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WARNING: This level contains intense flashes and bright lights. If you have epilepsy or any other eye conditions, watching a video of this level is strictly advised against. Safety first! |
“ | After about 4 years, the darkness lingers again. Everything is even darker... Can you find another light at the end of <cr>Dark Odyssey</c>? | ” |
―JonathanGD |
Dark Odyssey is a 2.1 solo Extreme Demon created, verified and published by JonathanGD. It is the sequel and a remake of Dark Travel, having a much larger object quantity than its predecessor. It was considered an entry for the GDS CC. Unfortunately, it was unable to meet the deadline of July 22, 2020, instead of being completed on May 15, 2021. JonathanGD took 13 months and 143 streams to build and verify the project.
Gameplay[]
The gameplay is similar to Dark Travel.
- 0-2%: The beginning of the level includes a short, but fairly tight ship section. It opens with JonathanGD's name, the level name and states 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's sky colour changing from light blue to orange. Most of the movements in these sections are fairly easy, with the ball being the harder 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 into the chase, the speed is increased to triple-speed and then to quadruple-speed with a mini-portal. The robot becomes a cube and enters half-speed as the transition to the next section happens.
- 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 forwards. Larger blocks with spikes 'follow' the icon's Y-movement with a delay, after which a quick memorization part occurs where the available platforms change rapidly in a small corridor. The ship becomes a wave, with a pattern of three arrows appearing on the bottom. After some manoeuvring, the icon must pass through three touch triggers in the same order as the pattern of arrows pointing. Cartwheels with spiky blocks proceed 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 randomized in each run).
- 24-27%: In this sewer scene, many game-modes are used at single-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 tapping/clicking when over an orb with a red or black X over them, 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 a part of the glitch effect, the icon may disappear briefly 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 starts with the cubes being synchronized; after that, the only synchronous parts are the waves with the flowing arrow transitional effect. Faint indicators will help the player with timing their inputs. The game-modes played here, not including 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, ship, mini-cube, wave, another mini-cube, mini-ship and 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. In the transition, ripple effects make platforms come and go that the mini-cube can use.
- 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 tap/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 single-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-synchronized 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[]
There are three collectable user coins in the level.
- 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, at the robot before the pre-drop, the player must jump over the red orb and touch a small glowing section. 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, in the mini-ship at 40%, there is a switch on 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 the 70% cube parts 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 tapping 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 last jump.
Fails[]
- Jhostyn Sanchez crashed at 99% because he celebrated too early.[1]
- EvanDaGr8 and Happy365 fails at 99%.
- GuitarHeroStyles crashed at 82% and 89%.
- GDSkulll crashed at 89%, 95% and 98%.
- Juniper crashed at 94%.
Trivia[]
- The password for this level is 693041, which matches the song ID.
- The level was ranked #95 in GDToday's 100 Greatest Levels of All Time list.
- The level contains 311,900 objects, over 100,000 more than Dark Travel, which has 208,317 objects.
- The level is 6m 15s in length.
- This makes it the seventh longest rated Extreme Demon in the game, behind Boogie, Free For All 2, Sinister Silence, Light Travel, Death, and Eon.
- The level was nominated for and achieved Best XL Demon in the Geometry Dash 2021 Awards.
- Despite this level'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 full-solo Extreme Demon level.
- It surpasses Cromulent in length by nearly 30 seconds, which is 5 minutes and 48 seconds long.
- This level was verified on May 9, 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 November 8, 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 due to the buffs and overall harder gameplay compared to its predecessor and the length.
- However, others have suggested that it should be an Insane Demon.
- As a result, the level falls into the difficulty of a low-end ExtremeDemon.
- At the bottom of the end screen, a counter will show how many times the player jumped.
- In practice mode, it will show how many 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.
- It is currently the most liked Extreme Demon that is not list-worthy, surpassing Acu.
- It 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 play when the player and their partner fights the second phase of Dark Matter.
- Dark Odyssey is currently the only Extreme Demon by JonathanGD that was never placed on the Demonlist.
- This level was in EricVanWilderman's 12 Demons of Christmas 2021 series as Demon #8.[4]
- When the 2.2 update 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 was later fixed.
Video[]
-VERIFIED- Dark Odyssey by JonathanGD (XXXL Insane Demon) + FULL SHOWCASE - Geometry Dash 2.11
The verification of Dark Odyssey. Credits to JonathanGD.