A month late for maymory but hey Im just glad its out
I offered to give a shot at decorating this layout back when Peregrine finished it in March 2025, but I barely did anything on it in 2025 due to being distracted by other solo projects. Even after FCT I only made minimal progress on it because I just did not have any motivation to touch the editor, until near the end of my college semester when I suddenly had much less to worry about and I completely let this project consume me. So essentially this was started over a year ago but 80% of the work was cranked out in a month of pure hyperfixation, which is how stuff often goes.
Besides gilt chin the only other thing I had in my mind at that point was a meetup I would go to early June with a couple of friends I met from gd (list id: 2569725), during which I probably had some of the best days of my life and it kinda got me thinking on how this game has completely defined my life and identity for several years now especially with how obsessive I get over my editor projects and how some of the most important people I’ve met in life come from this game. Sorry this is all kinda tangential to the level but I felt compelled to bring it up for some reason
I am beyond happy at picking up this project though, because my initial awe at the layout only grew further the more I worked on its decoration. The gameplay design is so brilliant and has pretty much everything I love: clever memory routing, unique abstract structuring with symmetrical elements, reprise/repetition of structuring ideas. It’s the absolute perfect foundation for me to create visuals out of, along with it being addicting to play in a way that is outright harmful to my editor productivity (kinda like dragons daze). I maintain that the ball spider dual in the level is the greatest dual to ever be made in gd and you’ll just have to play the level to see what I mean.
The text and some of the visual inspiration for this level comes from the visual novel Z.A.T.O: I Love the World and Everything in it, which I finished a few months back and has been gnawing at my mind since (especially a particular monologue from it that I adapted within this level). I would highly recommend checking it out since it’s probably my favorite ever piece of fiction at the moment.
Finally, some special thanks:
@peregrine997 for making this amazing layout and letting be decorate it @KiwiPenguin for giving peregrine the song idea to make this layout (which is just insane btw if you know the lore of me giving kiwi the song idea for neurostasis. everything comes full circle) @coralinsects for originating the entire concept of using green within the level @1millionsharks @ mango77 @Bram2Real for being great friends and overall providing me with a lot of motivation to finish this project @RowanAwsome building aalto and being my spiritual creating buddy in making glitchy green memory extreme demons all the playtesters: CherrimPlushie, m0cha, JoacoWoop, Hypno, nekoshii, kayla, insosil, maxxormen all others from the smr redux server and bleh gc for being supportive
[Showcase] Gilt Chin by thexxuser & Peregrine997 (Extreme Demon)Xuser2026-06-24 | Level Name: Gilt Chin ID: 143441127 Difficulty: Extreme Demon Song - Gilt Chin by Kingbastard Thumbnail by @Onvil_
A month late for maymory but hey Im just glad its out
I offered to give a shot at decorating this layout back when Peregrine finished it in March 2025, but I barely did anything on it in 2025 due to being distracted by other solo projects. Even after FCT I only made minimal progress on it because I just did not have any motivation to touch the editor, until near the end of my college semester when I suddenly had much less to worry about and I completely let this project consume me. So essentially this was started over a year ago but 80% of the work was cranked out in a month of pure hyperfixation, which is how stuff often goes.
Besides gilt chin the only other thing I had in my mind at that point was a meetup I would go to early June with a couple of friends I met from gd (list id: 2569725), during which I probably had some of the best days of my life and it kinda got me thinking on how this game has completely defined my life and identity for several years now especially with how obsessive I get over my editor projects and how some of the most important people I’ve met in life come from this game. Sorry this is all kinda tangential to the level but I felt compelled to bring it up for some reason
I am beyond happy at picking up this project though, because my initial awe at the layout only grew further the more I worked on its decoration. The gameplay design is so brilliant and has pretty much everything I love: clever memory routing, unique abstract structuring with symmetrical elements, reprise/repetition of structuring ideas. It’s the absolute perfect foundation for me to create visuals out of, along with it being addicting to play in a way that is outright harmful to my editor productivity (kinda like dragons daze). I maintain that the ball spider dual in the level is the greatest dual to ever be made in gd and you’ll just have to play the level to see what I mean.
The text and some of the visual inspiration for this level comes from the visual novel Z.A.T.O: I Love the World and Everything in it, which I finished a few months back and has been gnawing at my mind since (especially a particular monologue from it that I adapted within this level). I would highly recommend checking it out since it’s probably my favorite ever piece of fiction at the moment.
Finally, some special thanks:
@peregrine997 for making this amazing layout and letting be decorate it @KiwiPenguin for giving peregrine the song idea to make this layout (which is just insane btw if you know the lore of me giving kiwi the song idea for neurostasis. everything comes full circle) @coralinsects for originating the entire concept of using green within the level @1millionsharks @ mango77 @Bram2Real for being great friends and overall providing me with a lot of motivation to finish this project @RowanAwsome building aalto and being my spiritual creating buddy in making glitchy green memory extreme demons all the playtesters: CherrimPlushie, m0cha, JoacoWoop, Hypno, nekoshii, kayla, insosil, maxxormen all others from the smr redux server and bleh gc for being supportiveFour Color Theorem by thexxuser (Random Gauntlet Contest Entry)Xuser2025-12-14 | Level Name: Four Color Theorem ID: 129428487 Difficulty: 8-9* but i get if people think its demon Song - The Scrapyard by X-manOfficial
Important: This level contains built-in checkpoints (yes in classic mode), so using practice mode is not recommended
This video include two separate playthroughs of the level to showcase more of the randomized sequences. second playthrough at 1:45
Randomization explained:
0:17 - 1 of the 4 colors is randomly chosen to be lit up and become solid hitboxes. The gamemode is also randomized, with the color of the gamemode portal corresponding to the color that was lit up 0:40 - Random choice of 1 out of 4 colors, same as the previous randomization 0:54 - Random choice of 1 out of 3 colors 1:00 - 1 of 4 colors is randomly chosen to be lit up 3 times, with the restriction that the same color can't be chosen twice in a row 1:06 - gamemode portal placements are randomized, and the order of color lit up is also randomized (between two sequences) 1:17 - 1 of 4 colors is randomly chosen to be lit up 3 times, after that everything else is predetermined
Definitely one of more unique experiences I've had making a level. The Four Color Theorem is a theorem from Graph Theory which states that no more than four colors are required to color the regions of any map so that no two adjacent regions have the same color, and I specifically got the idea for this from the example image from the wikipedia article for the Four Color Theorem. The process of building this is almost like solving a puzzle, where I'll first make the outlines for each part and then color the different segments in, in which I have to satisfy the constraints of both 1. Two regions of the same color cannot border each other and 2. All four possible parts must also serve as functional GD gameplay. I did have the luxury of switching around borders when things got too infeasible of course but at times it still ended up being very tricky to figure out how to satisfy both of these constraints simultaneously.
Now the part that seriously PMO'd about building this is the editor precision bug. Basically sometimes objects in the editor will save incorrectly and objects will be misplaced by the tiniest pixel, which usually isn't a huge deal but for this level it was HUGE pain in the ass and left pretty noticeable gaps between objects that are supposed to be directly touching each other. I spent so much time trying to fix instances of this and there are probably still visual errors caused by this in the final product so I apologize for that. It happened so frequently and neither the megahack accurate save nor the accurate save geode mod helped with it unfortunately.
I actually started this level after the original deadline of the random gauntlet contest (November 15th) and I didn't really lock in on it until the start of December so you can imagine it was kind of rough trying to get all this work in such a short timeline. In addition I've been way busier than usual these two weeks with so much going on in my life so that didn't help either, in fact in the past few months my ADHD has been at its absolute worst and I really got my final productivity push to finish this level because I started taking medication for it earlier this month. But I want to give a huge thanks to my friends at SMR for being so supportive of me through this and tolerating my numerous mental health crashouts.
