Official Shitty Level Standards
If you would like your shitty level to have a greater chance at getting added, these are some tips and guidelines. We strongly recommend you read all of these before you start creating your level. If your level doesn't follow the standards, we may not add your level.
Recommendations for Acceptance
Here are some things that will further increase the chances that feedbackers will accept your level:
- Grid blocks: Use grid blocks wherever possible, and try to avoid using black blocks for structures.
- Neatness: Ensure that the level looks neat and presentable.
- Feedback: Get opinions from fellow shitty creators (especially those who are also feedbackers) on how to improve the level.
- Performance & LDM: If your shitty level causes lag, make an LDM that gets rid of the lag.
- Air & Background Deco: For TSL+ in particular, having background/air deco is necessary, though it is not necessary for them to be overly complicated.
- Decoration Bugs: Decoration bugs such as grid shading, layering issues, and incomplete structures need to be fixed or the level will be rejected. (TSL will be a bit more lenient on certain things while TSL+ will be strict on everything).
Gameplay Standards (Common)
| # | Standard | Description |
|---|---|---|
| 1 | Enjoyment is Key | If you are going to make a level, depending on difficulty, please make sure to focus on more than just the difficulty and make a genuine effort to make it as fun and balanced as possible. |
| 2 | 2-Player Levels | Shitties of 2-player levels are allowed, provided that completions are done solo, with a handcam. Completions involving multiple players are not allowed. |
| 3 | No Challenges | A shitty version of a challenge is not allowed. The level must be longer than 30 seconds. Levels right on the boundary (e.g. Cobwebs) are reviewed case-by-case. Rated levels can have an exemption. |
| 4 | No Mashup/Repeat Abuse | Shitty levels made from mashing two or more levels are allowed only if: • There is no repetition of levels. • The mashed version of the OG level(s) involved is verified legitimately. • If an existing shitty is used as part of the level, the host of that shitty must approve its use. |
| 5 | Public Original Level Required | Shitty levels must be a shitty version of an existing level that is available publicly on the GD servers. Making a shitty of your own private layout requires uploading it publicly first. |
Gameplay Standards (TSL+)
| # | Standard | Description |
|---|---|---|
| 1 | Difficulty Cap | A shitty level cannot exceed the difficulty of the current 200th hardest demon on the All Rated Extreme Demons List (AREDL). |
| 2 | Significant Nerfs | All parts of a shitty level must be nerfed significantly. Nerfs should be noticeable, not pixel nerfs. Unnerfed sections are allowed only if generally classified as a relatively easy part. Playtesters are strongly recommended. |
| 3 | No Gameplay Changes | Try to nerf without changing base gameplay. Exceptions: impossible levels list sections, unverified originals, or high-CPS consistency clicks reduced to a lower CPS with the same gameplay type. |
| 4 | No Duplicate/Similar Shitties | If a shitty of a level is already on the list, duplicates will not be added unless permission is obtained from the original creator or the level falls off the legacy list. Identical gameplays (e.g. Sonic Wave & Auditory Breaker) are not permitted. |
Gameplay Standards (TSL)
| # | Standard | Description |
|---|---|---|
| 1 | Difficulty Ceiling | A shitty level can only be up to Bloodbath difficulty. Levels at or above Bloodbath difficulty will not be placed on TSL (use TSL+ instead). Levels below demon difficulty are not accepted. |
| 2 | Difficulty Floor | A shitty level must be as hard as a tier 3 easy demon on GDDL (at least a 2.5 difficulty rating). |
| 3 | No Buffs | No part in the level may be buffed from the original level. Medium demons or below can be unnerfed; anything above must be nerfed, even if slightly. |
| 4 | Enjoyment Priority | Gameplay changes cannot make the level less enjoyable. Changes that improve enjoyment are allowed. Opinions from players who haven't beaten the original level are prioritized to reduce bias. |
Decoration Standards
Colors & Triggers
- Background (BG): Any shade of blue as long as it is recognizable as blue. Default 1.0 background is heavily encouraged. Bad alternate BG images may cause rejection.
- Middleground (MG): Any shade of blue; omitting middleground is encouraged.
- Ground (GND): Color must be blue or black (black ground may have a white or black line). Default 1.0 ground is heavily encouraged.
- Lines, Objects & 3D Lines (L, OBJ, 3DL): White. 3D Lines can be black with less opacity in moderation.
- Color Groups (COL): One group should be black for solid color blocks; white should only be a backup for outlines; color groups can act as alternatives for alpha triggers.
- Color Modification (HSV): Must be set to default for all objects, except BG colored blocks.
Pulse and color triggers can change the BG to another shade of blue. To use different colors/pulses, provide a non-lethal trigger orb at the beginning of the level to toggle them on.
Required Object Settings (No Glow, Don't Fade, Don't Enter)
Enable No Glow, Don’t Fade, and Don’t Enter for all objects via Edit Group (Step 1) → Extra (Step 2).
| Step 1: Edit Group | Step 2: Extra Options |
|---|---|
![]() | ![]() |
Allowed Objects Reference
The following tables list all permissible objects per editor tab:
1. Solid Objects
| Palette & Allowed Blocks |
|---|
![]() |
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TSL Only Objects (Structure Only): The following blocks are only allowed in TSL, and only as part of structures (cannot be used for air/BG deco):

