In-depth Level Customization
#1
Cool 
Features that emphasize level readability & depth.

LEVEL EDITOR

New Layers
Cover Layer
- Place Cover Blocks in the air or in-front of regular blocks. Example: Arrow Cover Block in the air or in water. Vanish Cover Block with a hole in it (to see what will be revealed beforehand).
Art Layer
- One single art layer. More can be created by the player.

Options
Undo/redo history
Selections
- Complex block highlighting. Hold button to add, remove, select all of a certain block in a region, etc.
Modify
- Cut, copy, paste, transform (rotate, horizontal flip, vertical flip), fill, delete, replace with ___ (including air)
Count or measure

Co-op Level Editing

Camera Options
More on this in Camera Block.

Block themes
Different themes for the main block set. Can be custom drawn or unlocked by completing specific levels.

Stencils
Any region of a level highlighted to have its art moved, flipped, rotated, or turned into a Stencil.
Custom Stencils can be ID attached to Blocks, Players/Teams, or Entities to move with them.
Examples: A rotating platform could keep its artwork. Egg Minions could have a massive drawing placed over them for a visual effect.
Stencils also have sub art-layers for complex drawings.

Sorting system
Folders alongside tags and filters for Custom Art and Level Saving.

BLOCKS

Blocks in the level editor HUD can have their settings changed before being placed. Example: set an item to gun and sword, place them around.
Their settings can also be copied from existing blocks in the level using a settings "color-picker" tool.

Slope Modifier
Places a diagonally cut-in-half, sloped version of the block. Example: arrows or bounce blocks for fun movement.
Example: The up arrow rotates diagonally to show that you can hold up to get a diagonal boost. The up arrow symbol is also smaller to fit into the block.
Blocks without symbols are simpler. They are cut in-half and have their outline drawn over the slope.

Guest Block
If a replay system is going into the game, it'd be great to build it from the ground up to support the Guest Block.
When hit, a Guest NPC pops out and follows prerecorded actions until they finish or their replay runs out (or their block is hit by the same player, starting the replay over.)

Settings
- Mode: Ghost/Real
Ghost mode: NPC's do not interact with the player and their path is completely predetermined. The purpose of Ghost mode is for speedrunning against, demonstrating
glitches or challenging sections, and general spookiness.
Real mode: NPC's can do anything a player can do. Sword players, place mines, push blocks/run contraptions, spam weapons, etc.
- Record: Record inputs for the NPC.
- Invisible: NPC body parts are not rendered.
- Loop: enabled/disabled
Have the NPC loop their recorded movements when it ends.
These could interact with any other block to mechanically open up the game. They could run timers, serve as obstacles, be aesthetic, or otherwise add flavour to a level.

Ghost & Haunt Block
Ghosts (Cover) are a tile placed in-front of other blocks.
Haunt Blocks are bumped to activate and deactivate the Ghosts, causing the tile Ghosts are in-front of to toggle their collisions on/off.

https://i.imgur.com/t4GKTgm.png
Examples: key doors, jump puzzles, walls and floors on a timer, player-filters.

Ghost (Cover) Settings
- Colour ID: ___
IDs are assigned to make a colour group disappear and reappear together.
- Enabled/disabled
Ghosts can be individually toggled to be in the opposite state to other Ghosts. This way when the Haunt Block is toggled some blocks will deactivate while others will be activating.
- Private: yes/no
Ghost groups could toggle individually for different teams/players.
Haunt Block Settings
- Colour ID: ___
Appearance
Cover: A small coloured ghost in the centre of the block. When the ghost is inactive it appears transluscent and the block is opaque. When the ghost is active it appears opaque and slightly larger while the block is transluscent.
Block: A simple block with a group of Colour ID Ghosts in the centre.

Team Block
Team Blocks offer a way to have players win and lose together, as well as respawn at specific places despite where their safe block is anchored. They can also interact with blocks like the Ghosts to make team (or player) specific challenges - to avoid the "copy paste level four times" and maximize player interaction.
When stood on, a flag appears which becomes the players' spawn point.
Bumping the team Block can add the player to a team without the respawn mechanics (used for other Team Applications like Ghost Blocks). Being in a team and bumping your own Team's block resets your Team to neutral.

Settings
- Colour ID: ___
- Mode: Damage / Safety Net / Item
Damage setting: causes players to respawn upon taking any damage, mines, swords, etc.
Safety Net: causes players to respawn when hitting a safety net.
Item: Causes players to respawn when using an item. Example: players teleport out of traps on a practice trap level.
- Shared health: enabled/disabled
- Friendly fire: enabled/disabled
- Exclusive Team: (y/n)
When the player bumps this Team Block, do they switch Teams or can the be on multiple Teams simultaneously?
Appearance:
A basic block. Two icons in the block visualize the Mode and Friendly Fire settings. For mode, an explosion[dmg]/net/question-mark[item]. For Friendly Fire, a sword with a stop symbol through it when Friendly Fire is turned on.

Gravity Block
Can be used to set gravity including directional gravity which acts as "wind" to push the player.

Settings
- Angle: ___
- Force: ___
Can create multiple forces.

Power Block and Plug (Cover)
The Power Block is used to remotely bump blocks and apply them to a player or their team.

Example: a player with their team set to blue could teleport their whole team to a location and change their team's gravity.
Or, by bumping a single block, a player could be given an item, teleported, rotated, given stats, all at once.

Plug (Cover) is placed in-front of a block and is the target. The Plug's ID is activated by the Power Block.

