Post
Geometry Dash: Super buffing the 'Denouement' level into the realm of impossibilityThe super buff process to push the popular Insane Demon level 'Denouement' to extreme difficulty has been revealed. Players will face unimaginable obstacles such as invisible objects, precise timings, and inverted gravity. The creator expects this level to be virtually impossible to clear. Will a brave soul emerge to conquer this demonic level?
1. 🎮 Introduction to 'Denouement' and Initial Wave Buffs
· 'Denouement' is an Insane Demon level, characterized by very difficult wave sections from the start.
· We are beginning a 'super buff' project to make this level as hard as possible.
· We increased the difficulty of the first wave section by adding a giant invisible object that obstructs vision, requiring 60 FPS frame-perfect timing.
· The first jump section was also buffed, and considering that high FPS makes timing easier, we decided to make the level unverifiable.
· We are beginning a 'super buff' project to make this level as hard as possible.
· We increased the difficulty of the first wave section by adding a giant invisible object that obstructs vision, requiring 60 FPS frame-perfect timing.
· The first jump section was also buffed, and considering that high FPS makes timing easier, we decided to make the level unverifiable.
00:00 - 01:25
1. 🎮 Introduction to 'Denouement' and Initial Wave Buffs
· 'Denouement' is an Insane Demon level, characterized by very difficult wave sections from the start.
· We are beginning a 'super buff' project to make this level as hard as possible.
· We increased the difficulty of the first wave section by adding a giant invisible object that obstructs vision, requiring 60 FPS frame-perfect timing.
· The first jump section was also buffed, and considering that high FPS makes timing easier, we decided to make the level unverifiable.
· We are beginning a 'super buff' project to make this level as hard as possible.
· We increased the difficulty of the first wave section by adding a giant invisible object that obstructs vision, requiring 60 FPS frame-perfect timing.
· The first jump section was also buffed, and considering that high FPS makes timing easier, we decided to make the level unverifiable.
01:26 - 02:11
2. 🤖 Robot Section and Micro-Click Difficulty Increase
· The jump section was changed to robot mode, adding a 'Soup in a Circle' jump where you must skip the first orb and land on the edge.
· We shifted direction from making the level clearable to making it 'absolutely impossible'.
· We added 'ridiculously impossible' click timings, mentioning past experiences where micro-clicks were difficult with a keyboard.
· Decorative spikes were added to increase both visual and actual difficulty simultaneously.
· We shifted direction from making the level clearable to making it 'absolutely impossible'.
· We added 'ridiculously impossible' click timings, mentioning past experiences where micro-clicks were difficult with a keyboard.
· Decorative spikes were added to increase both visual and actual difficulty simultaneously.
02:12 - 03:19
3. ⚽ Utilizing Ball Bugs and Adding Invisible Portals
· We utilize a 'ball bug' by switching to ball mode, where a double click on a block moves you to a platform.
· Small, invisible cube portals were added, creating unseen timings where players must guess their position.
· The timing was adjusted to the 'latest possible click' to achieve maximum difficulty.
· Small, invisible cube portals were added, creating unseen timings where players must guess their position.
· The timing was adjusted to the 'latest possible click' to achieve maximum difficulty.
03:20 - 04:06
4. 🔄 Inverted Gravity and Straight Fly Challenge
· A giant ramp was added to solve the problem of missing portals.
· The entire section was flipped, forcing players to play in inverted gravity, increasing difficulty.
· A straight fly section with added spikes was created.
· It was mentioned that an MCHOSE A68 Turbo keyboard would be rewarded to anyone who clears the level, but this was immediately retracted, stating the level would be impossible to clear.
· The entire section was flipped, forcing players to play in inverted gravity, increasing difficulty.
· A straight fly section with added spikes was created.
· It was mentioned that an MCHOSE A68 Turbo keyboard would be rewarded to anyone who clears the level, but this was immediately retracted, stating the level would be impossible to clear.
04:07 - 06:23
5. 🛸 UFO Spam and Gravity Manipulation Section
· A 30 CPS (clicks per second) spam section featuring fixed hitboxes and inverted UFOs is introduced.
· To give players a brief 'break', one section is mostly left as is, with only small gears added.
· Afterwards, gravity is changed to be 'absolutely terrible', creating a swing section. A strange phenomenon occurs where the ball lands back on the block due to low gravity.
· Playtesting confirmed that the difficulty of the UFO and swing sections was much higher than expected.
· To give players a brief 'break', one section is mostly left as is, with only small gears added.
· Afterwards, gravity is changed to be 'absolutely terrible', creating a swing section. A strange phenomenon occurs where the ball lands back on the block due to low gravity.
· Playtesting confirmed that the difficulty of the UFO and swing sections was much higher than expected.
06:24 - 08:08
6. 🌀 Demonic Orb Patterns and Tight Timings
· Spikes were added along the 'editor trail' to create a demonic but theoretically possible swing challenge.
· A 'pad bug' was implemented where clicking before a blue orb inverts gravity, allowing access to a yellow orb after hitting the blue one.
· A 'demonic section' with mini balls and complex orb patterns was created to impose extreme difficulty, concluding that this section would be impossible to clear.
· Returning to normal gravity, gears and spikes were added, comparing the tight timings to levels like 'Thinking Space 2'.
· A 'pad bug' was implemented where clicking before a blue orb inverts gravity, allowing access to a yellow orb after hitting the blue one.
· A 'demonic section' with mini balls and complex orb patterns was created to impose extreme difficulty, concluding that this section would be impossible to clear.
· Returning to normal gravity, gears and spikes were added, comparing the tight timings to levels like 'Thinking Space 2'.
08:09 - 11:09
7. 🌊 Spider Part, Wave Buffs, and Final Difficulty Adjustment
· The spider part was buffed to require specific and difficult jumps.
· A key collection section with spikes was added.
· The final wave part was buffed with mini waves, more spikes, and giant rotating sawblades, elements inspired by other difficult levels.
· After adding more spikes and gears, a controlled spam section was created using the 'Better Edit' mode tool.
· Angle buffs were integrated for creative difficulty, completing the 'super buffed' 'Denouement' level, and the level ID is revealed for players to try.
· A key collection section with spikes was added.
· The final wave part was buffed with mini waves, more spikes, and giant rotating sawblades, elements inspired by other difficult levels.
· After adding more spikes and gears, a controlled spam section was created using the 'Better Edit' mode tool.
· Angle buffs were integrated for creative difficulty, completing the 'super buffed' 'Denouement' level, and the level ID is revealed for players to try.