Oh yeah and another thing I wanted to mention is that I discovered this song because I was doing a Newgrounds songs bracket with friends and I thought it would be fun to go out of my way finding stuff that haven't ever been used GD levels to submit for it. Along with this awesome track I also found another song that became not only my favorite newgrounds song but potentially a top 10 favorite song of all time (moving on by sunscreech) maybe I'll use that for a level one day also :eyes:
Playtesting credits: whit, insosil (big thanks to you two especially for playing this so much), KiwiPenguin, rowanm, mera, abso, gBen, ElectricNJ, Cyclo, dragnalus, nekoshii, Hypno, Fuze, mingle77A collection of layouts that I never uploaded (+some added commentary)Xuser2025-07-23 | 0:00 Intro 0:07 For The Delta (Fiery Conviction Sequel) 1:42 Asymmetry 2:55 Cove 3:30 The Beginning 5:14 Wild Time 6:00 Pressed 6:36 Apricot Special (Collab) 6:46 Back on Track (Collab) 6:55 Fall Asleep With a Vision/Dreamgate (Collab) 7:20 Calliope Remix/Transcendence (Collab) 7:33 Sphere (Collab) 7:45 Chipparoony 8:33 Switchblade 8:59 21 9:28 Blooming Nightshade/Crimson Aura 10:16 The Trail 10:28 Electroman Adventures 10:32 Paladin 11:30 Supernatural 12:09 Grand Finale 12:52 Endgame (Castling Sequel) 14:22 Outro
Let me know which of these are your favorites. I'll happily upload any of these if you want to play them :)REDEEMER by surveyor23 (Extreme Demon)Xuser2025-07-02 | I don't know how to start with this description other than saying that this is for sure one of the best levels I have ever beaten. I fell in love with it almost instantly when I first saw it and continued to be obsessed with it days after. The worldbuilding and atmosphere are absolutely fantastic; the two climax parts, 50-67 and 88-100, had me experiencing emotions that I did not know were possible from a GD level. I remember traversing through these broken city structures with the giant humanoid figures and vivid flames in the background in my first blind practice run made me feel somehow powerful and powerless at the same time. Powerful when soaking in the environment surrounding you but powerless when reminded of your place within it. I especially want to highlight the spinning spiral structures at 60 and 65. Getting to these in practice for the first time was like... trying to navigate through some inescapable nightmare machinery, remnants of some long-gone vast city where everything is just so much *bigger* than you. I don't know. It's hard to recapture exactly how I felt in my initial experience, even if it was only a week ago.
I need to bring up the song too. Opinions on this song choice are somewhat polarizing but personally this might straight up be my favorite song from NG. The level and song elevate each other to such a degree that it almost feels like the song was made specifically for the level. It's odd because song's nautical theme (it's called "The Sailor" after all) might initially seem contrasting with the level's mechanical theme, but I think there's a connection between the idea of being swept away by relentless waves and being swept away in vast, broken (conquered?) cityscapes. As the song builds up to those blaring electric guitar drones it demands to be accompanied with the most overpowering scenery possible, and this level fully delivers. I even love the more subdued parts of the song. The glockenspiel that persists throughout it all adds this element of delicateness that just makes the whole package feel complete.
I've mostly talked about the climax parts up until now, but really the build-up parts are just as immaculate. There's a sense of anticipation throughout the entire first half where, even though so far you are only traveling through this really cool looking decaying world you can sense that it's all escalating towards something. It culminates into this final buildup part at 42% where you get utter chills as the structures rise up into the sky, a prelude of some absolutely insane shit about to go down. The humanoid figures reappearing and moving across the screen as even *bigger* versions than before captures a similar feeling too.
The gameplay is also a contentious aspect of this level, not for its enjoyability but rather for whether or not the gimmicky nature of it fits the atmosphere of the level. My initial thoughts were that, while the gameplay is very fun and satisfying to learn, it didn't necessarily suit the level except for certain standout parts like the aforementioned spinning spiral ship. However, the more I played it, the more I became convinced that this type of gameplay was a perfect match for the level. surveyor's gameplay style is incredibly unique. The way everything is arranged makes the task of learning the gameplay similar to that of solving a puzzle - it's the type of memory (kinda?) where you can rely on your knowledge of game mechanics to figure it out. This makes the gameplay feel familiar yet alien - it's not pulling any tricks on you with fake or invisible structures and the memory feels completely intuitive after learning. But the gameplay objects manipulated in such unconventional ways with the extensively scaled objects and the long row/columns of portals/orbs/pads. In a sense, the familiar yet alien feeling mirrors that of the environmental worldbuilding. It's what you might feel while traveling through the wasteland of a previously thriving world, one which is now ruled by incomprehensible alien humanoid figures.
So a bit about my personal experience beating it. I was consistently drawn towards doing practice runs over and over throughout the past week, and for the first few days I wasn't even fully set on beating it. With how much I was enjoying the learning process though I later committed to it, which I'm glad about because having this level completed is just so satisfying. Playing from 0 can be frustrating at times dying to completely random things each attempt (not the level's fault), but also reaching the climax parts from 0 is the only way to replicate the feeling of adrenaline I got playing this for the first time. Or maybe an even greater degree of it with how these parts are for sure the hardest in the level raw-skill wise. This completion video is poorly cut because I just had to include dying to 95 almost right before beating it lol.
Happy to finally earn some list points back after atomic cannon falling off nearly 8 months ago. I mostly picked this up because I saw some of my other friends going for new hardests at around the same time so I thought it's been a while so I'd also give a shot at is. Frost Spirit is sorta an odd pick for me since it's XL and almost entirey raw-skill based, which isn't a fit for my skillset and thus not normally the type of level that I'd go for as a hardest at all (contrast with atomic cannon). I think I just picked it because it was really cool visually, even phenomenal relative to other potential list demon options, and it seemed doable from my first few practice runs.
Regardless of all that, I'm super happy with my pick for this level as a hardest. The gameplay is extremely good and even if I have some nitpicks with it I still thoroughly enjoyed playing this from start to finish. Honestly I surprised myself at many points with how I quickly I was able to make progress at times, which is a great feeling. It's obviously an extremely difficult level but the difficulty comes mostly from stringing everything together and controlling nerves from 0 rather than just individual parts, which are easier than individual parts from atomic cannon. The level is just for of 3 minutes in length but it could easily feel like a 4-5 minute level from 0 due to how brutal of a gauntlet it, with the level rarely ever letting up its difficulty part after part. I did a full part-by-part overview of this level going over my thoughts on hyperbolus: hyperbolus.net/level/95767653. Can't put the full thing here unfortunately due to yt description character limit
Overall it feels so great to have this done and I'm super thankful for my friends and smr for supporting me while I was getting progress on this. I have a few more things in this game that I want to do but after that I would probably like to start spending way less time on it and leave room for other things I can do in my free time, both video game and non video game related. That's not to say I regret spending so much time grinding this level out because I do think it's worthwhile with the enjoyment I had playing and because of how genuinely accomplished I feel right now :)
Attempts: 18595 Worst fail: 85% Hardest part: 48%-56% Enjoyment: 9.5/10reset your mind by fursona (Extreme Demon)Xuser2025-05-22 | visually, reset your mind is a beautiful depiction of chaos. but i think watching a video is maybe not even 1.9% of the way to experiencing it.
initially, the level seems hostile towards the player. your mind has been corrupted beyond recognition, and the rapidly flashing lights and overlapping visual elements are huge hurdles to developing an initial understanding a level. but all of this just makes the overall playing experience so much more satisfying, because there's no better feeling than acclimating your mind to the chaos. what looks like randomly spammed portal and orb placements turn out to be meticulous bits of level design (or it might still just be object spam lol. idk the creation process but it still definitely feel very controlled to me). there is a deliberately carved path throughout it all, a path that opens up through the chaos more and more until you can cut through the level with an eagle eye, focusing on the one remaining functional neural channel amidst the broken brain
i've always thought the best levels in the game are ones where the gameplay and the visuals don't feel separate but are instead packaged together into this one entity that grants the level its full identity, with the song being the wrapping paper of this package. reset your mind feels exactly like this. each orb/portal clusterin the level serves a dual purpose: they give the level a more chaotic visual appearance, but also add an additional layer to the puzzle that the player has to parse in order to find the correct way. I suppose this is something that can be applied to any memory level, but it feels especially potent for this level given how well memory gameplay befits its overall theming of psychic corruption. i mean holy shit it just feels kinda awesome when you approach this giant, messy conglomeration of orbs and you can laser focus the right ones.
i can't help but draw parallels between this level and neurostasis, because almost all of the things i've said in this review can apply to neurostasis as well. despite the similarities in theming the identities of each level feel very distinct, with reset your mind's chaos being very abrupt and neurostasis' chaos being a more gradual development. perhaps i have a soft spot for memory levels with heavy cerebral/psychological elements, but to me these levels just get to the core of what makes memory gameplay so special.
