CHIL: Difference between revisions

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  |id        = 114281093
  |id        = 114281093
  |creator    = McCoco
  |creator    = McCoco
|verifier  = McCoco
  |created    = [[Update 2.2]]
  |created    = [[Update 2.2]]
|updated    = [[Update 2.2]]
  |difficulty = [[File:ExtremeDemon.png|x35px]]
  |difficulty = [[File:ExtremeDemon.png|x35px]]
  |stars      = 10
  |stars      = 10
Line 12: Line 10:
  |copytype  = No password
  |copytype  = No password
  |downloads  = 135.7K+
  |downloads  = 135.7K+
  |likes      = 3.5+
  |likes      = 3.5K+
  |rating    = Featured
  |rating    = Featured
  |artist    = [https://www.youtube.com/channel/UCV4ggxLd_Vz-I-ePGSKfFog Camellia]
  |artist    = [https://www.youtube.com/channel/UCV4ggxLd_Vz-I-ePGSKfFog Camellia]
  |music      = [https://www.youtube.com/watch?v=A-Rvob1Px68 Жужжалка76]
  |music      = [https://www.youtube.com/watch?v=A-Rvob1Px68 Жужжалка76]
  |musicid    = 10007183
  |musicid    = 10007183 (Music Library)
}}
}}
'''CHIL''' is a [[Update 2.2|2.2]] Extreme Demon level by ⁨McCoco, published on 18 January 2025.
'''CHIL''' (formerly known as '''CHILLAX''') is a [[Update 2.2|2.2]] Extreme Demon level by ⁨McCoco, published on 18 January 2025.


The level is short but very condensed in gameplay, with most of its difficulty scattered around the drop and the last section after the second drop. Its blurry gameplay, late-emerging structures and portals, colorful flashy objects and various particles obstructing the view are a hard challenge in itself. Despite all of that, CHIL received a lot of positive feedback, with most of its victors rating it 8/10 or 9/10, praising the energetic song and how much CHIL matches its vibe.
The level is short but very condensed in gameplay, with most of its difficulty scattered around the drop and the last section after the second drop. Its blurry gameplay, late-emerging structures and portals, trippy visuals with relentless camera effects, and rapid pulses are a hard challenge in themselves. Despite all of that, CHIL received positive reviews, with most of its victors rating it 8/10 or 9/10, praising the energetic song and how much CHIL matches its vibe.


After its verification by McCoco on 31 August 2025,<ref>https://www.youtube.com/watch?v=DROMiCc2ZRM</ref> Chil was rated on 30 November 2025 and was placed at #24 on the [[Demonlist (Pointercrate)|Demonlist]] on 26 December 2025.
After its verification by McCoco on 31 August 2025,<ref>https://www.youtube.com/watch?v=DROMiCc2ZRM</ref> CHIL was rated on 30 November 2025 and was placed at #24 on the [[Demonlist (Pointercrate)|Demonlist]] on 26 December 2025.


==Description==
==Description==
*'''0-13%:''' CHIL begins with a cube sequence, featuring a load of near frame perfect jumps and orb inputs as the music progresses and becomes more and more intense. The atmosphere is colorful, with rainbow fog slightly abstructing the view. To progress further, the player jumps on platforms rising from the ground, and avoiding the spikes, starts glitching before clicking a red orb, entering the drop.
*'''0-18%:''' CHIL begins with a cube sequence, featuring a load of near-frame-perfect jumps and orb inputs as the music progresses and becomes more and more intense. The atmosphere is colourful, with rainbow fog slightly obstructing the view. To progress further, the player must jump on platforms rising from the ground and avoid the spikes; it starts glitching before needing to hit a red orb, entering the drop.
*'''13-32%:''' The drop begins with an extremely tight wave section interchanging with a spider, cube, UFO, swing-copter, cube and ball. Solid structures rise from from the bottom and hang on the top, with player carefully maneouvring through them, as size, gravity and gamemode portals spawn infront. The atmosphere is trippy, with the music going completely bizzare, and colors changing lots of times per second.
*'''18-35%:''' The drop begins with an extremely tight wave sequence interchanging with a spider, cube, UFO, swing, cube, and ball. Solid structures rise from the bottom and hang on top, and the player needs to carefully manoeuvre through them, as size, gravity, and game-mode portals spawn in front. The atmosphere is trippy, with the music going completely bizarre, and colours changing lots of times per second.
*'''32-41%:''' The player is now the cube throughout this whole section. The level gets darker and more shaky with rapidly changing colors and decoration styles, which adds a lot of difficulty to the precise jumps and orb inputs. A lot of spider orbs are present to move the cube forward, with its size sometimes changing.
*'''35-43%:''' The player is now a cube throughout this whole sequence. The level gets darker and shakier, with rapidly changing colours and decoration styles, which adds a lot of difficulty to precise jumps and orb inputs. Many spider orbs are present to move the player forward, and its size sometimes changes.
*'''41-50%:''' The level gets more bright, and a smorgasbord of gamemodes comes forward. This section is really glitchy, and the player must sometimes commit near-invisible jumps and orb inputs due to the intense 'static noise' in the background.
*'''43-50%:''' The level brightens, and a smorgasbord of game-modes comes forward. This section is really glitchy, and the player must sometimes commit near-invisible jumps and orb inputs due to the intense 'static noise' in the background.
*'''50-56%:''' The drop ends, the music calms down and the speed decreases, but only for a while. As a cube, takes a breath, as most of the orb timings are fairly easy. The cube jumps from a red orb onto a dash portal, and is quickly brought back to the drop following a brief 'face' jumpscare.
*'''50-62%:''' The drop ends, the music calms down and the speed decreases, but only for a while. As a cube, the player can take a breath, as most of the orb timings are fairly easy. The cube must jump from a red orb into a dash orb, and is quickly brought back to the drop following a brief 'face' jumpscare.
*'''56-75%:''' This entire section is only in quadruple speed. Gamemodes change as quickly as music beats, and the player is thrown into a very trippy, dark and completely glitched decoration. The player must react very quickly, doing near frame perfect clicks every so often on the orbs, experiencing rapid shrinking and growing and gravity changes. From 70% on the level is almost invisible, with darkness covering the gameplay section, and then, the level's name appears.
*'''62-80%:''' This entire section is only at quadruple speed. Game-modes change as quickly as music beats, and the player is thrown into a very trippy, dark, and completely glitched decoration. The player must react very quickly, doing near-frame-perfect clicks every so often on the orbs, experiencing rapid shrinking and growing and gravity changes. From 70% onwards, the level is almost invisible, with darkness covering the gameplay section; then the level's name appears.
*'''75-100%:''' The part starts with a glitchy warped screen, before pushing the player through extremely tight wave and cube corridors. This section is very flashy, and could potentially cause epilepsy. The decoration is more stale and solid, with geometrical shapes creating structures, hazards and decorations. In the last cube, almost every orb input is a difficult frame window, and the wave must pass a shaking corridor of spikes, then a change of various gamemodes happen, and as a cube, player holds down the dash orb before releasing on a red orb to pass a very difficult timing, and beat the level.
*'''80-100%:''' This section begins with a glitchy warped screen, before pushing the player through extremely tight wave and cube corridors. This section is very flashy, and could potentially cause epilepsy. The decoration is more stale and solid, with geometrical shapes creating structures, hazards and decorations. In the last cube sequence, almost every orb input is a difficult timing. Now, as a wave, the player must pass a shaking corridor of spikes; then a change of various game-modes happens, and as a cube, the player must hold down the dash orb before releasing on a red orb to pass a very difficult timing and beat the level.
 
