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'''Eon''' is a [[Update 2.2|2.2]] Extreme Demon level by Renn241, verified by BlankB. The level is famous for its over 55-minute length, making it the longest rated classic level, while mostly consisting of gameplay considered to be around Harder difficulty. The level was uploaded on 24 February 2024, then deleted and reuploaded the following day.
'''Eon''' is a [[Update 2.2|2.2]] Extreme Demon level by Renn241, verified by BlankB. The level is famous for its over 55-minute length, making it the longest rated classic level, while mostly consisting of gameplay considered to be around Harder difficulty. The level was uploaded on 24 February 2024, then deleted and reuploaded the following day.


Eon is one of the most iconic Extreme Demons for its length. It has received praise for its challenging gameplay, well-polished decorations and effects, and music representation. However, it was criticized for repetitive gameplay, parts that lacked sight-readability, excessive high-CPS usage, and the infamous last triple-spike jump.
Eon is one of the most iconic Extreme Demons for its length. It has received praise for its challenging gameplay, well-polished decorations and effects, and music representation. However, it was criticised for repetitive gameplay, parts that lacked sight-readability, excessive high-CPS usage, and the infamous last triple-spike jump.


==Description==
==Description==
*'''0-4%:''' Eon begins with the player as a cube, and the first part of the level consists of a row of four keys where the player can choose their FPS, and the level will keep the music synced with the level based on the FPS they have. The rest of the part consists of pillars and orb spam.
*'''0-4%:''' Eon begins with the player as a cube, and the first part of the level consists of a row of four keys where the player can choose their FPS, and the level will keep the music synced with the level based on the FPS they have. The rest of the part consists of pillars and orb spam.
*'''4-6%:''' This next part consists of floating platforms and tight timings, often utilizing gravity portals in its gameplay to switch the player between platforms.
*'''4-6%:''' This next part consists of floating platforms and tight timings, often utilising gravity portals in its gameplay to switch the player between platforms.
*'''6-7%:''' This part consists of the first of many ship and wave parts, utilizing the free fly mode in the wave part.  
*'''6-7%:''' This part consists of the first of many ship and wave parts, utilising the free fly mode in the wave part.  
*'''7-8%:''' The level switches back to the cube game-mode, consisting of hard timings and orb gameplay.
*'''7-8%:''' The level switches back to the cube game-mode, consisting of hard timings and orb gameplay.
*'''8-10%:''' The gameplay switches from cube to ship consistently, still utilizing the hard timings the rest of the level has used.
*'''8-10%:''' The gameplay switches from cube to ship consistently, still utilising the hard timings the rest of the level has used.
*'''10-11%:''' The start of this part consists of sloped platforms, and towards the end, the gameplay switches back to the constant game-mode switches like in the last part, switching the player from cube to wave.  
*'''10-11%:''' The start of this part consists of sloped platforms, and towards the end, the gameplay switches back to the constant game-mode switches like in the last part, switching the player from cube to wave.  
*'''11-12%:''' Continuation of the last part, it consistently switches the game-mode from cube to wave.
*'''11-12%:''' Continuation of the last part, it consistently switches the game-mode from cube to wave.
*'''12-14%:''' This part consists of ship and wave gameplay, utilizing invisible sawblades and a dark background.
*'''12-14%:''' This part consists of ship and wave gameplay, utilising invisible sawblades and a dark background.
*'''14-17%:''' The beginning of this part utilizes the same gimmick as 9-12%, switching from cube to the swing, and then the gameplay switches back to cube gameplay, utilizing gravity pads and slopes. The end of this part consists of spike jumps.
*'''14-17%:''' The beginning of this part utilises the same gimmick as 9-12%, switching from cube to the swing, and then the gameplay switches back to cube gameplay, utilising gravity pads and slopes. The end of this part consists of spike jumps.
*'''17-18%:''' The gameplay consists of floating platforms and dash orbs.  
*'''17-18%:''' The gameplay consists of floating platforms and dash orbs.  
*'''18-20%:''' This part consists of the first robot part, switching to another cube part for a bit and then back to the robot.
*'''18-20%:''' This part consists of the first robot part, switching to another cube part for a bit and then back to the robot.
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*'''61-62%:''' Switching gameplay between cube and ball, also similar to 7-8%.  
*'''61-62%:''' Switching gameplay between cube and ball, also similar to 7-8%.  
*'''62-64%:''' A remix of 12-14%, with a small jumpscare added.
*'''62-64%:''' A remix of 12-14%, with a small jumpscare added.
*'''64-65%:''' A simple slow cube part utilizing sepia shaders.  
*'''64-65%:''' A simple slow cube part utilising sepia shaders.  
*'''65-66%:''' A part that begins with a staircase and has some repetitive orb gameplay.  
*'''65-66%:''' A part that begins with a staircase and has some repetitive orb gameplay.  
*'''65-69%:''' A neon cube-only part that begins red with clocks ticking back and forth, and turns white for some spike jumps and more simple cube gameplay resembling staircases.  
*'''65-69%:''' A neon cube-only part that begins red with clocks ticking back and forth, and turns white for some spike jumps and more simple cube gameplay resembling staircases.  
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