Attempts: 4388 worst fail: 93% enjoyment: 10/10Neurostasis by KiwiPenguin (Extreme Demon)Xuser2025-05-08 | A pristine laboratory of checkerboard structures, swaying trees, and strange lights
You’ve always dreamed about creating the perfect GD level. Something that, after finishing it you can retire from creating entirely knowing you’ve made your undisputed magnum opus. Innovative and unique gameplay that also earns perfect 10/10 enjoyments across the board. Ingeniously crafted concepts paired with flawless execution, while simultaneously living and breathing its song. The culmination of your entire creating career, the thing that everything you’ve made up to this point has been guiding you towards.
Of course, such a level can never come to exist, but even thinking about it is enough to kindle some degree of creative passion. For now your progress as a creator consists of making small refinements upon your existing design style. To help you with inspiration, fellow creator friend KiwiPenguin offers a guided tour through his brain where you get to personally explore the various creative processes that he’d used to create his levels. You gladly accept.
Before you go, KiwiPenguin tells you that the tour is this new type of neurological experiment. He calls it “Neurostasis”.
A new type of neurological experiment
It’s Dreamer, but you are the dreamer. Here you see how KiwiPenguin conceptualized the iconic ship gameplay of his first ever rated level. You quickly realize how the innocent-looking spikeless structures only provide the illusion of safety—touching the wrong surfaces lead to a prolonged but certain death. The visual appearance of the structures is quite different from Dreamer’s, though. They have these snaking bits that are adorned with the colors of Decay. It’s like this simulation where the ideas he’s previously used are meshed into one.
It’s all very interesting, but you do wonder if it’s leading up to something.
A decaying dream
You still can’t tell whether it’s a simulation or a dream. Whatever it is, you can feel it growing more unstable by the second. It seems as if KiwiPenguin’s ideas are developing in real time as you traverse through them, and you wish those developments weren’t so hostile towards you. Suddenly the structures grow spikes and slopes on top of themselves, and the dreamulation starts throwing fake orbs at you as a distraction from the true path. The structures become increasingly animated, shifting in a manner reminiscent of Inane Demon except even more disorientating. Even the arrow guides designed to help you with navigation become useless.
With the fake orbs, slopes, and passable structures, the dreamulation ventures into territories that no previous KiwiPenguin level has ever come close to. You are plunged into a chaos of glitching structures, and you can’t even tell which ones are real. Was it KiwiPenguin who designed this madness, or has Neurostasis grown a mind of its own?
A sudden calm
The chaos comes to an abrupt stop. The structures are still broken beyond recognition, but you finally have a moment of calm to collect your thoughts. You’ve learned a lot from this whole experience, especially with how it recontextualized so many previously used level ideas into something new entirely. It’s always worthwhile to revisit your roots as a creator, no matter how much you might think you have “outgrown” the creative process or design style you used for those old levels. After all, anything you make is a step in the journey of your creating career—a step that will, consciously or unconsciously, influence everything you make afterwards. Whenever you need inspiration, you can always try looking inward. Neurostasis’ beautiful cacophony is but an example that demonstrates the endless potential of seeking inspiration inward and fusing the old with the new.
You slowly put the pieces back together, but you realize that not everything is quite the same.
------------------------------------ Needless to say this is probably my new favorite level in the game. Genuinely I think me recommending this song to Kiwi was one of the greatest contributions I have ever made for this community
Attempts: 7372 + around 1k on playtesting copy worst fail: 93% enjoyment: 10/10Dawnshard by thexxuser (Insane Demon)Xuser2025-04-30 | Level Name: Dawnshard ID: 118184491 Difficulty: Insane Demon
Huge thanks to @Onvil_ for both making this thumbnail making the title card for the endscreen
Been a while since my last solo insane demon.
Some of you might recognize the gameplay in this as the “Vapor Layout” from two years ago, which I made for a layout CC where the restriction was that each gamemode could only be used once. You may even know that this is the same layout CC that blackholefriend made “Dragons Daze” for. So this is the second layout from this one CC that I have turned into a full level now. Kinda funny.
Originally I didn't have any plans to turn Vapor Layout into a full level since I didn't have any ideas for it, but after some gentle prodding from @coralinsects I decided to give it a shot. Can't just let some of my best gameplay go to waste, she said. The building process for this actually went fairly smooth aside from it being tediously slow at times. I certainly welcomed the break of having to mess with needlessly complex trigger mechanisms like in Orbdancer.
I don't even know if I can call this a *true* solo level considering the help I received from @Bram2Real and mango77 throughout the building process. I vc’ed frequently with these guys while building and they were always ready with feedback and suggestions whenever I asked. I have to credit many of the decoration details to mango teaching me how to do them step by step - the transition between the UFO and the spider, the parallax of the wave, and much more. Bram was my main playtester throughout the entire thing, always playing each copy I sent him thoroughly and helping me fix all the gameplay issues he encountered, notably how entire parts would just be off sync (UGH!).
Also of course I need to thank the other playtesters: Hypno, Willow, KiwiPenguin, Gben, JoacoPe, ImMaxX1, TheyCallMeEvan, insosil
The name “Dawnshard” is a reference to the Cosmere, a fictional shared universe created by fantasy author Brandon Sanderson. In this universe the Dawnshard are artifacts with immense power, having been used to both create and also destroy worlds. The level itself is only connected to the Cosmere in a abstract sense, though. You have the structural motif of the diamond to represent a “shard”, a vague cosmic evocation in some parts, and structures that are “invested” (animated) as they scale and move to create the gameplay. If you got this reference btw comment down below and I will send you a free chasmfiend gemheart.
Overall I'm happy with how this project turned out. On one hand I wished I did more here in terms of experimentation to deviate more from my “usual” design style, but on the other hand I kinda see this as a culmination of what my style could look like in its fully developed form. The final boss of neon blendingslop that uses every vibrant color possible, if you will.
Difficulty wise I've heard from playtesters that this is a high-end insane demon. It's incredibly learny, as all of my other insane demons have been (including the one that I didn't make the gameplay for!), so how difficult you find this will fully depend on how comfortable you are with learning rather weird gameplay. I was thinking of releasing this during May as my second contribution to #Maymory, but there's probably not enough true memory gameplay in this to qualify as a memory levels. I'm just awaiting the victors to see what they have to say about all of this.
Anyway, that's all for the description. Super happy to know that I have an audience who truly do appreciate the works of art that I put into this community. Hope you can enjoy this one as well :)Orbdancer by thexxuser (Hard demon platformer)Xuser2024-10-30 | Level Name: Orbdancer ID: 111631530 Difficulty: Hard pemon (?)
Hi. So this is basically what I have been working on for the past five months, and honestly it feels kinda surreal that I actually finished it. This level originally just started out as building random structures for fun, but I increasingly implemented more and more mechanics/ideas to the point where I can confidently call this the most ambitious project I had ever taken in this game. The main goal I wanted to achieve with this level is to make a full open-world feel platformer with nonlinear gameplay progression, and overall I’m happy with how it turned out. I’ve always been very interested in levels that play around with the idea of player freedom, where the level lets the player carve out their own path instead of forcing them down any particular route. The two levels that I was especially influenced by in this regard were grebeworld by grebe and hollow by QuazeryIceCube. I think platformer mode in particular just has such huge potential for some grebeworld-esque thing where the player can freely explore an open-world level.
Building the various parts of the open world was actually very fun, with me basically just making whatever ideas that I first thought of without really scrapping anything. The level got kinda frustrating to make later on though, since when you’re working with so many unique gameplay mechanics and trigger setups things are inevitably gonna end up broken and nonfunctional. In the end I just heavily disliked any part of the creating process that mainly involved working with triggers, which is quite unfortunate.
This level would not be possible without my team of playtesters: @KiwiPenguin @sramthesham1423 @Dragon-gk1bl @gr8nessgd0767 @Hypno_74 @JoacoWoop @anaveragemango @theycallmeevan @Smiffy777 @rplypufk @MyDolIies @maxxormen @sportscarz11 @OliXorr. The bugfixing process for this level took so long and I really could not have fixed it all by myself. And super special thanks to Kiwi and Sram for consistently doing playthrough and helping me bugfix after every update.
