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Curated by: Remax5445 (150 videos)
ID: 108708033 I can't start this description without thanking everyone who made this possible. Firstly, the people that were willing to decorate this insane idea: @Slayer @notesxd @Kaza_GD @pixll9045 Huge thanks to all of the playtesters that helped make this level 10x more enjoyable despite me being stubborn at times: @itsmeautumnwa @linayruu @jupibun @iamfinley @lunatism. @drigeordraig Thanks to @fartballs79 for making some of the best signs in the city part and the carti in the editor. Thanks to @turqdeth and @SPURME for the amazing song, none of this would have been made without it! Thanks to @KeroshiDZN for the amazing thumbnail! Verifying this level was one of the most stressful yet rewarding experiences I have had (not just in-game lol) and I am so glad it is over. The idea for this level started when I found this song, a collaboration between the artists of the songs from Shimmer and Fog (TurquoiseDeath and Spurme, respectively), and thought it would be funny if we had a level combining Shimmer and Fog. Taking feedback from Fog and Shimmer, we decided it would be a cool idea to not have a pre-drop and make a level with a minute straight of 4x speed gameplay. Slayer and I built most of the layout back in 2.1, so we all could use it as a way to experiment with the new 2.2 decoration features. After months of decoration (and demotivation) we were finally able to finish the level and prepare it for verification. I began verifying this level the same day that the first teaser was uploaded and have spent an unhealthy amount of time every day grinding. With no predrop, this level is very fun from 0 but can still get a little annoying when not making progress. The first main chokepoint of the level is the wave at the end of the fog section, causing me the most deaths from 0 while also being the most satisfying part to pull off. Throughout this level's creation, the city part went from being some of the worst gameplay I have ever made to one of my favorite parts in any of my levels. I tried to tone down the chokepoint waves from Shimmer and I feel like I did that successfully as my deaths at this part were consistently spread out among all of the timings. Decorating this part was by far the most time and effort I have spent building anything and my main goal was to take all of the ideas that I didn't have time for when building Shimmer. The space part followed this same goal, utilizing a lot more 2.2 effects than the city which I feel like it turned out pretty well. I'm definitely not as proud of this part as my other parts but it still fits in pretty nicely. The gameplay in this part is probably the hardest in the level with a wave and ship chokepoint back-to-back. However, these both got very consistent for me so hopefully they will for everyone else as well. After the space part, the difficulty drops down in exchange for an increase in cps. This makes everything in the second half a strong test to your endurance and nerve control, resulting in an incredibly thrilling part from 0. The final chokepoint before the ending was the part showcased in the first teaser, a "flashback" to both Shimmer and Fog. I luckily did not die here as much as I thought, and it ended up being one of my favorite parts to play due to its intensity. I will not be talking a lot about the final part in this description as I have a lot to say but it is by far the coolest thing I have ever made in this game and I encourage anyone who plays this level to attempt to learn it (I will be making a whole video on this part soon). Overall, this level was incredibly fun to verify even with the stress that I had due to how consistent it gets. I have spent most of my summer working on this and it is very exciting to have it finally be released. Good luck and hope you guys enjoy! Enjoyment: 10/10 Failed Pattern: 1348731 Successful Pattern: 1345813 Attempts: 62,172 Estimated Difficulty: Top 35-45 Unlisted Verified ID: 108707936 As mentioned in the video, I will be uploading the main version of the level with the 2.1 percent system rather than with the 2.2 percent system since it makes the ending take up a much larger portion of the level than intended, causing progress to feel a lot less motivating.