Geometry Wars 3: Dimensions Evolved

Geometry Wars 3: Dimensions Evolved

34 ratings
Comprehensive Enemy Guide
By Abacus Paradox
Geometry Wars is a very unpopular video game, so much so that there is not a wiki describing the game down to the specifics. I took the initiative to make this guide to educate everyone. I wanted to get a high score on classic deadline, but I did not understand the mechanics of each enemy and object in the game. This made it hard to improve my score. So, I am making this guide to have something to reference. I do not have the game's source code, so everything I say is up to my experience and testing. Please feel free to comment and correct information that is inaccurate.
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The Player
You

The angular C-shaped spaceship that the camera focuses on throughout the game is the entity that the player controls. It appears to be a spaceship. As the player spawns in, the spaceship is invulnerable for 5 seconds as indicated by the glowing halo. Near the end of the invulnerability, a sound beeps 6 times fast to indicate that the shields will disappear.

The player can control an automatic weapon that fires in a burst of three projectiles per click. While holding down the firing key, the player can shoot at a rate of 10 bursts per second, totaling out to 30 rounds per second.

The shots form a tight triangular formation with the middle projectile traveling faster and farther than the other bullets. It usually takes 1 bullet to kill most enemies. Conversely, it takes 1 enemy collision to kill the player.

On the classic deadline grid map, the playing area is 29 squares wide by 19 squares tall. The player moves horizontally across the whole map in as fast as 3 seconds. Vertically, the player can clear the distance in as fast as 2 seconds. A simple calculation approximates the player's top speed to be around 9.5 squares per second.
Passive Enemies
Passive enemies are enemies that exist to fill the playing area. They are a great source of geoms to increase your score multiplier early on in the game and they usually become a threat when you are not paying attention.

Wanderer
Also known as: Pinwheel, purple fan

These little guys spin their sprite as they wander around the map. As wanderers spawn in, they pick a direction to travel and go there at an average speed of 3 squares per second. For every second that has passed, they pick a new direction to travel. The new direction they travel in appears to be a probability bell curve that favors their current direction of travel.

For example, doing a complete 180 degree turn is impossible. A 90 degree turn is unlikely. 45 degree? Probable. 15 degree? Very likely. The same direction it has been traveling in? Most likely. Wanderers do not follow the player. They bounce off of walls.
Score: 5
Geoms: 2

Duck
Also known as: Pink square, paper

These mostly stationary enemies move around by flipping their sprite 1 square in the 4 cardinal directions. They move at a consistent speed of 1 square per second. Contrary to popular belief, they do follow the player. They just do it very slowly.

For example, if the player is 3 squares to the right of a duck, they might move in this sequence: right, up, right, down, and right. This is the most evident on level 49 in adventure mode, Super Sequence. The second wave of enemies are all ducks. If the player sits in a corner with the sweep drone, the ducks will eventually all get killed by going towards the player.


The ducks are concentrated on the diagonal with the player.


30 seconds later, there are hardly any ducks outside of the diagonal.


Experimenting with the opposite corner. Ducks flock to the other side of the map to target the player. This proves that while the path a duck takes seems random, it is in its best interest to follow and place pressure on the player.
Score: 5
Geoms: 2

Rocket
Also known as: Arrow, airplane

Spawns in facing a direction indicated by their pointy tip, and travels straight in said direction at about 10 squares per second. Their speed is faster than the player's top speed. Upon reaching a wall, it slows down and faces the opposite direction, then continues.


A classic game of waves demonstrates how the rockets are synchronous with one another. As they move around, they emit a beautiful orange trail behind them.

A strategy to dealing with rockets is to keep track of where they spawn and in which direction they are facing. They are not necessarily a priority objective, but if the player is getting chased into a corner - a rocket better not come out of nowhere or else it is game over.
Score: 15
Geoms: 4

Neutron
Also known as: Top, gyroscope, deflector

This enemy spawns with an initial random direction and continues in a straight line, reflecting perfectly off of walls and obstacles. Their speed is about 8 squares per second. These guys are very annoying to deal with. They are essentially upgraded Wanderers.