Anyway that's all I have to say about the level! I worked really hard on it so I hope you enjoy. And btw if you find any bugs either comment on the video or dm me on discord: thexxuserHollow by QuazeryIceCube (Insane/Extreme demon)Xuser2024-08-01 | Level by @Quazery
Definitely one of my new favorites. I've always felt that freeform gameplay was such an underutilized concept in this game, especially for higher end difficulty levels. Like I'm a big fan of memory in general, but this level does something cooler by just, presenting the structures to you and letting you go wherever you want and figure out your own path. The learning and pathing out click patterns for each part was genuinely such a fun and satisfying process. Even with the last part of the level where my route was definitely sort of "cheesy", it still felt so awesome to find something that works consistently for me. It's very reminiscent of in canon in that aspect, which also happens to be one of my favorites lol.
I suppose I should also talk about the visuals, though this is the sort of level where the gameplay and visuals are inextricably tied through the structuring if that makes any sense. it's simple but so effective. Honestly every part just represents the song so well in such an elegant way, it makes me kind of jealous lol.
Anyway it's really hard to tell how difficult this level is, whether it's insane or extreme demon. I guess it's comparable to in canon except with a longer learning process and easier base gameplay. The level is XL, which usually would be a point of struggle for me except this level just didn't really "feel" long. Though, I feel like the level would easily be an extreme demon if I didn't find such a cheesy route for the last part
3010 attemptsUnfair Evening by Shrympo and Onvil [Extreme Demon]Xuser2024-07-11 | The audio in this video is edited, raw here: youtu.be/QT08WlvBA4o
New second hardest!
This level is phenomenal! The combination of this deco style with the song creates a chill vibe that is just immaculate. I'm also almost jealous at how good shrympo is at using the new 2.2 features. The colors, gradients, shaders, and movements together just makes everything feel so damn lively.
The gameplay is extremely fun as well. It's definitely a lot of condensed difficulty, throwing extremely precise clicks at you one after another with no break in between, but it all feels so good to execute. The last wave is pure sadism, but obv it's meant to be that way. Normally I would complain a lot about levels having ending like this but since the rest of this level is so peak I'll give it a pass (and also because i got lucky and somehow only died to it once, lol).
But yeah overall this is just an amazing level and i would highly recommend checking it out.
Attempts: 7905 Enjoyment: 9.5/10 Worst fail: 99% hardest part: you can guess lolMOTOR MOGOK by Akunakunn (Easy Demon)Xuser2024-02-18 | (level music is edited in because of desync issues, ill explain more later)
We are so back
I mostly really like this level, but I do have some gripes with it. Let's start with the positives
Akunakunn's style is definitely one that really thrives with the new features from the 2.2 editor. The mesmerizing maze-like memory gameplay is dramatically elevated with the introduction of free camera. Akun took full advantage of this with unique structures and gimmicks present within each part, so you end up with this level that is SUPER cool to watch.
And most of this plays pretty well. Most. Every part is fun to learn and very satisfying to execute, but damn is it unbalanced. It's a mix of some parts that genuinely become easy demon (or below) once you learn them (49% spider), parts that can be challenging to a fair degree (34% ship), and parts that just feel like inconsistent bullshit (62% dual ball). The second half of that dual ball in particular brought down my experience a lot since it always felt so finnicky no matter how much I practiced it. The last dual is definitely the second toughest part of this level, but I thought it was still mostly fair aside from the last straight fly.
As far as the last straight fly goes, I know it's like akun's entire gimmick to put a bullshit last straight fly at the end of his levels. However, out of the 5 akun levels that I have beaten, this one is just by FAR the hardest and most inconsistent out of them. I died to it 3 times, which is probably actually on the lucky side. @akunakun123 if you see this video nerf it immediately. or else
Something else that sort of hurt my enjoyment on this is that for some reason, the music would would very noticeably desynced once I reached the second half from 0. This was a major issue, since the second half of the level relies HEAVILY upon click sync, and having to click almost half a second late from the notes each time was actively screwing with all of my muscle memory. As a result I kinda opted into just playing with the music off, which really sucks not only because it makes click sync parts harder but also the song is really awesome and it's sad that I can't listen to it while playing.
Overall this level is pretty awesome! At the end of the day there's a chance that everything that brought down my experience with this level is just a skill issue on my part. Who knows! I would probably recommend it.
Also this level needs to be rated immediately IMO
Attempts: ~6K (can't give exact amount due to data loss) Worst fail: 96% x3 Hardest part: last dual/dual ball Enjoyment: 7.5/10
If anyone cares about my actual difficulty opinion on this, it's probably like a vhard tier on the nlw sheet. Probably idkSkyvessel by thexxuserXuser2024-01-27 | Level Name: Skyvessel ID: 99804775 Song: juicewhompa - Anchor Tears Difficulty: 9*-very easy demon (?) (probably closer to nondemon)
Alright, I know it's uncharacteristic for me to release levels in such a short timeframe, so let me explain.
I started this level back in 2.1, basically right after I beat water demon by hexitine since I really liked the song in that level. A week into building the process, robtop went and dropped the 2.2 update. I messed around with the level a bit and (since we all know how functional the 2.2 editor is) I ended up getting a bug where the game would immediately crash every time I tried to go in and edit the level. During the downtime in which I couldn't work on this level, I focused all my attention onto building another project (wondrous age). Once I finished that, I decided to try and open this level again. To my amazement, the bug was fixed! (apparently I decided to add a middleground for whatever reason which was causing it lol, though I assumed it had to do with warp scaling)
Anyway, the level is pretty weaves-of-origin-esque. It's loosely themed around a player's journey into the night sky in some mystical realm, though there's no strict interpretation to anything that's happening. I was originally planning to finish it with purely 2.1 elements because I started it in 2.1, but some of the new features (scale triggers, area triggers, warp scaling) are so good to the point where I feel like I am actively preventing this level from reaching its full potential by handicapping myself like that. I do think I was able to achieve some cool effects with the utilization of 2.2 features, which is pretty nice.
Thank you to the playtesters @gr8nessgd0767 and@sramthesham1423Wondrous Age by thexxuser [First 2.2 Level!]Xuser2024-01-14 | Level Name: Wondrous Age ID: 99163959 Song: 1f1n1ty - Clocktown Difficulty: 7* (?)
My first 2.2 level is finally finished!
Mostly stuck with my old style for this, but I tried to incorporate some of the new features into it. Scale triggers and scale warping in particular were really fun to play around with.
Honestly though it was kind of frustrating because the 2.2 editor is just SO buggy. There were constant issues with trying to preview my level, spawn triggers not timing up correctly in playtest mode, and most of all getting crashes every few minutes. I have no idea what even causes them but it was really annoying having to save every time I placed even a couple of objects. I even lost access to another level of mine to the 2.2 editor since every time I tried to open it my game would instantly crash, but luckily that didn't happen to this level (I still made over 20 backups to it though, just in case).
In the end, I'm still really happy to finally be able to get this out.
Special thanks to gr8ness for being a W playtester![First Victor] water demon by hexitine (Extreme Demon)Xuser2023-12-13 | Level by @hexitine
Randomly saw this level in my youtube recommended and it immediately caught my eye. My favorite part of this level is definitely the structuring. It's hard to describe with words, but it feels almost alien and is super intriguing to look at. The effects and backgrounds share a sort of muddy coloring that all blends in together, which I feel like actually works well with the overall atmosphere and the song. And speaking of the song, I absolutely love it, especially in the part at the last third of the level. I think it's super cool how the level becomes progressively more muddy towards the end, with the ending gameplay mirroring the beginning. Sorta feels like you are sinking into a vast ocean.
The actual gameplay is very enjoyable as well. There's definitely a bit of an initial hurdle where it can be a bit kinda awkward, but once I got past that the level just felt super good to play. My favorite bit of gameplay is definitely the part at 66, it was sooo fun getting that part down. Pretty much everything in the level is ultra consistent, though there are some bits where I had to find specific skips to make them easier, like the part at 47%. I'm kinda glad those skips were not patched because I honestly really liked my way of doing it lol
But yeah this level is absolutely amazing and I would definitely recommend checking it out :)
If you were wondering about its difficulty, I would say it's a higher end medium tier on the NLW sheet, though I could be underrating it.
