Eon

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Eon
ID
101478916
Creator(s)
Renn241
Verifier(s)
BlankB
Created
Attributes
Difficulty
Length
55m 22s (XL)
Objects
146,292
Copy type
No password
Statistics
Downloads
9.6M+
Likes
315K+
Rating
Featured
Audio info
Artist(s)
Music ID
888042

Eon is a 2.2 Extreme Demon level by Renn241, verified by BlankB. The level is known for its over 55-minute length, making it one of the longest levels in the game and the longest rated classic level. The level was uploaded on 24 February 2024, then deleted and reuploaded the following day.

Eon is one of the most iconic Extreme Demons for its length. It also received praise for its challenging gameplay, well-polished decorations, music representation, and effects. However, it was criticised for repetitive gameplay, parts that lacked sight-readability, excessive high-CPS usage, and the infamous last triple-spike jump.

Description

  • 0-4%: Eon begins with the player as a cube, and the first part of the level consists of a row of four keys where the player can choose their FPS, and the level will keep the music synced with the level based on the FPS they have. The rest of the part consists of pillars and orb spam.
  • 4-6%: This next part consists of floating platforms and tight timings, often utilising gravity portals in its gameplay to switch the player between platforms.
  • 6-7%: This part consists of the first of many ship and wave parts, utilising the free fly mode in the wave part.
  • 7-8%: The level switches back to the cube game-mode, consisting of hard timings and orb gameplay.
  • 8-10%: The gameplay switches from cube to ship consistently, still utilising the hard timings the rest of the level has used.
  • 10-11%: The start of this part consists of sloped platforms, and towards the end, the gameplay switches back to the constant game-mode switches like in the last part, switching the player from cube to wave.
  • 11-12%: Continuation of the last part, it consistently switches the game-mode from cube to wave.
  • 12-14%: This part consists of ship and wave gameplay, utilising invisible sawblades and a dark background.
  • 14-17%: The beginning of this part utilises the same gimmick as 9-12%, switching from cube to the swing, and then the gameplay switches back to cube gameplay, utilising gravity pads and slopes. The end of this part consists of spike jumps.
  • 17-18%: The gameplay consists of floating platforms and dash orbs.
  • 18-20%: This part consists of the first robot part, switching to another cube part for a bit and then back to the robot.
  • 20-21%: The second robot part, gameplay-wise, is similar to 17-18%, but most of the platforms are not floating. Then it switches to a half-speed mini-portal before the part ends, consisting of invisible blocks.
  • 21-22%: A few mini-robot jumps followed by a slow ship part with heavy shader effects.
  • 22-26%: A part with consistency-based gameplay, with some game-mode changes in the middle.
  • 26-29%: Simple mini-cube gameplay with some orbs, then a long section consisting of mini-ship and normal wave. After that, a short section with fading blocks.
  • 29-31%: A colourful but easy part with a mix of cube, ball, and spider.
  • 31-33%: A half-speed part that begins with cube gameplay that resembles staircases, and then some mini-robot.
  • 33-35%: A part very reminiscent of 7-8%, but faster and some more awkward moments.
  • 35-37%: A chill part with only simple cube timings.
  • 37-39%: Another part with more awkward orb gameplay, like 33-55% and 7-8%.
  • 39-40%: More slow cube gameplay with fading blocks.
  • 40-43%: A part that starts with slow ship, but starts swapping between cube and ship (similar to 8-10% but slower) as the music gets more intense.
  • 43-45%: Even more slow cube gameplay. Design consists of outlines and differently colored glow.
  • 45-47%: Fast-paced switching between cube and ball, with some normal cube jumps at the end.
  • 47-49%: Casual ship gameplay with jazz music in the background.
  • 49-51%: A slow grey part followed by wave and UFO corridors with a colourful design.
  • 51-53%: A colourful part that switches between active cube gameplay and wave corridors.