Practice dodging neutrons on level 45 in adventure mode without shooting. It is a good way to train reflexes and hand-eye coordination. Doing this for 60 seconds is also an achievement in-game.
Score: 10
Geoms: 2

Golden Gear
Also known as: Yellow cross

The most misunderstood enemy. It spawns in the map traveling slowly in a random direction while spinning. As soon as there exists any amount of geoms in the map, it becomes attracted to it and goes in its direction. When it makes contact with geoms, it consumes it. Upon consumption, it spins faster and moves quicker. If it consumes enough geoms, it spins rapidly then explodes, disappearing out of existence. The explosion is a small particle effect that does not damage the player. The only apparent threat that this enemy serves to the player is that it steals geoms. They bounce off of walls.


Golden gears in a frenzy to get the first geom dropped near the player. Consequently, they kill themselves in the process by touching the sweep drone, dropping more geoms.

Golden gears should be a priority task if a large score is necessary in order to succeed. Otherwise, treat them the same as wanderers.
Score: 10
Geoms: 1
Hostile Enemies
Hostile enemies actively seek out the player, to keep them on their toes. They are the only reason why this game becomes difficult. Learn their patterns and behaviors to avoid them.

Grunt
Also known as: Rhombus, blue diamond

Grunts are a trivial aggressive enemy that becomes one of the most dangerous enemies in the game. They follow the player in a straight line and start out slow, travelling at about 4 squares per second. If they are kept alive for over 1 minute, they begin to match the player's top speed. If a grunt is somehow alive after 2 minutes, they can travel faster than double the player's top speed, something like 20 squares per second. Grunts bounce off of walls and are very predictable.


A horde of grunts with the fastest in the front.

Since grunts come towards the player at a relatively decent pace, the player can focus on other enemies and collect their geoms, then shoot behind them to finish the grunts and collect their geoms in a short amount of time.
Score: 10
Geoms: 2

Mayfly
Also known as: Jacks, tiny triangle, dorito

These small enemies usually come in hordes from the corners of the map. They are fantastic at increasing your score and multiplier. Mayflies move in a slow, sporadic pattern towards the player. They seem to glide instead of bounce off of walls. While kiting many mayflies, grouping them together, it seems that their collisions overlap. This allows 1 bullet to kill all intersected mayflies before the bullet disappears.


Hundreds of mayflies grouping up together.

Mayflies may be hard to see because they are so small. Constant fire and aiming in all directions should ensure that they will not be a threat.
Score: 5
Geoms: 2

Weaver
Also known as: Green square

One of the most hated enemies in the game. It travels towards the player at an average speed of 7.5 squares per second. If left going in a single direction, it can increase its speed to about 10 squares per second. This enemy does not move entirely in a straight line. As the player twists and turns, it applies momentum against its trajectory, appearing to have inertia, as if the weaver was a slippery car making a hard turn. The most notable mechanic of weavers is that they avoid projectiles fired by the player by weaving in and out of suppressed fire.


A group of weavers cowering at a shower of bullets.


An easy way to deal with weavers is to pin them against a wall with a stream of bullets, closing them into the line of fire.


Alternatively, a much more convenient method is go to right in front of them without firing bullets. Then, perform a little burst time while aiming at them. They will not have time to react.

Weavers are too fast and annoying to deal with immediately. The best method is to kite them around the map and deal with them later. They bounce strongly off of walls.
Score: 25
Geoms: 2

Spinner
Also known as: Pink box, octahedron

My personal least favorite enemy in the game and one of the more difficult enemies to deal with. It is very similar to the weaver in terms of movement, but a little more exaggerated. They travel fast towards the player and they slow down when making turns, as if it had inertia. Spinners have a top speed of 11 squares per second. The gimmick is that spinners spawn 3 smaller spinners upon death. These children may catch the player off guard and kill them.


Spinners spawn children they are killed. They explode outwards at a maximum of 3 squares and orbit swiftly in a trinary system-like pattern. It is important to clean up after killing a horde of spinners. They will mitigate the playing area quickly, causing most players' deaths. They stagger off of walls.


POV: You're about to die.

Spinners should be top priority. The same strategy can be applied to weavers in that kiting them around the map and dealing with them later can suffice, however, they have ample room to catch up. Occasionally firing backwards allows for some breathing room. They bounce off of walls.
Score: 75 (25 per adult, 10 per child)
Geoms: 5 (2 per adult, 1 per child)
Endgame Enemies
These enemies appear at the end of game and are the most likely to kill you.

