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Angelicide
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==Description== The general gameplay in Angelicide combines rapid game-mode changes with demanding, precise timings and a high average CPS (clicks per second). Many parts of the level require consistent 6 to 8 CPS, especially the wave game-mode where tight gaps must be passed in quick succession with micro-clicks. The cluttered decorations and occasional red flashes can further increase the difficulty due to limited visibility. ''Note: This description uses 2.1 percentages.'' *'''0-11%:''' Angelicide begins with a dark, pre-drop sequence that features minor memory with flashing orbs. *'''11-21%:''' This part is characterised by a peculiar and regarded inconsistent UFO dual, featuring an awkward click pattern and is often tiring to play. *'''21-23%:''' Next is a short part with slow gameplay where the text says 'Attention all citizens, of Zeroshi, Angels are approaching, Please seek shelter'. *'''23-38%:''' This part features a very hard chokepoint around 27-28% and 33%. *'''38-48%:''' This part of the level is considered one of the hardest: a long, precise, and rapid mini-wave sequence with some breaks in between. The wave parts require consistent 7 CPS with controlled vertical adjustments to move through the tight, curved spike obstacles. Some gravity portals and orbs are also placed in the middle of the obstacles. *'''48-65%:''' This part features a mix of game-mode sequences, including some very difficult wave parts. *'''65-69%:''' Next is a dark, slow part that begins as a ship-wave dual, where the mini-wave needs to squeeze through a tight 45-degree corridor, followed by a quick cube part, then back to a wave for a split second, then transitioning to a small 'break' part before the final drop. *'''69-100%:''' The final part of the level is considered the hardest, where it alternates between 7 and 8 CPS to be able to move through tight chokepoints. The level name flashes at the centre of the screen at 80% and obstructs the view ahead. The ending jump is through a 1-block spike gap with a green orb in the cube game-mode. The end screen utilises a minor glitch; a dual portal moved with triggers causes one of the icons to be stuck in place in place of an angel art (on specific versions), while the other hits the end wall.
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