  • 53-57%: A long part that consists of ship, UFO, swing and some ground gameplay (all mini).
  • 57-59%: Slow cube gameplay with fading blocks.
  • 59-60%: A short but hard part with very fast gameplay.
  • 60-61%: Another part similar to 7-8%, but light grey and harder to see due to shaders.
  • 61-62%: Switching gameplay between cube and UFO, also similar to 7-8%.
  • 62-64%: A remix of 12-14%, but very colorful and with some blocks.
  • 64-65%: A simple slow cube part utilising sepia shaders.
  • 65-66%: A part that begins with a staircase and has some repetitive orb gameplay.
  • 65-69%: A neon cube-only part that begins red with clocks ticking back and forth, and turns white for some spike jumps and more simple cube gameplay resembling staircases.
  • 69-71%: Rainbow neon designs, with slightly harder gameplay than the previous part.
  • 71-74%: Similar design to 63-65%, but also with a hue effect.
  • 74-76%: A light grey part with a split screen background, switches from cube to robot halfway through.
  • 76-79%: Slow cube gameplay with a dark background and white blocks.
  • 79-81%: A slightly faster and more colourful section with a heavy focus on orbs.
  • 81-83%: A mini-cube part with colour-changing background and white outline design.
  • 83-84%: A part with many game-modes, but mostly just cube and robot. Colourful rainbow design reminiscent of 22-26%.
  • 84-86%: A slow cube part with identical designs to 43-45%.
  • 86-87%: Another colourful part similar to 22-26%, but slow and with a few tricky green orb sections.
  • 87-90%: The last easy part of the level, slow cube gameplay with organ music and a colourful background.
  • 90-92%: The first of the last stretch begins with slow cube gameplay but quickly speeds up to double. The gameplay is similar to 61-62%, but also has short bursts of wave spam.
  • 92-93%: Similar to the last part, but without changing game-modes and instead is a robot.
  • 93-94%: A short break from fast-paced gameplay, dark background with bright outlines and slow but awkward orb-based cube gameplay.
  • 94-95%: It is easily one of the hardest and spammiest parts of the level, same gameplay style as 90-92% and 92-93% but with a triple-speed portal instead. The CPS required to pass this part reaches up to 7.
  • 95-96%: It slows back down to double speed, begins with robot just like 92-93% before changing to ball, spider, and then ending with cube.
  • 96-97%: One last short break before the climax of the level, similar to 93-94% but slightly easier than it. This part ends with repetitive blue-orb gameplay and a slope leading up to the next part.
  • 97-98%: The climax of the level, with a very flashy background and white block design. The game-modes consist mostly of cube, occasionally switching to ship, UFO, or wave. The gameplay is similar to 79-81% but faster (triple speed), and with a straight-fly section at the end.
  • 98-100%: The last part of the level, with only slow cube jumps. The design is the same as the last part, but without flashing. There is also a long wait with no gameplay, after which there is a normal-speed portal and a triple spike.

Gameplay






Trivia

  • Eon took only 11 days to create, taking less time than The Long Walk Home, which is ironically 44 minutes and 22 seconds shorter than Eon.
  • A 99% run on Eon is often considered one of the worst fails in Geometry Dash history, due to the level being 55 minutes long. Multiple people have experienced this unfortunate fail.
  • The last triple-spike at the end was nerfed from the official showcase video of Eon by Renn241 to have the normal-speed portal and triple-spike be more spaced.[1]
    • A small section of that showcase video of Eon (61-62%) was cut out due to copyright issues, which came from a section of the song being a copyrighted sample of a deadmau5 song.
  • Eon is the longest rated classic level in the game.
    • However, some platformer levels can take longer to beat than Eon.
  • Eon contains a secret way at 25%.

Notable fails

  • Castro13 GD failed at 99% at the last triple-spike.
  • Ventrium failed at 99%.
  • Quazma123 failed at 99% on one of the last possible frames.

References