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CHIL
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==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.
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