==Gameplay==
{{VC|1IAq4Ic2Jwg}}


==Trivia==
==Trivia==
Line 39: Line 40:
==References==
==References==
<references />
<references />
[[Category:Demon List levels]]

Revision as of 15:36, 8 August 2026

CHIL
ID

114281093

Creator(s)

McCoco

Created
Attributes
Difficulty

10

Length

1m 2s (Long)

Objects

69,165

Copy type

No password

Statistics
Downloads

135.7K+

Likes

3.5K+

Rating

Featured

Audio info
Artist(s)
Music ID

10007183 (Music Library)

CHIL (formerly known as CHILLAX) is a 2.2 Extreme Demon level by ⁨McCoco, published on 18 January 2025.

The level is short but very condensed in gameplay, with most of its difficulty scattered around the drop and the last section after the second drop. Its blurry gameplay, late-emerging structures and portals, trippy visuals with relentless camera effects, and rapid pulses are a hard challenge in themselves. Despite all of that, CHIL received positive reviews, with most of its victors rating it 8/10 or 9/10, praising the energetic song and how much CHIL matches its vibe.

After its verification by McCoco on 31 August 2025,[1] CHIL was rated on 30 November 2025 and was placed at #24 on the Demonlist on 26 December 2025.

Description

  • 0-18%: CHIL begins with a cube sequence, featuring a load of near-frame-perfect jumps and orb inputs as the music progresses and becomes more and more intense. The atmosphere is colourful, with rainbow fog slightly obstructing the view. To progress further, the player must jump on platforms rising from the ground and avoid the spikes; it starts glitching before needing to hit a red orb, entering the drop.
  • 18-35%: The drop begins with an extremely tight wave sequence interchanging with a spider, cube, UFO, swing, cube, and ball. Solid structures rise from the bottom and hang on top, and the player needs to carefully manoeuvre through them, as size, gravity, and game-mode portals spawn in front. The atmosphere is trippy, with the music going completely bizarre, and colours changing lots of times per second.
  • 35-43%: The player is now a cube throughout this whole sequence. The level gets darker and shakier, with rapidly changing colours and decoration styles, which adds a lot of difficulty to precise jumps and orb inputs. Many spider orbs are present to move the player forward, and its size sometimes changes.
  • 43-50%: The level brightens, and a smorgasbord of game-modes comes forward. This section is really glitchy, and the player must sometimes commit near-invisible jumps and orb inputs due to the intense 'static noise' in the background.
  • 50-62%: The drop ends, the music calms down and the speed decreases, but only for a while. As a cube, the player can take a breath, as most of the orb timings are fairly easy. The cube must jump from a red orb into a dash orb, and is quickly brought back to the drop following a brief 'face' jumpscare.
  • 62-80%: This entire section is only at quadruple speed. Game-modes change as quickly as music beats, and the player is thrown into a very trippy, dark, and completely glitched decoration. The player must react very quickly, doing near-frame-perfect clicks every so often on the orbs, experiencing rapid shrinking and growing and gravity changes. From 70% onwards, the level is almost invisible, with darkness covering the gameplay section; then the level's name appears.
  • 80-100%: This section begins with a glitchy warped screen, before pushing the player through extremely tight wave and cube corridors. This section is very flashy, and could potentially cause epilepsy. The decoration is more stale and solid, with geometrical shapes creating structures, hazards and decorations. In the last cube sequence, almost every orb input is a difficult timing. Now, as a wave, the player must pass a shaking corridor of spikes; then a change of various game-modes happens, and as a cube, the player must hold down the dash orb before releasing on a red orb to pass a very difficult timing and beat the level.

Gameplay






Trivia

References