Another short level, and an attempt at some kind of boss.
Monsters spawn constantly for two minutes, and you must break all four pillars (or veins, whatever) to destroy the heart, get the key on top of it (to open an exit) and escape. Fail to destroy the heart in two minutes, and 300 enemies will make sure you do not get out alive.
It is rather hard, as you are always followed by monsters. I softened the level a bit by adding a health pack at 0:30, a triple shot at 1:00, another HP at 1:30, and a sword at 2:00 (just for the lulz, you wont beat the 300 monsters).
PS: I will remake this level with zerglings once the creature editor is released :P
PS2: why do I always forget to add music? :(

ok i recycled thread
game crashed while viewing list of bbs levels
voxatron 0.1.4
windows 7 x64
latest ati drivers
Faulting application name: vox.exe, version: 0.0.0.0, time stamp: 0x4eb1ce61
Faulting module name: vox.exe, version: 0.0.0.0, time stamp: 0x4eb1ce61
Exception code: 0xc0000005
Fault offset: 0x00050bd6
Faulting process id: 0x280
Faulting application start time: 0x01cc9bebb0b5f7f2
Faulting application path: C:\Program Files (x86)\Voxatron\vox.exe
Faulting module path: C:\Program Files (x86)\Voxatron\vox.exe

I added a few levels to the game! :D If you have already played the first few levels, there is a hidden portal that skips to the newest levels directly behind the purple robot that is on the right of the gate in the first room.
Constructive criticism welcome. :3 (Also tell me about any mistakes I might of made, I already know I forgot music on the canyon level :0)
Edit: Also tell me if its too hard/easy, my goal if for it to be hard enough that one is near rage quitting, but is then rewarded with a win.

Right now the objects are hidden when they are not active, and they only appear when they are activated (by being triggered and by the timestamp).
But sometimes it's useful for it to be the other way around, and disappear when activated.
For example, it would be fun to make it so that the whole map starts disappearing as soon as you pick up some object and you have to run for your life to avoid sinking in the lava.
Another use for this would be for an object to disappear on activation when the player touches it (or gets close to it), as if it was an object that was picked up. We would need no more keys or apples to trigger events, we could make our own custom buttons and item-like objects this way.
Right now every possible puzzle has to happen in the same single room. You can't allow for the player to go grab a key or activate something in a room that can open a door or trigger a change in another, different room.
I think that a nice way to enable this in a way that's consistent would be using global object groups. Groups could have a "global name" property so that groups with the same name are in fact the same group, even if they are in different rooms.
When an object in a global group is activated, wherever it was, the active status would apply to all the objects in all the rooms that have the trigger set to "group" and are from the same group.
Something like this would be very useful for dungeon/maze-like kind of levels where you can go back and forth exploring the branches searching for a trigger or an object that will help you in another part of the dungeon. It would also allow for some kind of inventory, as the level will know if you did pick up something (or got next to it at some point).






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