Dark Odyssey
Dark Odyssey is a 2.1 Extreme Demon by JonathanGD. It is a sequel and remake of Dark Travel, featuring a significantly larger quantity of objects than its predecessor. It was considered an entry for the GDS CC. Unfortunately, it did not meet the 22 July 2020 deadline and was instead completed on 15 May 2021. JonathanGD took 13 months and 143 streams to build and verify the project.
Description
[edit | edit source]The gameplay is similar to Dark Travel.
- 0-2%: The beginning of Dark Odyssey includes a short, but fairly tight ship section. It opens with JonathanGD's name and the level name, and states that it is a remake of Dark Travel. A blue touchable area that activates Low Detail Mode is seen at the top of the level.
- 2-9%: The cube section features detailed and realistic scenery, including a windmill and many stone piles. This section is followed by a ball part in a stony area, with the background sky colour changing from light blue to orange. Most of the movements in these sections are straightforward, with the ball being the more challenging part of the two. As the icon returns to the cube, shortly after holding a green dash orb, the screen begins to glitch out. The player must keep holding as it glitches to proceed.
- 9-16%: The cube changes into a robot and is seen in a minecart. Along with some tight platforming jumps, monsters spew fireballs and lasers before charging headfirst at the icon. Before the second monster fires its laser (seen by the straight-line attack indicator), a red orb will help the icon jump high and avoid it. After jumping out of the cart before it falls into a pile of spikes, the level enters double-speed, and many monsters begin chasing the icon. Halfway through the chase, the speed increases to triple speed, then to quadruple speed, with a mini-portal. The robot transforms into a cube and slows to half speed as it transitions to the next section.
- 16-24%: A triple-speed ship sequence begins in a factory setting, with the icon having the ability to push and move yellow blocks while ploughing right through white ones. The icon must push two yellow blocks onto two switches, opening the path forward. Larger blocks with spikes 'follow' the icon's Y-movement with a delay, after which a quick memorisation part occurs where the available platforms change rapidly in a small corridor. The ship transforms into a wave, with a pattern of three arrows appearing at the bottom. After some manoeuvring, the icon must pass through three touch triggers in the same order as the arrow pattern. Cartwheels with spiky blocks precede it, followed by three coloured paths, two red and one green. The player should take the green paths to continue. (Worth noting is that both the arrows and the correct corridors are randomised in each run.)
- 24-27%: In this sewer scene, many game-modes are used at normal speed. Those are the mini-robot, wave, mini-ship, and mini-cube, respectively. There are many difficult jumps and timings here.
- 27-31%: Another triple-speed ship sequence with tough flying paths and an upside-down portal, followed by a spider segment with frequent and tight timings. The background is the inside of a castle, and Chespin can be seen in one of the windows.
- 31-36%: A fast UFO section with many fake orbs. Avoid clicking when over an orb with a red or black X over it, as these will cause a crash. The UFO gradually slows down near the end, and the glitch effect happens again.
- 36-42%: As the glitching continues throughout this red part, the icon becomes a mini-cube with moderate difficulty, then a ship, then a mini-ship. The two ship sections are extraordinarily tight and require extreme precision to make it through. As part of the glitch effect, the icon may briefly disappear and then reappear.
- 42-47%: A simple cube segment. As lightning strikes near the end, a triple-spike with the words 'RIP Michigun' and the 'Halfway Point' is indicated.
- 47-52%: Here, a sunshower is happening, and the vertical visibility is somewhat decreased. The jumps for the mini-cube are simple once again. As the second transition begins, the cube returns to normal size, and five green trigger orbs will need to be hit before the green dash orb. Prepare for the most difficult part of the level.
- 52-63%: This section, with a rainbow background, being entirely a dual, is most likely the hardest part of the entire level. It begins with the cubes synchronised; after that, the only synchronous parts are the waves, which feature a flowing-arrow transitional effect. Faint indicators will help the player with timing their inputs. The game-modes played here, excluding the wave transitions, are as follows: dual-cube (with a mini section), dual-robot, dual-UFO (with a mini section), dual-mini-cube, dual-ball, dual-mini-spider, dual-mini-cube, dual-mini-robot, and dual mini-cube. Practice is key to mastering this section.
- 63-69%: The game-modes rapidly change here. There is a cube, a ship, a mini-cube, a wave, another mini-cube, a mini-ship, and a mini-spider section. Be sure to hit every orb with an arrow pointing at it along the way, or the player will not be able to proceed. Near the end, the game-modes speed up, ending with a triple-speed upside-down ship. A trigger orb directly before the last ship part must be used to move a saw-blade out of the icon's path. At the transition with the coloured pillars, hit all the question mark blocks to open the path and proceed.
- 69-75%: Taking place in a cloud scene, the first mini-cube requires consistent timings of hitting all the coloured orbs. The latter section is at quadruple speed, with the game-modes shifting between a straight-fly ship, wave, UFO, and a ship where blue orbs must be used to progress. During the transition, ripple effects cause platforms to emerge and disappear, which the mini-cube can utilise.
- 75-79%: The second rainbow background section contains another dual that is all asynchronous, all while controlling two separate game-modes; thankfully, there are arrows on the ground or near each orb that specify when to click. A simple three-orb transition follows it.
- 79-84%: The mini-ship is used, while the background, blocks, and decoration rapidly change to a wide variety of different art styles. The path is the same regardless of the style and is mostly straightforward to follow, though it can be rather tight at times.
