Lotus Flower
Lotus Flower is a 2.1 Extreme Demon collaboration level by StarkyTheSalad and gecko, verified by BrianTheBurger on 17 November 2021.[1] The level's difficulty generally consists of an abundance of timings and duals done in an unorthodox but supposedly enjoyable fashion. The level's design takes place in a garden at night, with lamps and moving blocks that resemble lotus flowers. The level was previously set to be around Slaughterhouse difficulty, but it was nerfed to be around Top 10-20 in difficulty at the time.
Description
[edit | edit source]- Pre-dual (0-54%)
- 0-14%: Lotus Flower begins with three precise robot jumps, all appearing upwards to each other. After the third jump, the player lands on the ground and must perform two more jumps. The second jump leads to a blue orb timing, followed directly by a high jump projected towards a yellow orb timing. The yellow orb timing lightly launches the player into a precise blue orb timing, directly followed by two more upward jumps. Once the player reaches the ground once again, they must perform another jump that leads them into a swift double-click sequence containing two pink orbs. They proceed to lead the player into a jump that drives the player into two synced-up pink dash orb timings, followed by two sharp jumps, including the second one immediately after the blocks move, two late orb taps, one simple orb input, and one sharp jump. The player must miss the blue orb to lead to the player into another two synced-up dash orb timings, including the first one where the player must hold the pink-dash orb perfectly after the player steps on the blue pad and a normal synced-up normal dash orb input.
- 14-24%: The player faces a perfect orb timing before jumping on the very edge, followed by two more perfect orb timings and one small sharp click before jumping at the perfect moment to go through the gap. The player must jump late at the very right side of the gravity portal, then make a perfect-timed input on the black orb after jumping at the right time. The player must jump late at the right time to fit through the gap. The player then proceeds into an auto part at double-speed before the player perfectly times the normal dash orb and perfectly stops, where the player must land perfectly on the ground at normal-speed followed by two sharp clicks, and the second one is a holding click, two simple orb timings after an early jump, and the player must jump early to fit through the gap. The player must jump over the structure and hit the black orb late, while the next orb is a disguise due to the blue pad to trick the player, followed by two simple orb timings.
- 24-34%: The player encounters a difficult timing-based jump in which the player must go through the gap. The player then performs a timing-based jump, followed by an early tap while falling through the gravity portal inside the blue orb. The player then performs a difficult timing-based jump, followed by another timing-based pink orb input after a simple jump. After that, it faces a slightly tricky jump where the player avoids hitting the ground with its head, a perfect timing-based black orb input during the time where the player trips from the edge followed by two green orb timings, followed by an absurdly difficult late timing-based click, then another timing-based click followed by an early input and a simple yet slightly difficult timing-based click in which the player must fit the next gap before landing on the ground. The player then encounters an early timing-based click to go over the spike pillar to encounter a simple timing-based pink dash orb hold input before the player gets into a timing segment in three blue orbs with perfect timing. Then, the player faces another extremely difficult timing: the player must not hit the yellow, fit directly into the tight gap, then follow with a late-timing jump and a simple timing black orb input as the player hits the ground.
- 34-42%: Next is a jump combination quadruple-spike and a gravity portal above the spike. Both of these combined are tricky timing, and then the player does a timing on the blue orb after a timed jump through the gap and a timing-based jump and orb input combo, which makes the player land on the moving blocks where the blocks move close to each other to make a spike trap as the player must jump when the player is in the middle of the blocks, followed by a timing-based jump which the player must fit through the next gap later doing a small timing-based jump. Before the player hits the blue pad, the player neither hits the first two orbs, followed by a late timing-based jump, nor hits the last two orbs either. This timing jump is special because the player has to reach the edge of the moving blocks. The player then has to do another timing-based jump and hit the top green orb as a timing-based input, and lastly, the player faces the last orbs from the robot part. The two pink orbs are perfectly timed-based clicks, including the last pink orb and the last pink-dash orb, which the player has to hit the centre to avoid getting hit, while the player has to go through the middle before reaching the cube part of the level.
