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Master Geometry Dash Levels 9–13 and unlock the skills you need to conquer the rest of the game. Take on the challenge!
Overview of Geometry Dash Levels 9–13
Levels 9 to 13 in Geometry Dash mark a critical turning point for players transitioning from early-game learning to mid-game mastery. These levels not only increase in difficulty but also introduce pivotal mechanics such as the Ball and UFO gamemodes, size and mirror portals, and even breakable blocks. With Insane-rated challenges and secret coin placements that demand memorization, precision, and adaptability, this set of five levels forms a complete training ground for those aiming to conquer the more brutal parts of the game. Let’s dive into each level in detail.
Level 9: Cycles (Harder, 9⭐)
Cycles is your first introduction to the Ball gamemode, testing players with gravity-reversing challenges and misleading jump pads. Though it belongs to the “Harder” difficulty tier, it begins to blur the line with Insane due to its tricky traps and illusion-based setups.
Breakdown:
- Cube (0%–36%): Begins deceptively straightforward, with clever trap placements and triple spikes.
- Ball (36%–54%): Introduces ball mechanics and gravity flips.
- Ship (54%–71%): Fast-paced with multiple gravity switches.
- Transition and Final Ball (71%–100%): Mirror portals and tight navigation mark the ending.
Secret Coins:
- 42% (Ball): After the second obstacle, sneak through a spiked gap and flip mid-air to collect.
- 63% (Ship): Grab it while reversing gravity—fly carefully to avoid hazards.
- 87% (Ball): The trickiest, involving early flips and narrow spiked crevices.
Level 10: xStep (Insane, 10⭐)
xStep is the first Insane-rated level and introduces cyan gravity modifiers and a heavy reliance on memorization. A mix of familiar patterns and sudden shifts forces you to recall sequences and react quickly.
Breakdown:
- Cube/Ball/Ship Mix (0%–54%): Fast transitions across gamemodes; timing is key.
- Cube and Ball (54%–90%): Requires sharp memory of jump ring timing and pad effects.
- Final Ship (90%–100%): Clean flying closes the level.
Secret Coins:
- 21% (Ship): Hover precisely between thorns.
- 53% (Ship): Find the hidden gap to enter and exit with the coin.
- 59% (Cube): Chain pads and rings to hit the coin mid-air.
Level 11: Clutterfunk (Insane, 11⭐)
Clutterfunk is a big leap in challenge, mainly due to its small form gameplay and tighter spaces. With aggressive saw-blade hazards and demanding timing in mini form, this level truly tests your control and reaction time.
Breakdown:
- Cube (0%–29%): Includes mirrored and mini sections early on.
- Ship & Ball (29%–53%): Ball form with rings and portals is especially tricky.
- Ship & Cube Finale (53%–100%): Fast-paced and demanding, with tight gravity reversals.
Secret Coins:
- 31% (Ship): Carefully navigate above ceiling spikes.
- 65% (Ship): Bypass a gravity portal to reach a hidden gap.
- 86% (Cube): Execute continuous jumps across platforms beneath saws.
Level 12: Theory of Everything (Insane, 12⭐)
This visually striking level adds the UFO gamemode to your toolkit. With its mix of memorization-based paths, alternating portal effects, and frequent misdirection, Theory of Everything is a cerebral yet rhythmic experience.
Breakdown:
- Cube/Ship Mix (0%–26%): Small-size segments and varied gravity.
- UFO and Cube (26%–44%): Introduces UFO jumps and arrow-guided routes.
- Ball to Final Ship (44%–100%): Mirror and size effects come into play in tight sections.
No coin locations specified in the prompt for this level; details can be added upon request.
Level 13: Electroman Adventures (Insane, 10⭐)
Electroman Adventures combines nearly every mechanic introduced so far—ball, UFO, ship, size/mirror portals, and destructible blocks. Its purpose is clear: prove you’ve mastered everything up to this point. Quick transitions and layered challenges make it a standout level.
Breakdown:
- Cube to Ball (0%–40%): Breakable blocks and mirrored tricks test your awareness.
- UFO, Ship, UFO Again (40%–66%): Precise jumps and alternating portals in rapid succession.
- Final Sequences (66%–100%): Ball and cube stages tie it all together with compact spike corridors and timing traps.
Secret Coins:
- 12% (Cube): Hidden behind destructible blocks and specific jumps.
- 19% (Ship): Deep in a pit surrounded by saw-blades.
- 91% (Ball): Tight flips through spike corridors while upside down.