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yes, that is correct.
usually people put a sound associated with winning, I thought that was what you were going for, but if it is just supposed to trigger whenever you touch the ending location (even if you haven't met the other win criteria) then I suppose it works as intended.
not gonna lie, that sound design is a little weird though.
I mean yeah, but also there isn't much other option.
it relies on you being familiar with the idea that background objects and especially dust piles can have an effect on things, and to be fair, there isn't much else you can do.
I do agree though that there isn't much explanation for it, either mechanically or lore-wise
on further inspection, it is not quite the same.
DNDG does not have the triples and replaces them with glides. it is also pitched down and possibly a slightly different instrument than is shown here.
sorry for the confusion, though I do wonder if the writer of the DNDG music was inspired by this song.
what is the original name of this music?
I think chamber10 is the only one for which this is possible. most of the levels after this are too restrictive, and ones before don't have enough boxes to hold down a button on the other side of water/pit, so the button to unlock door+no box rule is enough to prove imposibility.
chamber 10 just happens to be the only chamber in which there is nothing strictly blocking the door when nothing is active
you should add a way to save both people and a reaction to doing so, even if you do not think it possible.
that is, a room which could fit two people, such that the goal which does not end the level can be stood on when the goal which ends the level is stepped onto.
then if you wish, you could add some lore reason for why only one of the people will be proceeding to the next chamber.