Post
The End of Geometric Suffering: 'GRIEF' Level Nerf ChallengeThis video features a unique challenge playing the hardest demon level, 'GRIEF,' where the level is nerfed every time the player dies. How many nerfs will it take to clear the level? Check out the extreme gameplay where frustration and triumph collide.
1. 🎮 Introducing the 'GRIEF' Level and Challenge Rules
· Introducing 'GRIEF,' currently the hardest demon level in the game.
· 'GRIEF' has been tested and verified over two and a half years.
· The rule for this video is to nerf the level once every time the player dies.
· This rule will be repeated until the level is cleared.
· 'GRIEF' has been tested and verified over two and a half years.
· The rule for this video is to nerf the level once every time the player dies.
· This rule will be repeated until the level is cleared.
00:00 - 00:25
1. 🎮 Introducing the 'GRIEF' Level and Challenge Rules
· Introducing 'GRIEF,' currently the hardest demon level in the game.
· 'GRIEF' has been tested and verified over two and a half years.
· The rule for this video is to nerf the level once every time the player dies.
· This rule will be repeated until the level is cleared.
· 'GRIEF' has been tested and verified over two and a half years.
· The rule for this video is to nerf the level once every time the player dies.
· This rule will be repeated until the level is cleared.
00:26 - 01:25
2. 🔧 First Nerf Attempt: Moving Structures and Removing Obstacles
· The level's structures are grouped, allowing for free movement and modification.
· After recording 0% on the first attempt, the decision is made to nerf the level further.
· Difficulty is reduced by moving or removing obstacles like gears and monster mouth-shaped hazards.
· 'GRIEF' contains more objects than Stereo Madness, causing long loading times even in the editor.
· Nerfing by removing spikes in a high-speed wave section.
· After recording 0% on the first attempt, the decision is made to nerf the level further.
· Difficulty is reduced by moving or removing obstacles like gears and monster mouth-shaped hazards.
· 'GRIEF' contains more objects than Stereo Madness, causing long loading times even in the editor.
· Nerfing by removing spikes in a high-speed wave section.
01:26 - 02:30
3. 📈 Progress After Nerfing: Breaking 12% and Further Nerfs
· Progress reaches 12% with the nerfed level, showing improvement.
· Obstacles are moved to widen narrow passages in the triple speed section.
· The early section is easier after the nerf but still maintains a difficulty above Insane Demon.
· Obstacles in the triple speed section are moved one block at a time to increase the chance of passing.
· Obstacles are moved to widen narrow passages in the triple speed section.
· The early section is easier after the nerf but still maintains a difficulty above Insane Demon.
· Obstacles in the triple speed section are moved one block at a time to increase the chance of passing.
02:31 - 04:04
4. 🚀 Nerfing the Triple Speed Section and Discovering New Obstacles
· Obstacles are moved one block at a time to widen the narrow passages in the triple speed section.
· The need to move everything one block at a time up to the drop section is felt.
· Previously unseen arrow obstacles are discovered, and the entire drop section is nerfed.
· Hidden arrows and invisible objects are removed, simplifying the level.
· The need to move everything one block at a time up to the drop section is felt.
· Previously unseen arrow obstacles are discovered, and the entire drop section is nerfed.
· Hidden arrows and invisible objects are removed, simplifying the level.
04:05 - 05:43
5. ⚠️ Nerfing the Drop Section and Unpredictable Deaths
· Arrows and invisible obstacles in the drop section are removed.
· Obstacles are moved to widen the complex passages in the triple speed section.
· Death occurs in the mini wave section, and the corresponding gear is removed.
· It's difficult to find ways to nerf due to invisible portals and complex structures.
· A slow-motion portal is placed due to the unpredictable movements in the spam section.
· Obstacles are moved to widen the complex passages in the triple speed section.
· Death occurs in the mini wave section, and the corresponding gear is removed.
· It's difficult to find ways to nerf due to invisible portals and complex structures.
· A slow-motion portal is placed due to the unpredictable movements in the spam section.
05:44 - 07:14
6. 💡 Nerfing the Straight Flying Section and Trying New Strategies
· Spikes in the straight flying section are removed, and it's modified to be passable with just a hold.
· Spikes are removed and changed to a hold-based method to pass the complex straight flying section.
· Unusual structures like the Clubstep Monster are nerfed.
· The repeating teleport portal section is modified, and slopes are used for passage.
· Unexpected movements in airplane mode cause confusion, and the position of the green portal is adjusted.
· Spikes are removed and changed to a hold-based method to pass the complex straight flying section.
