Take a break from killing waves of creatures - take a Psychedelic Adventure!
A work in progress. Questions, comments or suggestions welcome.
Note: Some levels may not perform well on slower computers due to abuse of the game engine... :)
Rooms Included
Mushie Hunt (Level warp/selection)
Ball Pit
Raining Slime
Climb the Rainbow
Lemmings
Enjoy!

Hello everyone!
I thought I would add the first level I created as I was learning all triggers, I really enjoy games with level editors built in and I really like what Lexaloffle has done here, I hope it continues to have features added to it for even more customisation of player levels.
I guess people learning how to do things could look at my level in the editor and see how it was structured, that's what i've been doing. Anyway Enjoy...
Time to work on a multi level masterpiece for a proper submission to the BBS.


I created this level so that I could start a baseset of props up that I could use for a later project, my intention was to try and create a horror themed stage. Eventually I would like to create a whole campaign based on the idea, right now I'm fiddling around to try convey a story, which you can kind of see here with the inclusion of the bloodtrail.
This is the first stage I've created with these tools, and so far I have to say I'm liking them a whole lot. Sorry if it's a bit laggy!

We are starting to see some diversification in enemies, which is good. The first several monsters are a bit bland. Some more ideas (for enemies, mechanics, items...):
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New monster: suicide bomber. The explosion should be quite small but still dangerous up close. Perhaps more importantly, it should harm other monsters. If that's too redundant (too many explosions), they could just burst in a pool of slime spreading across the floor, then drying up after a few seconds.
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Flying enemies. They could include melee attackers and bombers. Bombers should make significant damage to the terrain. It could be interesting to introduce a new shooting key: "shoot upwards". It would be "5" on numeric, and for everyone else... hmm... I guess 1 more key isn't that much, right ?
-
enemies that shoot projectiles like artillery, in an arc.
- gremlin: a helpful "enemy" that runs away from the player. Like scarabs in Spelunky, they would have to be picked up. This would grant a random powerup, including Duplicate, Apple, Chocolate and Sushi. As for introduction of new powerups affecting old levels... room creators could have two settings for gremlins. a) progressive: gremlins in this room will be affected by future changes. b) conservative, the list of possible powerups will be limited to those available in current version.






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