Editing Clutterfunk 2017
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| Latest revision | Your text | ||
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|creator = GD Jose | |creator = GD Jose | ||
|created = [[Update 2.1]] | |created = [[Update 2.1]] | ||
|difficulty = | |difficulty = [[File:Insane.png|x35px]] | ||
|stars = 9 | |stars = 9 | ||
|coins = 3 | |coins = 3 | ||
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|objects = 20,105 | |objects = 20,105 | ||
|copytype = Password (40717) | |copytype = Password (40717) | ||
|downloads = 4. | |downloads = 4.21M | ||
|likes = | |likes = 185.8K | ||
|rating = Epic | |rating = Epic | ||
|artist = [https://waterflame.newgrounds.com/ Waterflame] | |artist = [https://waterflame.newgrounds.com/ Waterflame] | ||
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==Description== | ==Description== | ||
*'''0-15%:''' The first cube sequence of Clutterfunk 2017 introduces the style used for several sections. It consists of black vignette borders along the horizontal edges of the screen, floating sawblades as decorations, particles on a cascading ground, and black block designs that | *'''0-15%:''' The first cube sequence of Clutterfunk 2017 introduces the style used for several sections. It consists of black vignette borders along the horizontal edges of the screen, floating sawblades as decorations, particles on a cascading ground, and black block designs that utilise the Bounce Out and Back Out move easings. All decorations typically use significant glow. The gameplay is identical to Clutterfunk, including the 4-7% mirror section. Aside from a skull collectable at 1% that triggers the level's Low Detail Mode (LDM), the only change is that the drop at 5.25% now involves a fake wall the player must pass through. If the player follows the pulsing arrows and jumps, they will be blocked by a falling troll pillar with a spike. The background starts red, then fades to pink when mirrored, then back to red, and finally to black as the sequence ends. | ||
*'''15-29.25%:''' When the background returns to pink, the player hits a size portal and lands within an undulating corridor with spikes and sawblades plastered over the ceiling. The background cuts to purple when the player flips gravity at 21.5%, then fades to black as the player hits five pads to exit the cube sequence. The gameplay remains identical to its predecessor, but may appear to have tighter timings; this is due to the excessive placement of hazards, which limits the margin for error. | *'''15-29.25%:''' When the background returns to pink, the player hits a size portal and lands within an undulating corridor with spikes and sawblades plastered over the ceiling. The background cuts to purple when the player flips gravity at 21.5%, then fades to black as the player hits five pads to exit the cube sequence. The gameplay remains identical to its predecessor, but may appear to have tighter timings; this is due to the excessive placement of hazards, which limits the margin for error. | ||
*'''29.25-36.25%:''' When the player enters the first ship sequence, the background cuts to a darker purple with a vertical beam of light in the centre. While the placements of the obstacles remain the same, all of the blocks and spikes now rotate, slightly buffing the difficulty of the section. At 34.25%, the background begins to fade to pink, and the beam curves. | *'''29.25-36.25%:''' When the player enters the first ship sequence, the background cuts to a darker purple with a vertical beam of light in the centre. While the placements of the obstacles remain the same, all of the blocks and spikes now rotate, slightly buffing the difficulty of the section. At 34.25%, the background begins to fade to pink, and the beam curves. | ||