Attempts: 2887 worst fail: 75% hardest part: balanced enjoyment: 10/10gardening map by kalculus19, azertite, and hexitine (Extreme Demon)Xuser2023-12-08 | I think this is what you call "quirkymaxxing"
This level is super super cool. I admire it especially from a creating standpoint, because this type of freeform creation where you put wacky gameplay gimmicks one after another and have it paired charming quirky deco following a loose theme seems like it'll just be so much fun to make. it really exemplifies the creativity that the gd editor. my favorite visuals are definitely from the part at 65% because the structuring is just so unique and awesome. works perfectly in tandem with how the gameplay there is structured too (which is just another strength of the level overall)
As for how well this level plays, I'd say it's very fun for the most part. obviously it's intimidating but the process of learning and figuring out was definitely pretty enjoyable. though the one thing is, with a level having so many quirky gameplay gimmicks there's bound to be moments where you just die randomly and you can neither figure out why you died or what you can do to fix it. this can be somewhat frustrating especially with parts like the predrop dual ship (still dont udnerstand how it works) however the thing is that you can weirdly get consistent at them if you just bang your head against those parts enough times. honestly some clicks in the part at 65% felt really finnicky and buggy even towards the end, but it wasn't too bad overall. I had a REALLY stupid death at 96% (last click, accidentally made a double-input which made my ufo jump after hitting a pink orb) and also my luck with the pipe part just wasn't great overall, which did unfortunately mess with my mindset a little.
Attempts: 4340 Worst fail: 96% Hardest part: predrop (but not by a huge margin) Enjoyment: 7.5/10My part in Stereo SmasherXuser2023-11-30 | Hosted by Razsta4ax
Wasn't really planning on doing any more 2.1 collab parts but I just had to help out my buddy Razsta on getting his extreme demon layout decorated. This pretty standard Xuser style decoration, but I tried to incorporated some Hinds/Vlacc elements into it. See you all in 2.2 when I drop my next solo :DVoltage by Hypno74 and more (Extreme Demon)Xuser2023-11-21 | So with this completion I finally have 100% on every single rated level that I took part in the creation in, which I think is very cool!
Anyway, I think this level is super cool (no bias). Love the overall way that the electricity theme is executed - each part has its own unique charm in how they execute it, but it all fits together very nicely. Decoration wise, I think shmigels is definitely the highlight of the level. Everything with the structuring, colors, effects, and even the design of those little creatures all combine to form one of the coolest megacollab parts of all time
The gameplay is certainly made with the intent of being extremely unconventional throughout, which is an aspect of the level that I enjoyed. Certainly the most fun I had with this level was through the learning process. I did continue to have fun stringing together runs and playing from 0, but unfortunately I got a bit frustrated a times during the day of the completion. However, I think this was more of a mindset issue than a level issue. Ironically, the part of the level that pissed me off the most was the 3rd part, which I made my own gameplay for. I'm not sure exactly what happened by a few months of separation and suddenly my own gameplay just becomes completely incomprehensible to me and I have to bend over backwards to make it work remotely consistently. That certainly annoyed me quite a lot, since I am obviously the only one to blame for that one lol. Difficulty wise, of course shmigels is both the hardest and scariest part. Though I do have to give props for the part being very satisfying to execute
Attempts: ~6K (can't give exact amount due to data loss) Worst fail: 92% Hardest part: shmigels Enjoyment: 8.5/10My part in Guideless GooberingXuser2023-11-14 | Hosted by Enfur
Okay so this is supposed to be the third installment to enfur's memory trilogy thingy, which means I had to build a part using the rainbow color scheme :) My part also uses the same section of the song as the infamous geometrical dominator memory part, so this was pretty heavily inspired by that. Def not my best work since its not a style that I'm normally used to, but I think I did ok.
After this I have hopefully one more collab part I can grind out before 2.2xuser morelike luser by Akunakunn (Extreme Demon)Xuser2023-11-04 | So yeah, I have quite a lot to say about this level.
Around 5 months ago, Akun randomly tagged me in the IDL server asking me what my least favorite newgrounds song was. I had no idea of his intentions at the time, so I randomly remembered this Acid Notation song that was particularly grating when I first heard it (which, funnily enough, I somehow no longer even dislike which is probably something that I should be thankful for). Following this, he asked me about some of my "least favorite gameplay mechanics" and then previewed the layout of this level shortly after.
Tbh, I still don't understand why he decided to dedicate an entire level to me, filled with completely anti-xuser gameplay. But he did somehow manage to finish the entire thing in FOUR days while having data losses in the middle of it (I mean how the fuck. I takes me longer than four days to build a single collab part) so it's honestly super impressive. He asked me to verify the level, and I agreed.
My initial impression of the gameplay was that it was fucking ridiculous. I just brute forcing in practice runs in the hope that some aspect of it would start making sense, but it never really did. I ended up dropping the verification due to my overall frustration.
Fast forward a month of so, akun told me that the level is now released with a new verifier (huge props to moistyjc for sticking to this btw LMAO). For some period of time after the level's release, I would just do random practice runs on it whenever I felt like without really feeling like it would be feasible for me to beat it. Though the released level definitely did have improvements in many spots from the old version.
I'll just say it: this level has possibly the most grueling learning curve of anything I have ever played. At the start, I genuinely could not play this for longer than 30 minutes at a time before being demotivated. Eventually, I was actually starting to make sense of it a bit, and it was somewhat fun and consistent after such long grind! But the thing was that I had thus far only been practicing the level in the layout version, and going to normal mode felt like having to relearning to entire level again.
The fact that I beat the level on the very day that I started playing from 0 should be a testament to how much of the difficulty of this level is from learning. Would I say I enjoyed it at the end? Honestly no clue lmao. The level was somewhat enjoyable to execute towards the end of my experience, but I'm not sure the grind was worth it. Though I do have to note a certain degree of satisfaction in getting such initially nonsensical gameplay to be actually consistent. It's honest quite incredibly how these.
Overall, I think this level is fine. Not Akun's best work or anything, but super visually impressive given he made it in 4 days. Learning the gameplay is incredibly unfun, and for a good while you'll just feel like you were playing vile disgusting garbage that never gets consistent (especially the last cube and the ship before the drop). Though to its credit, you do get some sense of reward at the end as you realize that the base gameplay is honestly not that bad. The gameplay gimmicks are actually quite creative as well, and I can't ever imagine myself using moving blocks to the same extent.
All in all, maybe this is just proof that the deliberate anti-xuser gameplay was effective.
Btw technically first victor but I'm not sure if it really counts since I was the original verifier
Attempts: 6337 (1812 are from old version) Worst fail: 96% Hardest part: last cube/robot Enjoyment: randomly generate a number between 0-10/10Tangerine by meph and moreXuser2023-10-02 | So yeah this is a pretty awesome collab that I participated in. Originally meph asked me to join a week after Fiery Conviction was rated (yea it was that long ago) and of course the worked out pretty well that the color scheme that I feel most comfortable using also happened to be the intended color scheme of the level. This level took a pretty long time to come out but man I'm glad it finally did. I really do think all of the gameplay creators and other decorators did a really great job here.
My personal experience with this level was a little frustrating, mainly due to me struggling to get consistent at meph's wave. I don't think the part is bad gameplay, but rather just somewhat unbalanced. Like all the other parts though, it does get consistent after a while (though much later than the other parts). Still, I had a lot of fun learning all of the parts, and I would definitely recommend beating this if you aren't afraid of some slightly unbalanced waves.My part in monopgaXuser2023-09-26 | Hosted by stanstanmansan
the idea behind this collab is that you are restricted the only the default colors of the editor (blue, lbg, black, white). I originally wasn't gonna build anything until 2.2 but I love creative ideas like this so I had to accept the collab :)Maverick by SoDaZ (Insane Demon)Xuser2023-09-11 | the goat. probably some of the most fun insane demon gameplay ever
technically i was the first person to beat this but i did playtest the layout of this level and i already had first victor on cloud nine soooo so i wasnt even going for it. i will just relinquish the first victor title probably[Showcase] Dragons Daze by Xuser and blackholefriend [Insane Demon]Xuser2023-09-09 | Thanks to @fuzeGD for recording this showcase.
Very happy to have squeezed out on final project before the end of 2.1!
To provide some background info on this level, blackholefriend (bhf) and I are both members of a private GD-related discord server named "Dragon's Den". During July the server hosted a layout contest with the main restriction being that each gamemode can only be used once. The layout of this level was originally bhf's entry for the contest (they ended up placing 4th!). Honestly the layout just REALLY caught my eye and, coupled with the fact that I had always wanted to build something to this song, I offered to decorate it.
