

Good day! After a nice release yesterday, I'm back with tons of new content plus tweaks to existing levels based on user feedback! Read the changelog to checkout the tons of new stuff! Here is my original post + tweaks:
Good day all, I completely a nice little 11 level adventure.
The Dark Forest is very hard. Multiple enemies set on timers will attack you, posing a different threat on each stage.
The Dark Forest:
Here you must confront the guardians blocking the entrance to the lava valley.
Dark Lava Pit:
Watch your step as you must jump from platform to platform as you are under fire from relentless enemies.
Dark Mushroom Field:
The guardians of the field await you as giant mushrooms spout enemies.
Dark Canyon:
You must defeat the guardians at the door to gain access to the fortress.
Dark Fortress:
Your last encounter with relentless enemies.
Changelog:
v1:
Initial Release
v2:
Fixed a bug that allowed you to skip stage 1
Added health kit at the start of stage 2
Added health kits to stage 3
Tweaked difficulty of stage 3
Changed the number of huge enemies in level 1 from 3 to 2
Added 2-3 health kits at the beginning of most levels to balance the difficulty
Fixed a ton of bugs with doors not appearing correctly
Added 6 new levels! The Dark Temple section!
-The Dark Garden
-Dark Temple Grounds
-Dark Temple Entrance
-Dark Hall of Combat Mastery
-Dark Dungeon
-Catacombs (Final Boss for now)
Known bugs:
None for the moment!
Enjoy!

The Hills Of Perth
Version - 0.2
Adventure through the hills of Perth and destroy enemies along the way!
This adventure will grow as the tools do. I am planning to make it fairly extensive.
Please let me know if its too hard or too easy.
v0.2
7 playable levels
Balanced gameplay and level design.
v0.1
First Release!
3 levels to dominate.

Here's a level that's designed for getting high scores rather than just surviving it. Otherwise it's too easy to camp in a corner.
It was going to be a game mode in the PLAY menu, but I didn't want to clutter it.
You might notice that the player always has the sword in this one. This is an undocumented feature of the editor: to do this, set the name of a room to _dojo.






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? :(



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.


