Experiment: Difference between revisions

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  |copytype  = No password
  |copytype  = No password
  |downloads  = 1M
  |downloads  = 1M
  |likes      = 54.5K
  |likes      = 54.6K
  |rating    = Legendary
  |rating    = Legendary
  |artist    =
  |artist    =

Revision as of 15:07, 6 September 2026

experiment
ID
112770258
Creator(s)
mbed (host and publisher)
Contributors
Lumpy, pocke, Serponge, and TheDevon
Created
Attributes
Difficulty
Length
6m 6s (XL)[Notes 1]
Objects
111,111
Copy type
No password
Statistics
Downloads
1M
Likes
54.6K
Rating
Legendary
Audio info
Artist(s)
Music ID
*10009585
  • 1348914
  • experiment is a 2.2 Easy Demon collaboration level hosted by mbed, published on 4 December 2024. The level features a unique gimmick that uses the teleport trigger to loop the player back to the start of the section. The player must solve puzzles to 'escape' the loops.

    Description

    experiment takes place in a large, grey, and recursive facility of sorts. The player must flee the facility to beat the level by experimenting and finding secret passages in each of the ten chambers. Crashing will return to chamber 01.

    • 01: The first chamber of experiment is a cube section with four orbs. Activating all four orbs in succession reveals the same four orbs about one second later. This chamber loops indefinitely. To escape, the player must forgo activating the final three orbs, fall, and proceed to the next part.
    • 02: This section has one black orb, a dash orb, and another black orb. To escape, the player must jump before the first black orb onto a large structure, then jump back onto the ground where there are breakable blocks. It reveals that breakable blocks can be shattered if they fall from a high enough height.
    • 03: This chamber has three spider orbs. To escape, the player must hit the final one late and jump to the blue pad to fall.
    • 04: This part uses a custom pulley system. Touching the platform on one side of the pulley weighs it down and raises the other platform. Normally, the player touches both platforms, but to escape, they must skip the second platform on the far right, loop back, and fall through an opening in the system.
    • 05: During this section, the player becomes a spider. They must teleport late onto the bottom of the room to advance.
    • 06: During this section, the player becomes a robot. The chamber is a multi-path one. The player must jump early to reach the bottom path, touch a normal-size portal, then return to the top path, jumping high and shattering breakable blocks below.
    • 07: The player becomes a ball. There is an abundance of green gravity portals. To escape, the player must jump whenever possible, falling through the ceiling rather than the floor.
    • 08: The player becomes a ship. This dark chamber has seemingly random orbs and pads placed about. To advance, the player must activate a purple (spider) transporter, then a blue, a red, a green, and a black transporter, in that order. A hint for the combination can be seen in chamber 07. If the player activates the wrong type of transporter during the sequence, the chamber will reset, and the sequence will restart.
    • 09: The decoration has turned into that of visual noise. This chamber is tricky: red orbs fly around, and gameplay is otherwise normal. To pass, the player, as a mini-cube, should activate a red orb, accessing the upper section of the chamber, and activate a dash orb early, skipping any other gameplay and advancing up into chamber 10.
    • 10: There are four spikes and a platform. To escape, the player must click exactly 12 times while on the platform during the phone dial, showing tick marks for the oncoming four spikes the player must jump over, and then move on.
    • End Sequence: An ending sequence that is bright and colourful. There are a cube part and a ship part, both simple yet somewhat tricky. After overcoming these obstacles, the music slows down, the screen goes dark, and an image appears with the word 'experiment'. The player is stuck in an endless loop, able to escape only by manually restarting.
    • *01: After manually restarting, the player finds themselves back in the first chamber, with the same four orbs, but this time, however, the hole in the ground is covered. It seems the player is stuck in a loop, but as they continue, the scenery and music fade, allowing them to escape the chamber and complete the level.

    Gameplay






    Trivia

    • experiment uses two songs and two sound effects (SFX).
    • experiment was created for a four-day GeoStorm event in which participants were tasked with creating a level themed around 'Breaking the Seal'. It went on to place first after a member vote.
      • Only two other levels are known to have been submitted for the event: CAPSULE and Club Sealing.[1]
    • experiment was nominated for Best Advanced Classic Level in The Geometry Dash Awards 2024. It went on to place fifth with 4,214 votes, or 10.96% of the total.
    • experiment is one of the few rated levels that cannot be completed in one attempt: the level must be restarted, as the player will be stuck in an endless loop at the end of the level.
    • To complete the level in Practice Mode, the player still has to complete the entire main section of the level in one run as in Normal Mode; using any checkpoints will prevent the level from progressing past the forced restart.
      • If the player completes the 'End Sequence' from a checkpoint in Practice Mode, the message 'hmmmm..... it looks like you're stuck; maybe you should try it without respawning ?' will appear.
    • The background of the first seven chambers is the walls of the test chambers from the game Portal.
    • In the first chamber, hitting only one green orb and then timing the green dash orb will result in a fall to the sky, revealing an image of a seal in a bathtub as an Easter egg.

    Notes

    1. ↑ experiment's length varies as the level loops. The main section of the level can be completed in as little as 1 minute and 43 seconds, and the ending of the level after restarting lasts for 17 seconds, which is the level length used to determine percentage.

    References