Working on this level was likely the biggest grind I had ever undertaken in this game. Not only did I have the time constraint of wanting this to get rated before 2.2, but I also didn't want the building process of this level to conflict with me starting college. I was building this level pretty much 5 hours a day during the week before the start of classes. As stupid as it sounds, one of the biggest problems I encountered was I would keep slowing the process down by trying to play the layout instead of actually placing decoration, because the gp bhf made was just so damn fun.
The level is now out on bhf's account, so go check it out! They verified it but also unfortunately had a crashed recording, so I'll link to that once they rerecord it.[First Victor] Switch My Size by MaxxoRMeN (Insane Demon)Xuser2023-09-07 | It's been many days since I have snatched first victor on a level, but I'm glad I can break that streak with this absolute banger.
"Switch My Size" is an entry for Zeronium's creator contest, with rules stating to use pink, green, and white as the primary color scheme. Right off the bat you can see the cleverness in this level's design with how it utilizes size portals to introduce a "theme" around the contest restrictions, given the natural green/pink hues of the normal and mini size portals.
The level features creative gimmicks that come with each part, many of which incorporates the aforementioned size portals. This obviously introduces a pretty steep learning curve to the level, but the aspect of learny levels that make them appealing is especially present in this level: you start off feeling completely lost on how the level is supposed to work, but the feeling of satisfaction as you gradually comprehend the mechanics and specific click patterns is unparalleled. The drop wave is a pretty good example of this where, despite the apparent unintuitiveness of it at first, it can actually be quite shocking just how consistent it becomes once you get a feel for it.
My favorite parts of this level though are probably the ufo and the robot due to the way they creatively utilizes the block-switching gimmick in order to develop click-sync. While these specific gimmicks are not completely original with levels such as puzzle trials using something very similar years before, the twists this level puts on them as well as the overall execution is really what makes these a perfect example of gimmicky gameplay done right.
Deco-wise this level is great as well. I'm a very big fan of how maxxormen's style pairs up with the color scheme of the contest, It really is quite pretty. There's a lot of clean-yet-intense effects going on here, which creates some sort of glitchy aesthetic that also is a nice match with the gimmicky gameplay style. In addition to all this motif of flowers present throughout the level serve to reference zeronium's icon, which is a really nice touch. Maxxormen is honestly just a super impressive creator to me with how quickly he can pump out high quality levels one after another.
As for my personal experience, while I certainly did have a lot of fun throughout the learning process and even playing from 0, it was sort of plague by certain issues. There's a certain part in the wave where D blocks just randomly stopped working at times, which absolutely frustrated me to no end. I'm pretty sure this is not even a fault with the level but rather with gd's code. Also there's a bug where the flower blocks in the first ufo would sometimes just be completely black/invisible, which is rare but also I have no clue what even causes that. I did have some issue with frame drops in certain parts of the level and I was considering switching to 144 FPS because of it, but I figured it was better to have 240 FPS to help me with the drop wave and take the frame drops on the easier parts after it.
I lost all my attempts due to game crashes lmao (THANKS GD) but I'd estimate this took me around 1.5-1.7kTUAPEKA by Feijoaoa (Extreme Demon)Xuser2023-08-06 | I randomly decided to pick this level up after my friend fuze beat it, touting it as one of the best extremes ever made. While I agree that the decoration definitely looks awesome, I sadly found the gameplay to be overall quite frustrating and chokepoint-carried. It was satisfying to pull off at times, but getting consistent at certain parts like the wave bursts starting after the beginning ship was a nightmare. One other particular area I didn't like too much was the yellow orb ball portal transition at 60%.
Overall I didn't really enjoy this level too much, but it wasn't the worst thing ever. I can still see why others would enjoy it, so I don't completely recommend against playing this.
Difficulty wise, this should be around easy tier on the NLW; comparable to levels like daydream, loop, and totem. I personally don't understand how anyone can find this to be insane demon at all.
2784 attemptsBLACKLIGHTS by whlt, MaxxoRMen & J27Blaze (Insane Demon?)Xuser2023-08-06 | very cool level that whit asked me to beat. The gameplay is very consistent and has a fun click pattern. The deco of course looks awesome, especially with the color scheme it uses. I definitely recommend checking this one out.
probably around low main list idl difficulty? not sure
919 attempts[New Hardest] ATOMIC CANNON by LIEB (Extreme Demon)Xuser2023-07-31 | note: I had to edit in the song for this video because when I was doing the splitting audio tracks thing it ended up not recording the game audio at all. idk
My first list demon!
There's a lot I have to say about this level, but first let's get the obvious out of the way. This level is nuts. Absolutely fucking nuts. The amount of precision required of you is just so far beyond anything that I have played around with previously. I mainly began playing this because I saw some of my other friends making progress on list demons, so I wanted to give it a shot myself. I think the fact that just doing the last ball in a run took me a whopping 319 attempts set my expectations for how my progress is going to go for the rest of the journey.
ATOMIC CANNON seemed like the perfect choice because of many reasons. One, it's very much a high-cps dependent level which fits my skillset quite well. My muscle memory has always been able to high click speeds quite effectively. Two, the length of 60 seconds is perfect. Shorter length means less chance of being demotivated when dying far from 0, less time for nerves to build up when getting far, and in generals feels less like a struggle. Three, listening to the clicks of an atomic cannon completion video is just so damn satisfying. This has always been at the back of my mind for a list demon to try if I ever decide to do one because of how fun it looks. And I think I chose correctly.
This level's gameplay is extremely well-made. The click patterns are just as fun and satisfying to execute as they seemed on video. This isn't really that much of a surprise for me, as it's basically the type of gameplay that had always loved except extremely difficult. While I was learning the parts I genuinely felt like I was making steady progress day by day, which felt really great. I know this wasn't the case for most other victors, but this level didn't seem to have many chokepoints to me. The difficulty comes from a very quick barrage of very tight clicks, but none of those clicks really seemed to consistently be a run-killer, and my deaths were pretty spread out(the part I struggled most with to get consistent at was definitely the ship, though. that shit doesnt allow for even the smallest mistake).
I sort of surprised myself with how well I played from 0 - I got a new best of 73 on the first day of playing from 0, and beat it on the 3rd. Throughout this all I was consistently able to get to the ship as well, though the ship killed most of my attempts when I got to it. I actually got relatively lucky, with my only ball deaths being 83x2 84x1 87x1 91x1. Just 5 for one of the hardest parts in the level is less than I expected. I can honestly say that while this was a definitely a long-ass grind, at no point during it (from starting to learn to getting 100%) did I ever get frustrated or demotivated at the level at all.
As for the deco; while it's just a rather standard 1.9-inspired design style, I still would rate it pretty highly for how well it's executed. the highlight for me would be the way spikes in the drop cube rapidly pulse different colors, which is really cool to look at. The sequel that was released recently looks absolutely flames and is definitely an improvement over this level's decoration. I most likely won't be playing that for a long while, though.
Attempts: 14777 Worst fail: 91% Hardest part: 71%-100% Enjoyment: 10/10Vapor LayoutXuser2023-07-28 | Made for DD layout contest (restrictions state that each gamemode can be used only once)
random burst of inspiration lead to the creation of my first layout in ages. hope you enjoyMy part in mischievousmechanismXuser2023-07-14 | quite diabolical
hosted by @fuzeGDLivid Light by scorpsi (Easy/Medium Demon)Xuser2023-06-15 | ID: 91039516
I was requested to upload this by scorpsi, and of course I accepted because the level is very cool! I've mostly known scorpsi previously from the gameplay they made for cordeaux levels, so it was unsurprising that this level is really fun as well. This is apparently their first ever solo, which is incredibly impressive to me. Definitely worth checking this one out!weaves of origin by thexxuser [New Insane Demon by me!]Xuser2023-05-19 | Level Name: weaves of origin ID: 90852190 Song: MuteHero - Karts & Gours Difficulty: Insane Demon
UPDATE: THIS LEVEL GOT EPIC RATED JUNE 12TH 2023! SO THANKFUL FOR EVERYONE Rebeat: youtu.be/4Hy4gy4Eme8 :D
Contribution to #maymory !