· Unusual structures like the Clubstep Monster are nerfed.
· The repeating teleport portal section is modified, and slopes are used for passage.
· Unexpected movements in airplane mode cause confusion, and the position of the green portal is adjusted.
07:15 - 08:45
7. 🔄 Nerfing the Mini Wave Section and Removing Objects
· Spikes in the mini wave section are removed, making it easier to pass.
· Platforms are moved to avoid collisions in UFO mode.
· It's difficult to find ways to nerf due to complex objects and spikes.
· All black objects and spikes are removed, and blocks for sliding are added.
· Gears in the ball mode section are removed, and the section requiring simultaneous control of two players is modified.
· Platforms are moved to avoid collisions in UFO mode.
· It's difficult to find ways to nerf due to complex objects and spikes.
· All black objects and spikes are removed, and blocks for sliding are added.
· Gears in the ball mode section are removed, and the section requiring simultaneous control of two players is modified.
08:46 - 10:14
8. 🤔 Nerfing the Second Drop Section and Attempting Automation
· The complex structure of the second drop section is simplified, leaving only passable paths.
· Automation is deemed necessary due to the unpredictable movements in the spam section.
· After 50 minutes of effort, automation of the complex spam section is successful.
· The timing of the automated section is adjusted, making it easier to pass than before.
· Halfway through the level, but difficult sections still remain.
· Automation is deemed necessary due to the unpredictable movements in the spam section.
· After 50 minutes of effort, automation of the complex spam section is successful.
· The timing of the automated section is adjusted, making it easier to pass than before.
· Halfway through the level, but difficult sections still remain.
10:15 - 12:07
9. 💥 Nerfing the Memory Overload Section and Rearranging Structures
· Methods to automate or reduce the difficulty of the memory overload-inducing section are explored.
· Tangled triggers and objects are organized and made easier for players to understand.
· Teleport portal position errors are corrected, and elements hindering gameplay are removed.
· Objects in the ball mode section are automated, monster teeth are removed and replaced with preferred blocks.
· Rearranged structures and objects are tested, and errors are corrected.
· Tangled triggers and objects are organized and made easier for players to understand.
· Teleport portal position errors are corrected, and elements hindering gameplay are removed.
· Objects in the ball mode section are automated, monster teeth are removed and replaced with preferred blocks.
· Rearranged structures and objects are tested, and errors are corrected.
12:08 - 13:39
10. 🎢 Nerfing the Rollercoaster Section and Unpredictable Drops
· The complex movements of the rollercoaster section are simplified, and drop points are made predictable.
· Blocks are added to clearly indicate where players will drop.
· Smiley face-shaped obstacles and unexpected spikes are removed.
· Despite numerous nerfs, deaths continue to occur in unpredictable sections.
· The timing of the early section is slightly adjusted, and areas where structures were not merged are tidied up.
· Blocks are added to clearly indicate where players will drop.
· Smiley face-shaped obstacles and unexpected spikes are removed.
· Despite numerous nerfs, deaths continue to occur in unpredictable sections.
· The timing of the early section is slightly adjusted, and areas where structures were not merged are tidied up.
13:40 - 14:52
11. 🚀 Nerfing the Final Section and Attempting to Clear
· The complex structure of the wave section is simplified, leaving only passable paths.
· Hidden obstacles and invisible speed portals are made visible.
· Narrow spikes and unpredictable movements in the final section are nerfed.
· The complex path in the final wave section is simplified, leaving only passable routes.
· Finally, the nerfed level is successfully cleared.
· Hidden obstacles and invisible speed portals are made visible.
· Narrow spikes and unpredictable movements in the final section are nerfed.
· The complex path in the final wave section is simplified, leaving only passable routes.
· Finally, the nerfed level is successfully cleared.
14:53 - 17:54
12. 🏆 Clearing 'GRIEF' and Final Thoughts
· The nerfed 'GRIEF' level is cleared, reaching a final progress of 88%.
· The timing of the early section was not as difficult as expected, but minor adjustments are made.
· Spikes in the final section are removed, and objects are placed to increase the chance of passing.
· The level is finally cleared, and the name 'GRIEF' is once again realized to mean suffering.
· Cleared after 47 attempts, but it's estimated that there were actually over 750 attempts.
· The timing of the early section was not as difficult as expected, but minor adjustments are made.
· Spikes in the final section are removed, and objects are placed to increase the chance of passing.
· The level is finally cleared, and the name 'GRIEF' is once again realized to mean suffering.
· Cleared after 47 attempts, but it's estimated that there were actually over 750 attempts.