- 42-54%: The cube part features challenging timing-based gameplay in the following, a late timing on the blue orb after the dash orb followed by the player who immediately avoids the black orb and an easy jump with a tricky auto part in two blue pads while the player avoids the blue orb in the gravity orb, a perfectly timed yellow orb tap after the jump which the player enters a small spike gap, several orbs which the player does CPS consistency followed by a pink orb tap instead of a blue pad step, a simple yet tricky timing based jump with two simple dash orb inputs, and a difficult timing based jump as the player enters another small spike gap followed by two pretty late pink orb inputs which the player enters a mini-cube part at half-speed that only contains a double spike jump as a timing-based jump and a semi-auto part at double-speed due to two orbs that are required to hit as after the player turns into a normal-sized cube, and before the player gets thrown into the infamous dual part of the level at normal-speed, the player must do a timing-based pink dash orb hold.
- Dual (54-92%)
- 54-62%: After the player holds the dash orb, it proceeds to a yellow orb where the player needs as much ship control as possible. The second ship hits the ground first while the first ship is airborne and immediately proceeds to the first straight-fly segment. The second ship also hits the ceiling while the first ship is also airborne to encounter an inclined straight-fly. This time, the first ship hits the ground, while the second ship is airborne to enter another inclined straight-fly. Afterwards, an obstacle forces the second ship to hit the ground, while the first ship is doing a short, easy-flying section during the time this happened earlier, and the player now enters into a very tight but normal straight-fly.
- 62-68%: After the player enters into a cube part followed by a red orb input, the player comes up against a ship-ball dual part, where the first dual player is the ship and the second dual player is the ball. This part contains a lot of perfectly-timed sharp clicks, as the player then encounters a tricky segment of the part, which the player sharp clicks perfectly for the ship to get across the spike gap while the ball is evading spikes. The second segment is where the ball performs perfect timings at the ground and ceiling while the ship crosses another spike gap. After the second click from the ball, the ship must hold to get to a short spike tunnel while the ball part encounters a blue orb timing part. The next part is when the ship manoeuvres over spikes while the ball does simple yet tricky timings. After the yellow pad from the ball, the ball hits the blue orb as the ship holds as a short holding click to manoeuvre a difficult spike gap, and the last click before the mini-ship part is simple.
- 68-78%: The first three clicks consist of a sharp click, a holding click, and a perfectly-timed sharp click, because both the ship and the ball must go through the dash orb. After that is a blue orb and an early, perfectly timed dash orb input on the ball. In this segment, the ship must manoeuvre the whole tunnel while the ball part does an easy segment; though, the last click is a short hold as the player steps into a red pad after the player enters the normal-size portal followed up with two green orbs as timed clicks; however, the second one is a holding click as the ship must get into the gravity portal. In this segment, the player must do short holding clicks as the ball part focuses on a timing part on the gravity portal with a black orb combined and manoeuvring a part that is similar to the first ball part in the iconic The Nightmare, and the ship focuses on avoiding the saws on the ground and getting past the spike gap passage at the same time, as well as another gap from the spikes and the saw. The ship then hits the first yellow orb while the ball reaches the second yellow orb, and the player then proceeds to a solo-ball part, crammed with tricky timings. It is certain due to tight gaps and perfect timing-based clicks.
- 78-86%: This features the same game-modes as 62-76%. After the first holding click at the ship while the ball gets up into the ceiling, the first segment of this part features one of the most perfect timing-based clicks of the level as the ship part focuses on holding longer to get through the tight gap while the ball does mild timing-based clicks. The ship settles down on the moving blocks that were recently moved. The ball does timing-based orb inputs while the ship gets into the block gap, and a holding click is required because the ship is going to its short-spike gap. The ball stays on the ground until it gets into the gravity portal along with the ship. The next part is when the ball does timing-based clicks while the ship manoeuvres over spikes and a straight-fly while the ball hits the yellow orb. Both the ship and the ball must hit the blue orb to pass through, and the player now has to do a sharp timing-based click due to the ball needing to go up and hit the green orb while the ship was unaffected due to the sharp click, though, the ship now does a red orb input as the second click while the ball hits its green orb. Next is a sharp click and a holding click as the ball went into the blue orb and hit it, while the ship, along with the ball, went to the ship game-mode portal. Now the player is back to the dual ship part.