-- PARTS -- [0:01 - 0:12] - the origin of weaves [0:13 - 0:23] - spinning the threads [0:24 - 0:44] - the threads come to life [0:44 - 1:02] - intricate fabrics [1:03 - 1:24] - an illuminating tapestry
Well, it is finally here. Another solo release after what is almost a year… damn.
I started the layout of "weaves of origin" at around August of 2022. The original idea of it was to build something with a song that hasn't been previously used in any level before, and surprisingly it didn't take me too long to find "Karts & Gours" by MuteHero–a song that was also perfect for the exact type of level that I envisioned in my mind.
Weaves didn't start out as a line-art level. I started out with the idea of just putting down whatever ideas came to mind–just a random laid-back project to mess around and have fun with the editor. As I built the first part, though, I realized most of my ideas consisted of various line pieces strewn together. I decided to simply run with the gimmick of a line-art level from that point on.
I, of course, ended up taking the level a lot more seriously than just a "mess-around-with-random-ideas" project, due to my (unfortunate) obsession with impressing others with my creations. This is a mindset that I know isn't healthy but it remains difficult for me to shake off.
Due to my tendency of being an incredibly slow creator, building this level became a massive fucking time sink. This process was very engaging at times, while hopelessly tedious at others. Trying to sketch out the basic decoration ideas for each part was the fun aspect of it–an opportunity to truly channel my creativity as was my original hope with this project. Unfortunately, it kinda sucked dealing with the more technical aspects of the, trying to fix the seemingly inexorable visual errors that kept coming up. All of the was exacerbated by awful bugs/editor quirks that I kept encountering with the editor - by the time I started building the second half, there came a slight lag every time I tried to enter playtest mode, causing noticeable desync. This especially sucked considering I hadn't actually bothered finishing the entire layout when I started deco, so I had to test most of the gameplay in the second half either by hitting save and play every time or straight up making it in a separate copy. ALSO, there apparently was a bug with playtest mode where it broke the rotation angle of objects by a slight bit each time. The feeling I experienced seeing my circles constantly without knowing thr cause breaking and me having to fix them every time was just indescribably frustrating. Me trying to fix it manually lead to the circular base I used for a later background being shaped into an imperfect circle. At one point I spent two solid hours trying to fix rotational alignment issues caused by the bug. That shit just absolutely sucked.
Despite these frustrating experiences, I would say it is all worth it considering the satisfaction from finally having another solo under my belt. I am quite happy with how this turned out–the numerous ideas that I had envisioned in my head that I was actually able to execute successfully I to the editor. Incorporating line art into designs is a common theme amongst my creations–uniformity, Fiery Conviction, and my collab parts alike. Being able to put this concept into a full level is a pretty nice feeling.
There were three main inspirations involved in my creation of this level–grebeworld, MOTHMELONS, and Loltad's general style. Funnily enough, I didn't really directly think about these while creating the level, and they were only brought up to me by others when I showed previews of it. However, considering my absolute and familiarity and adoration for all of the three inspirations as well as the genuine resemblances that the level shares with them, I feel that there is no way I wasn't at least somewhat subconsciously influenced by them during the creation process.
Anyway, that's my textwall. See you all when I finish my next solo in 2025!
Some special thanks:
Huge thanks to the playtesters - Willow, FuZeBomb, Whacka, Devastation19, Hypno74, TheyCallMeEvan, SportsCarz11. This level would have been littered with secret ways at every corner without you guys lmao
Huge thanks to durianhead for providing very helpful feedback when i sent them a first version of the level, as well as offering good deco suggestions. The last part in particular now looks much better due to their ideas.
Huge thanks to everyone who has supported me throughout my years in this community - the gc (sram, whacka, fuze), Dragons Den, IDL server, and IDS server.loop by Darmuth (Extreme Demon)Xuser2023-04-01 | level by @darmuth
I remember first seeing this level's verification from zeronium's second channel, and that first viewing experience was so goddamn good that I went back and watched it over and over again. The "structural repetition with gameplay variation" concept is something that I have always found fascinated, and holyyy shit was I happy to see a level that completely based around that. Watching the memory gameplay executed alongside the visual effects is just completely mesmerizing.
I was happy to find that playing it was just as satisfying as watching as well. This level was a damn 10/10 experience from start to finish, from doing practice runs to learn each part and finally putting it together from 0. Playing this level, especially when you reach the last part, puts you into this unique flow state that I have yet to encounter from any other level. I guess it has something to do with the combination of the song, the slow-paced gameplay, the flowy movements of the structures, and just how genuinely damn consistent this level gets. I honestly don't think I had a single issue with any of the gameplay at all.
Definitely my favorite level of 2023
attempts: 2170 worst fail: 88% hardest part: well-balanced level enjoyment: 10/10My part in TangerineXuser2023-03-27 | actually built this quite a while ago and only remembered to upload it now lol
supposed to be inspired by hinds/loogiah 1.9 style but it actually just kinda ended up looking like fiery conviction 2.0 oopz
gameplay of the part is made by Sp3 hosted by @mephhhhh and @ZoinkDoinkDuplication by Zeptoz and more (Extreme Demon)Xuser2023-03-16 | very awesome decoration, very fun and consistent gameplay, what's not to love.
fuze is wrong as usual
wait apparently this is extreme now lol what too easy for extreme in my opinion but eh whatever
1472 attemptsWind Storm by Aimbotter2123 (Extreme Demon)Xuser2023-03-10 | This is my first major extreme demon fluke, with my worst fail being 48% somehow??? Though I can't say it is THE most surprising in the world since the level is super damn consistent and I practiced the ending a lot.
This level is genuinely so good. I honestly don't have a single complaint about the gameplay, every click is consistent and fun. The wave is initially the part that looked super scary to me, but it somehow just worked perfectly and I was able to nail it down pretty much every time in runs. The deco is amazing too, I watched Aimbotter make progress building this level when he posted previews in IDL, so of course I was super hyped for the full level. The theming and art are done incredibly well! He should get better at making bad levels IMO.
attempts: 1700 (exact amount) worst fail: 48% (!!!!!) hardest part: UFO enjoyment: 10/10Zettabyte by Jenkins (Extreme Demon)Xuser2023-03-10 | Absolute banger of a level. Jenkins deco is amazing as always, theming and effects are on point. It's a bit of a shame that the level is super unoptimized though, so I had to use ULDM.
This would easily be in my top 5 most fun levels that I've beaten if not for a couple of slightly finnicky spots, namely the 55 curved black orb ship, 60 dual, and 75 robot. The drop gameplay is easily 10000/10 while the post drop would be closer to 7.5/10. Still, I had an immense amount of fun with this so I would definitely recommend it.
attempts: 1343 (around 650 old) worst fail: 90% (oopsies!) hardest part: dual at 60 enjoyment: 9/10Daydream by Yendis (Extreme Demon)Xuser2023-02-19 | Damn. I remember really grinding out this level a lot right after I beat Niflheim, because it seemed a good choice as something that would probably be similar in terms of difficulty. My experience with that started off really fun as I was getting consistent at the drop of the level, but later I realized I couldn't get anywhere because the entire predrop was a complete brick wall. At one of my sessions I recall doing a 25-100 super quickly, hopping into the level from 0, then being stuck on it for around 20 minutes without even reaching the drop once. This was frustrating so I ended up dropping the level with around 6k attempts.
Now I decided to come back to it a year later because the NLW server introduced a new leaderboard system with points given from beating pending levels, and this happened to be one of them! (projected to move down from medium to easy tier, which I think is fair). Coming back to it this level was genuinely such a blast. I was quickly able to reclaim my consistency with the drop, which was even more fun than I remembered. Then I actually managed to gain consistency with the predrop as well, which I never thought I'd be able to do. After that the level basically became flawless for me. Part of this is of course due to me using bypass now, but I think part of it is also because I genuinely got better at the game. Either way, this proved to be not much of a struggle to finish.
By the way, the deco in this level is absolutely fantastic. The modern style is done so well, giving the level a super nice lively and upbeat feel which matches perfectly with the song. Yendis is just a super goated creator overall.
attempts: 6k old + like 400 new i think idk worst fail: 86% hardest part: predrop enjoyment: 9.5/10[First Victor] Bloom by Shrympo and zzgecko (Insane Demon)Xuser2023-02-18 | really coool level! i love the how creators can express super creative ideas while using 1.9 limitations, and this level is a good example of that. The gameplay is really good too, as expected from a TheyCallMeEvan verification. Only part of the gameplay I didn't particularly love was the mini wave at 64%, which feels a bit awkward to play. The rest is great though.