2. Outlines
| Palette & Allowed Outlines |
|---|
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3. Slopes
| Palette & Allowed Slopes |
|---|
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TSL Only Slopes (Structure Only):

4. Spikes
| Palette & Allowed Spikes |
|---|
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5. 3DL (3D Lines)
| Palette & Allowed 3DL Objects |
|---|
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TSL Only 3DL (Structure Only):

6. Gameplay Objects, Pixels & Collectables
| Category | Allowed Objects | Details |
|---|---|---|
| GP Objects | ![]() | Everything in this tab can be used. |
| Pixel Objects | ![]() | Allowed (found on the last page). |
| Collectables | ![]() | Everything in this tab can be used. |
7. Symbols
| Palette |
|---|
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Art Objects Only: All of these icons must be used strictly as they are. Using them for purposes other than as art objects is not allowed:

8. Misc. Deco, Glow & Rotating Objects
| Category | Allowed Objects |
|---|---|
| Misc. Deco & Glow | ![]() |
| Rotating & Pulsing | ![]() |
9. Triggers
| Palette & Allowed Triggers |
|---|
![]() |
Additional Details
- Object Color Specs:
- Quadrants can only be colored black.
- Line objects can be colored white or black.
- Trigger orbs and collectibles can be any color (white/black recommended).
- White-colored blocks/slabs/slopes/spikes (including custom-sized pixel blocks) must have a black fill.
- Any solid object must have a white outline.
- Start Positions: Allowed during building/testing, but must be disabled before publishing.
- Background Color Variations: You can change the BG color within allowed shades of blue. In moderation, BG can change to black (only for transition screens).
- Triggers & Alpha: Color and pulse triggers can mimic an alpha trigger.
- Shaders: Specified shader triggers are allowed if unmodified from the original level.
- Layering Objects: Objects with a solid white fill can be recolored to match the background solely for the purpose of layering objects. Configure a color channel with brightness between
0.70and0.80:

Other Specifications
- Shake Triggers: Shake triggers from the original level can be retained, but no new ones may be added. Players who do not want shake triggers may disable them in settings; levels must not force players to enable shake.
- Anti-Circumvention: Any attempt to circumvent these standards by misusing allowed objects will result in rejection.
- Exemptions: Level endscreens, custom art within the level, and text created with custom fonts are exempt from standards.
FINAL DISCLAIMER: The standards mentioned in this document will be interpreted by the Reliables and Feedbackers as they see fit. Subjective criteria (such as determining whether black blocks are overused) will be judged by them, and their decision is final.