- 84-87%: A light rain falls in the background, and the player enters as a mini-cube. The jumps here are moderately challenging. Good flying skills are required for the proceeding ship part, which gradually speeds up to triple speed before slowing back down to normal speed.
- 87-91%: The scenery becomes blocky, with tight ball- and UFO gameplay.
- 91%-100%: The level ends as a slow mini-cube with colourful, changing shapes in the background. Trigger orbs are placed here that need to be used to advance. The timing here is well-synchronised with the music. As the last spikes are jumped over, the visibility gradually decreases, and 'GG' can be seen in the corridor, made out of white 3D objects. The level ends with credits to the playtesters, as well as the creator's name and the name of the level.
User coins
[edit | edit source]There are three collectable user coins.
- Coin 1 (16%): To get the first coin, the player must first touch a glowing section of the roof in the first ship, which is in a tight space. Afterwards, before the glitchy dash orb, the player must avoid hitting the jump orbs to collect a skull. Once they have collected those two, the player must jump over the red orb and touch a small, glowing section on the robot before the pre-drop. Once they have done these steps, they can collect the coin at the pre-drop.
- Coin 2 (46%): To collect the second coin, the player must activate two buttons during the mini-robot in the sewers. After this, at 40% in the mini-ship sequence, a switch appears at the top of the screen, above some obstacles. After the player has activated these two things, a Robot portal and a mini-robot portal will spawn in the cube section, after which, at 45%, the player can drop down to an unlocked area and collect the coin.
- Coin 3 (98%): To collect the third coin, the player must collect two mini-coins at 65% and 66% by skipping the green orbs and jumping on a platform. After this, at the mini-cube after the final dual, the player must go on top of the first block with the spike beneath it, and then select an area at the top of the UFO section by clicking twice when they first enter the portal. Once these have been done, two keys will appear at the last mini-cube. Once the player has collected those two keys, the coin will be available by clicking earlier at the final jump.
Gameplay
[edit | edit source]Trivia
[edit | edit source]- The password for Dark Odyssey, 693041, matches the song ID.
- Dark Odyssey contains 311,901 objects, over 100,000 more than Dark Travel, which has 208,317 objects.
- Dark Odyssey was ranked #95 in Geometry Dash Today's list of 'The Top 100 Greatest Geometry Dash Levels Of All Time'.
- Dark Odyssey was nominated for and achieved Best XL Demon in the Geometry Dash 2021 Awards.
- Despite Dark Odyssey's original version, Dark Travel, or JonathanGD's other Demon levels being verified by mostly mbed or Nexus, JonathanGD verified the level by himself, making it his first fully solo Extreme Demon level.
- Dark Odyssey surpasses Cromulent in length by nearly 30 seconds, which is 5 minutes and 48 seconds long.
- Dark Odyssey was verified on 9 May 2021 before JonathanGD re-uploaded it, but many people were re-uploading it within 60 hours, so JonathanGD had to strike them down.
- If the player dies at 99% without jumping over a simple small spike, the message 'GG' will turn into a red 'BRUH'.
- Jhostyn Sanchez became the first person to fail at 99% when he forgot to jump over the final spike.[1]
- However, some people know that he celebrated too early.
- Twelve days after Jhostyn Sancez failed at 99%, Happy365 became the second person to do so.[2]
- On 8 November 2021, EvanDaGr8 became the third person to fail at 99%.[3]
- The small spike will disappear if the player uses practice mode or sets a start position.
- Jhostyn Sanchez became the first person to fail at 99% when he forgot to jump over the final spike.[1]
- There are debates about the rating of Dark Odyssey. Some people believe it is an Extreme Demon because of its buffs and overall harder gameplay compared to its predecessor.
- However, others have suggested that Dark Odyssey should be an Insane Demon.
- As a result, Dark Odyssey falls into the difficulty of a low-end Extreme Demon.
- At the bottom of the end screen, a counter will show how many times the player jumped.
- In practice mode, the end screen will display the number of times the player died instead.
- If the player uses a start position, it will state: 'It looks like you're using Start POS huh...'
- At the part with coloured switch blocks, if the player tries to jump over the blue question mark block, a double spike will appear above it—a parody of AeonAir and his double spikes.
- The message included with it says 'Hi. I'm Aeon' above the block, with his name decorated in the spikes, with 'and this is a double spike' below it.
- Dark Odyssey uses the song 'Dark Matter Suite (1f1n1ty + LOrbSheddy remix)' featured in the official prequel, Dark Travel, INNARDS, and another upcoming travel level, Nox Travel.
- This song is a remix of several songs from Pokémon Super Mystery Dungeon, one of the most notable songs that plays when the player and their partner fight the second phase of Dark Matter.
- Dark Odyssey was in EricVanWilderman's 12 Demons of Christmas 2021 series as Demon #8.[4]
- When Update 2.2 was released, it was discovered that some physics were tweaked, which made some levels significantly harder or even impossible, Dark Odyssey being one of them.
- Formerly, the toggle orbs in the first dual section did not trigger the UFOs to jump; with the reworked physics, the UFOs now jump, making the level impossible due to the toggle orbs having to be toggled to deactivate an unavoidable wall. This issue was later fixed.
- JonathanGD revealed in a short by Blueskii that failing at 69.69% would reveal a secret, but Update 2.2 broke it.