618 attemptscave of heart by ImMaxX1 and Onvil (Extreme Demon)Xuser2023-01-23 | This level is absolutely flawless. Onvil layouts always deliver, using unique gameplay elements that only serve to enhance the playing experience. This level has a bunch of stuff that I thought I would dislike, such as the mirror portal and the fact that it starts with a super tight ship filled with fake orbs. However, both of these things ended to be be completely enjoyable and consistent!
The decoration is also so good, it's actually criminal how this level is star rate only. I first fell in love with this level when I saw a preview on twitter showing the spider part. It's like a variety of really cool deco ideas mashed together to create something that is honestly pretty cohesive, doing a super good job of representing the song (which is also a banger btw). Standout parts would be the 34% cube maze and the last spider for me, but the entire level is great. I ended up *caving* in on extreme demon decoration rankings and changed my score from a 9 to a 9.5 and now finally to a 10.
new 3rd hardest btw
attempts: 5524 worst fail: 94% (im stupid) hardest part: robot (didnt feel this way at first but its impossible from 0 for some reason) enjoyment: 10/10Violet Glint by cordeaux and scorpsi (Hard Demon)Xuser2023-01-22 | gd player dies after touch a flower (real)
attempts: 380 worst fail: 86% hardest part: first spider enjoyment: 10/10Dustmuncher by LoltadXuser2023-01-06 | only a week into january and i might already have my level of the year
attempts: 1141 worst fail: 62% x2 hardest part: idk enjoyment: 10/10My part in Solar WindXuser2022-12-31 | xuser build something that doesnt use exclusively warm colors challenge
this took too long lol
hosted by @WillowGD[200th insane demon] After Catabath by BoyoftheCones and moreXuser2022-12-26 | As some of you already know, I have a tradition of doing insane demons with really awful reputations for milestones. As such, I thought that this level would be a perfect fit, and went in with expectations at the rock bottom.
To my surprise, this turned out to somehow not be an absolutely miserable experience to play. This is quite puzzling - the gameplay is objectively terrible, and you can point out questionable aspects of it everywhere. I guess me fluking this from 57 also contributed to me not hating this level.
This also felt a lot easier than I expected it to. Despite ship being my weakest gamemode by far, I somehow did not struggle to gain consistency at any of the parts. The level felt nlw on the idl, but my opinion is super unreliable anyway.
attempts: 810 worst fail: 57% hardest part: idk enjoyment: 6.5/10Lost Love by TheBlackHell (Insane/Extreme Demon)Xuser2022-12-17 | decided that i should go and pick up a high end memory demon to beat, and i am very happy with my choice. this level was super satisfying to learn and beat - it initially felt impossible while i was practicing it, but the consistency you have from 0 is just insane. i even progress fluked from 17 to 83 lmfao (though i did end up dying at the last cube 7 more times before beating it so that was a bit stupid). would highly recommend beating this level for sure
difficulty wise it's comparable to mind machine, so probably leaning more towards insane demon idk
attempts: 2252 worst fail: 88% x2 hardest part: last cube enjoyment: 9.5/10[New Hardest + 1000th demons + 10th extreme] Worse Trip by Loltad (Extreme Demon)Xuser2022-11-16 | All Loltad levels complete. Finally, one of the goals I have made myself for a long time that I now achieved after a year.
I'll start off by saying that I don't ever plan on doing a new hardest as a milestone again, and I probably wouldn't recommend doing it. It makes you feel constrained into playing only a single level, which can kinda suck. However, this level was a special case in which I was able to tolerate it, for 3 reasons. 1. As far as going for hardests goes, this was definitely a relatively smaller endeavor than other levels I could've picked. I found it to be only slightly harder than rash, and it fits my skillset anyway. 2. I had a fairly lucky experience, with 72 as my furthest fail and only 4-5 deaths in the second half. this is also why I acted so surprised upon beating it, I just did not expect to beat it that session at all 3. most importantly, the level is Worse Trip.
Well, I don't think anyone would be surprised to hear from me that it is one of my favorite levels in the game. Loltad is already the best creator in my eyes, and this only cements that further. Both the gameplay and decoration gets a 10/10 here, following rash's example. It was genuinely so fun to learn, and then after fully learning the parts it just gets even better. Some parts like the entire sequence at 52 feels impossible at first but becomes absolutely scarily consistent. I don't know how loltad can string together all these gameplay structures and inputs so well to create some of the most satisfying shit ever, but man does it feel good to play. I'll even say the deco helps out in the enjoyability of the level, as there are so many little details put into each part that every attempt you can notice something new, making it all the more interesting to play. It's kinda funny because I just recently joined an extreme demon collab that also uses ballistic funk as the song, and I noticed the decoration I made ended up being HIGHLY inspired by loltad style even though it wasn't my complete intention. I suppose it just seeps through my subconcious.
Anyway, that's my text wall. Thanks to everyone who supported me in this game, and of course I highly recommend anyone to check out this level and all of loltads other stuff.
Attempts: 7779 Worst fail: 72% Hardest part: idk Enjoyment: 11/10My part in ZurbXuser2022-11-11 | it's about to get canny
hosted by @mbmproductions9217[First Victor] Decay by KiwiPenguin (Insane/Extreme Demon)Xuser2022-10-06 | this completion is dedicated to the msfrog Overgrowth
kiwipenguin was hyping this up a bit in the idl server so when it came out i was super excited to check it out. The decoration is absolutely fantastic. The effects are extremely creative and well executed, and I especially loved the colors being used. I would say this is my favorite from kiwipenguin, even though dreamer is always fantastic decoration wise.
The gameplay is also extremely good. I'm a big fan of unorthodox timing levels, so this was right up my alley. This type of gameplay feels pretty odd at first but then it feels great when everything slowly starts to click and become consistent, which is something i really appreciate in levels. The no-spikes gameplay gimmick is similar to that used in chancla, a level that I also greatly enjoyed. My favorite part is probably the spider as it has some extremely satsfying click patterns.
Unfortunately, my experience was somewhat sucky. I got very poor luck and died 6 times in the last cube and 7 times in the last ship(to be fair the last ship is extremely chokeable so I was expecting to die there at least once or twice, but still). I was able to snatch first victor since no one else was going for it, but I probably did not deserve it lmao.
Difficulty wise I would call this a very low end extreme; It's on the insane/extreme border and leans slightly towards to extreme side, but I wouldn't complain if it ended up being rated insane demon instead. At least then we'd have a better top 10 idl. Note that I don't think my difficulty opinion is the most reliable due to the aforementioned luck i had.
anyway this level is amazing i would highly recommend it especially if you are into unorthodox timing levels. good job to kiwipenguin and the playtesters :msfrog:
attempts: 1827 worst fail: 97% x2 hardest part: last ship enjoyment: 5/10 (due to poor luck, the level itself is a 9.5/10)[First Victor] Cloud Nine by SoDaZ and Vlacc (Insane Demon)Xuser2022-09-26 | hoooly fuck this is one of my favorite levels ever for sure. Was anticipating this ever since vlacc uploaded the preview, and I hopped on to play instantly once I got word that it came out. It was somewhat stressful trying to win the first victor race and I even choked a death at 96, but that did not make this any less of an amazing experience. I would say this is around low-mid insane demon in terms of difficulty, depending on how well you can handle this type of fast paced gameplay.
I did not think vlacc could ever make any gp better than in FFFFFF, but wow. The gameplay here is one of the most fun i have ever played, it is a straight up 10/10 with how fun and satisfying it is to execute. I have pretty much zero complaints with any of the gameplay. The deco is spectacular, especially in the last part. Sodaz takes a design style like vlacc's and turns up the intensity with crazy effects, pulses and backgrounds, in a way that matches the song perfectly. Truly one of the most creative and slept on creators in our current times, but hopefully this level changes that.
really hope this receives an epic rating because it sure as hell deserves it.
800 attemptsTotem by Kivvvi (Extreme Demon)Xuser2022-09-25 | lol going from no extremes for 3 months to two extremes in two days, nice
this level is an absolute banger! I'll say it is low end extreme in terms of difficulty. The decoration and gameplay are both amazing, would certainly recommend