Icon 6 (Cant Let Go!) <br /> [[File:Star.png|20px]] 6 stars <br />
|normalmode    = [[File:Cube010.png|x35px]]
|practicemode = Primary Red 2 (Hold on)
|portals        = Cube, Ship; Gravity
|musiccreator = DJVI
|sequences      = C, S, C,
|musicdate = October 20, 2013
|artist        = [https://djvi.newgrounds.com DJVI]
|music = File:Can'tLetGo.ogg
|audio          = [[File:Can'tLetGo.mp3]]
|precededby = [[Base After Base]]
|fullaudio      = [[File:Can'tLetGoFull.mp3]]
|followedby = [[Jumper]]}}'''Can't Let Go''' is the sixth level in ''[[Geometry Dash]]'' and [[Geometry Dash Lite]]. It was the first of 10 levels to be rated Insane, but the difficulty was changed to Hard in [[Update 1.9]].
|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.


==Description==
==Description==
Can't Let Go is considerably more difficult than the first five levels.
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.


The first cube sequence requires greater precision to execute jumps through tight spike arrangements. It also has some deceiving jump rings, forcing the user to hit the correct jump ring at the right spot.
A single ship sequence takes place from 57% to 70%, and an antigravity cube segment from 70% to 85%.
 
Then, the background turns black, and the second half of the cube sequence abruptly drops the player into a rapid sliding and jumping section that lasts for a while.
 
Following that 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.


==Secret coins==
==Secret coins==
* The first [[Secret Coins|secret coin]] is after the second yellow jump pad and before the speech (3!). After you are launched from pad and to the spike ramp: from the spiked platform after the jump ring where you do not have to jump, jump up twice and you will drop to the secret coin and then continue to the normal path. This is easier than the normal path because the normal path drops right into the black part, giving you 1.7 seconds to react. Sadly, this coin is only detectable if you get a glimpse of the final yellow jump pad.
*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 coin is on the ship sequence. Fly through the platforms. When you see a block with spikes in front of it, fly to the top of the top. Then continue as normal. The block is after two walls, one on the top and one on the bottom.
*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 coin is right after the ship ends.When you see a spiked platform after one jump pad and three jump rings, you will come down on a staircase of three stairs. Jump on the second one. After the purple pad (not introduced until [[Theory of Everything]]), immediately jump again to risk the collision of the spike.
*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.


==Walkthrough==
==Gameplay==
[[File:Cant Let Go Geometry Dash|thumb|center|300px]]
{{VC|GwH0e1-vfW0}}


==Trivia==
==Trivia==
*This level has an error with the name "Cant Let Go", without the apostrophe between n and t.
*Before [[Update 1.9]], Can't Let Go possessed an Insane difficulty.
* At the first bit with two yellow jump rings, it is possible to only jump on one if timed correctly and the player can ride on the spiked wall. The level can be continued as normal. See [https://www.youtube.com/watch?v=bit7E3sIc5g this video].
*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]].
* In this level, you are able to 'skip' many blocks, especially in the first black background section. However, some of the jumps may require some timing. For example, it IS possible not to fall down to the 2-block platform in the beginning, and make a 4 block + 1 block up jump.
*The contraction 'Can't' as present in the level title lacks an apostrophe, misspelled 'Can't Let Go'.
*The location of the first secret coin acts as a safer shortcut.
*Can't Let Go takes 83 seconds to complete and requires a minimum of 108 jumps.
*It takes 1 minute 23 seconds to complete this level, making it the second shortest level. The shortest is [[Cycles]].
**Uses the first and third secret coin routes.
*Can't Let Go was rated Insane before 1.9, but it is now rated hard, which is two tiers down.
**Skips the second jump ring at 10%.
* In the first secret coin path, a wavy platform not introduced until xStep is seen.
*There is a shortcut in Can't Let Go. After seeing two spikes hanging above you (after the first secret coin), jump up once and you will fall to the last yellow boost of the secret coin path.
* This is one of the four levels not to introduce a new game element. The others are [[Base After Base]], [[Jumper]], and [[Theory of Everything 2]].
* After the upside-down sequence, at 1:16, the spike is not properly placed.
*Can't Let Go was the only classic level that wasn't teased in the trailer (Stereo Madness-Base After Base were teased in the achievements and [[Polargeist]] and Jumper were teased as a song).
**Hence this, it is possible this was before [[Ultimate Destruction]] was definitely not in–game so it might have not been the only level.


== Gallery ==
==Gallery==
<gallery position="center" columns="3">
<gallery mode="packed">
Can'tLetGoMenu.png|Can't Let Go on the main menu.
Can'tLetGoSecretCoin1.png|First secret coin
Can'tLetGoMenuOld.jpg|Can't Let Go before Update 1.9.
Can'tLetGoSecretCoin2.png|Second secret coin
CLG-C1.png|First secret coin.
Can'tLetGoSecretCoin3.png|Third secret coin
CLG-C2.png|Second secret coin.
Can'tLetGoMenu.png|Level selection
CLG-C3.png|Third secret coin.
Can'tLetGoMenuOld.jpg|Original difficulty
Cube10.png|Icon rewarded after completing Can't Let Go in normal mode.
</gallery>
</gallery>
[[Category:Levels]]
[[Category:Main levels (base content)]]
 
{{Main level navigation}}

Latest revision as of 00:32, 11 October 2026

This is a quality article!
You are looking at one detailed and comprehensive article. To propose changes, submit edits for review.
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