- 86-92%: The second ship is at the ground, and while the first ship is about to crash upon the spike ceiling, the second ship must do a short timing-based holding click to save the first ship, and then the player goes into an inclined straight-fly. The second ship holds onto the ceiling while the first player flies straight up, then the player must do a sharp timing-based click to remain airborne, and then the player proceeds to the last inclined straight-fly section before going into the ending part of this level.
- Ending
- 92-100%: The last part in this level consists of a cube part with the same normal-speed change. The player now has to perform a timing-based jump that involves two gravity portals and a pink orb, while clicking the orb at the last moment. It was done four times because of the fifth jump leading to a dead end; therefore, the player must avoid the fifth pink orb to go in the right direction, followed by a short auto part and two timing-based clicks on pink orbs to fit the spiked gap perfectly. The level ends as the ending references the player exiting the garden.
Gameplay
[edit | edit source]First 10 victors
[edit | edit source]| Victor # | Player | Date Completed | Total Attempts | Furthest Fail | Video |
|---|---|---|---|---|---|
| Verifier | BrianTheBurger | 17 November 2021 | 15,164 | ? | YouTube |
| 1 | Lavaclaw | 15 December 2021 | 33,874 | 82% | YouTube |
| 2 | cobrablitz | 29 December 2021 | 14,542 | 81% | YouTube |
| 3 | CJxCCVI | 11 January 2022 | ~17,000 | 59% | YouTube |
| 4 | Freddy3 | 8 March 2022 | 37,317 | 90% | YouTube |
| 5 | skzyl | 20 March 2022 | 16,755 | 79% | YouTube |
| 6 | Abloxite | 4 May 2022 | 36,665 | 84% | YouTube |
| 7 | garrowpop | 8 May 2022 | 49,796 | 81% | YouTube |
| 8 | rSteel | 14 May 2022 | 14,144 | 84% | YouTube |
| 9 | Pouche | 15 June 2022 | 37,233 | 83% | YouTube |
| 10 | Scep! | 23 June 2022 | 19,254 | 81% | YouTube |
Trivia
[edit | edit source]- Lotus Flower was rated on 4 December 2021 and was placed at #21 on the Demonlist on 3 January 2022, above Kappa and below Cognition.
- This addition pushed Silent Club out of the Top 25, DubKore X into the Extended List, and Surge of Memories into the Legacy List.
- Lotus Flower is the first level to be placed on the Demonlist in 2022.
- gecko created Lotus Flower's layout, while StarkyTheSalad did the decoration.
- Lotus Flower was initially intended to be decorated by Pocke; however, Pocke resigned from the decoration process due to its inactivity at the level.
- Lotus Flower was regarded as having the hardest dual segment until Silent clubstep. Even though Verdant Landscape and NEUTRA are harder than Lotus Flower, the level is still technically harder than both due to the duals. As said earlier, this was dethroned by Silent clubstep's dual segment. Lotus Flower still has the hardest dual part recorded as one of the hardest dual parts in Geometry Dash.
- Lotus Flower shares the same relationship with Dole Damos; however, Dole Damos has easier and more reliable dual gameplay than this level.
- Lotus Flower was initially supposed to be a new hardest Demon, rivalling Slaughterhouse—the hardest Demon at the time. However, the level was eventually nerfed to Top 20-difficulty.
- The gameplay of Lotus Flower references the same gameplay as Sohn0924 and Stormfly's infamous Hell Series. However, Lotus Flower uses the robot part as a new game-mode and its infamous dual parts.
- The placement of Doppler on 24 July 2026 pushed Lotus Flower into the Legacy List of the Demonlist.
Notable completions
- Lavaclaw became the first victor of Lotus Flower on 15 December 2021.[2]