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FNAF 2 | "Been So Long" By BroodingAcorn (Me) | Geometry Dash 2.2 Analytics Table

Income Estimates for FNAF 2 | "Been So Long" By BroodingAcorn (Me) | Geometry Dash 2.2

Based on this YouTube video's total view count of 175K views and industry-standard rates, the estimated total earning is $123 - $351 through ad revenue. Historical data is not yet available to calculate daily, weekly, or monthly averages.

About FNAF 2 | "Been So Long" By BroodingAcorn (Me) | Geometry Dash 2.2

Explore FNAF 2 | "Been So Long" By BroodingAcorn (Me) | Geometry Dash 2.2 with 175,336 views, 6,744 likes, and 871 comments. Experience the impact of this video content that has captured audience attention.

It's finally here. I've been working very long and hard on this project since late august and it's finally time for everyone to see what I've been cooking for this long. I'm so insanely proud of the level I've made here, as i believe this is my best level yet by quite a lot. Level Info: Name: "Been So Long" by BroodingAcorn (me) ID: 129024465 Difficulty: 8 Star (Insane) Object Count: 84100 objects Time in editor: 91 hours 20 mins Groups: 7253 SONG: "It's Been So Long" by @TheLivingTombstone (NONG) Song link: https://youtu.be/gk-aCL6eyGc?si=oLxz1ky9Z4-eOHY8 Replacement: "It's Been So Long (Metal cover)" by Ranemusic Unfortunately the song is a NONG, so i had very much planned on making the replacement song myself, but the replacement i found instead was so good i just had to use it. I've been wanting to make a FNAF themed level since before 2.2 even came out, but i wasn't sure if i was good enough to pull it off. i originally wanted to do one based off of "i can't fix you"'s music video, but I'm not very good at animation, so once i got the idea for this level i had to choose between the two and i chose this, and i can't say i regret that decision one bit. Pretty much as soon as i thought of this level i had an idea of how it would play out, and i actually didn't stray very far from that surprisingly, besides the part in the middle with the monitors, which i had initially planned on having the background monitors hang overhead, and the actual gameplay itself was going to be the same as the parts before it, but i had the idea to make the monitors themselves the gameplay with ended up working remarkably well there is one REALLY funny road block i hit while making this level, and that's the fact that you can only have 999 gradient IDs, so in order to use build helper i had to store some gradient triggers in a different level. i think i ended up using like 1800 gradients, which is a lot, but i think it enhances the 3D effect quite a lot. My previous level, "Crystallized" had quite a few issues that were holding it back, so i used this opportunity to try to learn from my mistakes. for one, the decoration was pretty messy and relied too heavily on particle triggers, which also caused a crap ton of lag. this level has quite a LOT more objects than crystallized, however it should lag WAYYY less, since it DOESN'T use a shit ton of particles anymore, AND has a very good LDM Crystallized also had a few gameplay issues, one being that the gameplay was fairly unreadable at times, and a good portion of it was just open ship sections, so for this level i challenged myself to make gameplay that was both fun AND sightreadable enough for most people and i think i succeeded in doing that. I'm extremely proud of this level and I'm so excited to finally release it for everyone to play, i REALLY hope people enjoy it #geometrydash #fivenightsatfreddys #fnaf #fnaf2 #geometry_dash #gd #springtrap #purpleguy #games #gaming #gameplay #gamingcommunity #thelivingtombstone

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