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Sevvend Clubstep
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==Gameplay== *'''0–14%:''' Sevvend Clubstep begins with the player being launched from an invisible pad as a mini-cube onto a platform, where they must jump to avoid the incoming structures. The player must pass through tight spike gaps using orbs and hit the red orb, then hold the pink dash orb. While holding, the player's speed increases until they land on a blue pad. After three more orb inputs, the player transforms into a spider and must hit a black orb, performing several rapid inputs before reaching a short section where they must hit multiple orbs (with a brief half-second wave transition requiring a single precise input). The player then becomes a spider again and must make three extremely precise inputs to pass through a very tight gap surrounded by suddenly appearing spikes. After that, several rapid inputs are required in narrow wave corridors. As a cube, they must perform timed inputs on blue orbs while continually bouncing on blue pads. The section ends with the player holding the pink dash orb. *'''14–24%:''' The player releases the dash orb and is launched upwards by a yellow pad. While falling, they must hit a pink orb, entering a rapid-input sequence involving orbs, dash orbs, and portals. Afterwards, the player briefly slows down and performs three precise, spaced inputs on spider orbs, bouncing on pink pads. They then enter a short ball section with several quick orb inputs and interactions with structures. After transforming back into a cube, they must perform additional orb inputs while avoiding spikes and interacting with structures that 'dance' to the music. The section ends with a short transition using invisible pads. *'''24–35%:''' The player transforms into a ship and must immediately hit a yellow orb. A ship section follows, requiring timed orb inputs, with multiple gravity portals aligning the ship's movements. The player must make very precise inputs while flying carefully around saw blades, spikes, and other hazards. Next, a short cube section follows with several orb inputs between structures. Afterwards, the player becomes a wave and must make many rapid, precise inputs in extremely tight corridors filled with structures and saw blades. The section ends with the player returning to a cube and holding the pink dash orb again. *'''35–46%:''' A yellow pad launches the player upwards, transforming them into a UFO. This section demands quick, accurate inputs between structures and saw blades. The path includes orbs, portals, and interactive structures that must often be used together to avoid obstacles. The player then becomes a cube again, performs several orb inputs while using portals, and subsequently transforms into a wave that travels through narrow gaps between structures. The section ends with the player reverting to a cube and holding another pink dash orb. *'''46–56%:''' A comparatively calmer section begins. The player is immediately met with difficult timing on a pink orb, followed by several more orb inputs. Passing through a portal shrinks the cube, requiring three precise, short inputs on dash orbs while avoiding nearby spikes. The player then becomes a normal-sized cube again, makes several quick inputs, and enters a slow ball section. Here, they must make three inputs, navigating gravity changes between structures and avoiding small spikes. Afterwards, they transform into a wave and make several quick, precise inputs before becoming a cube again to perform rapid inputs on blue orbs, bouncing on blue pads and avoiding saw blades and spikes. The section ends with another held pink dash orb. *'''56-66%:''' *'''66–77%:''' The level returns to a ship section, using orbs and portals to align the ship's manoeuvres. Sloped surfaces and fake orbs appear, along with occasional straight-flying segments. The player uses a variety of orbs—including dash orbs, which must be held briefly—to alter the ship's gravity. Afterwards, the player becomes a cube and performs precise orb inputs (mainly black and pink) to fit through tight structures and spike formations. The section ends with another held dash orb, this time green. *'''77–89%:''' The final gameplay portion begins. A yellow pad launches the player upwards, transforming them into a UFO that must immediately hit a pink orb. A high-speed sequence of inputs follows, combining slopes, structures, portals, orbs, and pads, forcing the player to navigate saw blades and spikes in very narrow spaces. The player then becomes a cube, must hit a few orbs, and then transforms into a spider for a couple of quick, precise inputs. Next is a fast wave section requiring numerous rapid inputs while repeatedly changing gravity via portals. After the speed slows, the player becomes a cube again. They must perform three fast orb inputs with portals inside the Clubstep monster's mouth, hit a pad to flip gravity between two small cube-shaped structures, and then make a timed input to fall between the final set of spikes. *'''89–100%:''' The level concludes with an art sequence displaying all the contributors' names (creators, verifier, and playtesters). Then, a fist suddenly appears and 'breaks' the end screen, leaving cracks across it.
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