Snake
Also known as: Worms

Move towards the player in an S-like motion. It can only be killed by one bullet to the blue head. The other segments absorb the player's fire. These enemies cause other enemies to overflow the map with multiple spawns because they protect them from stray fire. They coil up when making contact with walls.
Score: 35
Geoms: 7

Repulsor
Also known as: Rhino, charger

Spawns in the map pointing toward the player indicated by its orange tip, then charges at over four times the player's top speed! After two seconds, it faces the player and repeats the process. Similar to the snake, it is invulnerable in the orange section, but can be killed with one bullet in the blue section at the back of of the repulsor. Shooting head-on towards the repulsor causes it to slow down. It has the most powerful bounce against a wall in the entire game.
Score: 425
Geoms: 8

Proton
Also known as: Black hole spawn

When a gravity well consumes enough material, it blows up into 6 to 9 of these guys. The travel swiftly across the map towards the player, bouncing off of walls and obstacles. They travel slower when making a turn, but their top speed is about triple the player's top speed.
Score: 10
Geoms: 1

UFO

Moves in a straight line towards the player at 4 times the player's top speed. It takes one shot to kill and drops a lot of score and geoms. If it misses, it goes outside of the map and disappears.
Score: 2,800
Geoms: 20

NUFO

Spawns in as a horde outside of the map and travel across the map in a straight line, sometimes shuffling their position slightly.
Score: 300
Geoms: 0
Utility
These things can kill you and are considered enemies, but they are more helpful and necessary in getting high scores.

Gate

The orange ends of it kill you, but if you pass through it the orange ends explode, effectively killing the enemy. It also kills surrounding enemies inside of the orange end's explosion radius. Shooting at it reflects bullets off of the gate, but these reflected bullets have more score to them. Killing an enemy with a reflected bullet gives you 4.5 times the amount of score you would have gotten than just killing the enemy normally. The same is true when you blow an enemy up near a gate. Going through multiple gates in a short amount of time triggers a multi-kill combo score effect, indicated by the gate dying sound getting pitched higher and higher. The combo score drastically increases the score you would have gotten without the combo, including the enemies killed near the gate. The gate rotates around in a random direction slowly, and moves around the map while rotating. It bounces lightly off of walls.
Score: 50
Geoms: 6

Golden Gate

The same as a regular gate, except it provides more score, geoms, and an even higher combo if chained successfully. Disappears after 7 seconds.
Score: 500
Geoms: 20

Stationary Gate

The same as a regular gate, except it does not rotate nor move.
Score: 50
Geoms: 6

Mine Layer

Drops mines around that can be activated if the player makes contact. Mines blows up enemies and other mines in its radius. Moves in steps in random directions. Can kill the player if contact is made.
Score: 0
Geoms: 0

Gravity Well
Also known as: Black hole

While inactive, it slowly moves towards the player to kill them. If a bullet hits it, it becomes activated, sucking enemies in and warping gravity. It becomes harder to escape the close you go near it. Bullets curve around it and the only way to kill it is to go close to it while shooting. Killing it causes an explosion that kills nearby enemies. It does not seem to have an effect on score, but if you let it consume enemies and then kill it, you can turn 100,000 points into 1,000,000. Drops geoms based on how much material it sucks up.
Score: 500
Geoms: Variable
7 Comments
Sundown707 22 Feb @ 11:37am 
Great in-depth guide with a lot of good observations and bits of trivia.
420IQPotato 13 Nov, 2024 @ 8:54pm 
Excellent guide!
Duplexium 27 Sep, 2024 @ 8:29am 
This was very helpful, even to a veteran player. Thanks!
ShawnKC 19 Feb, 2022 @ 7:26am 
Thank you! Well done. :steamthumbsup:
rose of Tina 20 Nov, 2021 @ 6:34pm 
I have not seen any other guide with the correct enemy names.

Props to you!!!!
Abacus Paradox  [author] 25 Jul, 2021 @ 11:36am 
Thank you! I will get to those enemies after I polish the information on the last 8 enemies I wrote about.
Sophie (Burger Flipper) 24 Jul, 2021 @ 9:55pm 
Love the observations on the wanderers and ducks even if they don't affect gameplay much at all. Would love to see your observations on enemies exclusive to Ultimate mode