Settings
- All/Team/Player (Who does the bump affect?)

- ID: ___ (can add more)
- ID's Chance %: ___ (0-100, default: 100%)
- Chance Pool ID: ___ (0-∞, default: 0)

Chance % allows this block to also take on the role of a randomizer. Example: Plugs connected to a three Haunt Blocks to randomly open one of three pathways ahead.

If there are multiple chances in one Pool (sharing one number), the output will be mutually exclusive (only one is chosen). Example: two 50% chances in a pool would always activate one of the plugs.
Whereas chances in their own pool could be set to 33% chance - a third of the time activating, a third of the time doing nothing.

Appearance
Power Block: The power lights up for a moment when the block is used. A dice is apart of the design when non 100% chances are inside the block.
Plug: Plug icon, lights up when connected Power Block is bumped.

Art Block
Hides or shows an art layer. This could replace the art on the way back through a section, or swap out backgrounds to change the theme (in PR2 the player needs to move incredibly far away to not see the old Layer 3 for example.)

The Art Block could be used subtly by activating remotely via a wall of custom Power Blocks, having no texture or collision.

Settings
- Layer value: ___ (what goes on top)
- Parallax value: ___ (if/how much background movement).
- Visible: enabled/disabled

Camera Block
Modify the camera relative position, catch-up acceleration, and zoom.
Bigger levels with high stats might want to zoom the camera out or have the camera pull ahead of the player as they move.
Settings
Relative x-Position (default 0): ___ can offset the camera from the player on the x-axis
Relative y-position (default 0): ___ can offset the camera from the player on the y-axis
Accel ahead position: ___ Moves the transform of the camera units towards the direction of forward acceleration
Accel above position: ___ Moves the transform of the camera units towards the direction of upward acceleration
Camera zoom (default 100, max 250): ___ Zoom the camera in or out to reveal more of the screen.

Telescope Block
Holding down to charge a super-jump at a Telescope Block puts you into a spectate camera until space is pressed. Used to view challenges up ahead or to spectate players.

One-Way Block
One-Way Block (similar to PR3) can select up to four directions to prevent players from entering. Changes its texture based on its set direction(s). Apart of the default set of blocks.

Platform Block
Platform Blocks are like one-way blocks, but their collision is freely moved through when holding the specified direction. Example: Tap or hold down to seamlessly fall through platforms.

Vanish Block
Vanish blocks can be shared by each team individually. Players in other teams will not have you disappear their vanish blocks. Useful for Frust/Solo levels where each player would be on a different team so they wouldn't hit each others vanish blocks. Or for team challenges.

Settings
- All Teams: enabled/disabled (default enabled)
- ID: ___
ID's are unique by default, but vanishes can be grouped together to disappear at once.

Move Block
Move Blocks behave like PR3 but with the option of Move Increments. A number setting that determines how many blocks to jump for each move. Could be used for higher-difficulty platforming, or swapping blocks around with more freedom. Has an additional setting: stand-inside (y/n), enabled by default. When Move Blocks move into players, the player falls straight through. This setting makes move-block challenges a bit more forgiving by replacing any downward velocity while inside the block with a standing/running state.

Teleport Block
New Settings:
- Random: y/n
Off by default. Can Teleport to a random TP Block in the chain.
- Team ID: ___
Only usable by certain Teams.
The camera catching up to the player in PR2 should not apply to Teleport Blocks. The camera makes it feel like fast movement as opposed to a teleport - plus it ruins the seamless transition to a copy pasted room (i.e. an alternate dimension that's slightly different).

Arrow Block
The "jump-boost" up arrow mechanic comes from adding jump trajectory to the up arrow boost. I think it'd be fun to translate this mechanic to all sides of the arrow. So holding down as you bump a Down Arrow Block would send you down with additional speed. Holding right while you bounce off the right side of a Right Arrow Block would give extra rightwards speed. Could be a fun skill-bounce to regain speed after a slower section. You could get variation in speed coming off the Block depending on how long you hold the arrow key (like variable jumps on up arrows).

Rotate Block
Settings
- Rotation duration: ___
Set the time it takes to rotate. Longer times could be used to make Inception-style hallways. Or fast rotates.
- Final angle: ___
Set the final angle the player will be rotated at. Example: Make the whole level sloped.

Structure Block
Similar to how the gear highlights a structure to move as one unit, the Structure Block can select areas to become one Structure.
Use examples:
Structure Blocks, when given as a custom item, will place their ID'd Structure (settings to destroy include being on a timer, having an amount limit, and touching a Reset Block.)
Can also be used with Chains (in the ENTITIES section) to connect a Structure to a single object. When this single object moves (be it a move block, push block, or entity), the entire structure moves with it.

Launcher Block
Spawns an entity and can shoot it with force. E.g. An egg minion with a weapon, or a wall of blocks with kinematic physics on a factory line.
Settings
- Spawn ID: ___ (multiple ID's allows multiple objects to be spawned at different locations)
- Team ID: ___ (launch will spawn with a Team ID, useful for changing gravity with Power Blocks)
- Origin: ___
- Facing direction: ___
- x-velocity: ___
- y-velocity: ___
- Velocity angle: ___
- Gravity: ___
- Rotation: ___
- Entity: ___ (can be selected from a list or reference an entity in the world. Referencing a chained entity will also spawn the attached components (chains/ropes attach things together, more on this in the ENTITIES section.)
- Block: ___ (The Launcher can be used as a static block spawner. Example: spawn in parts of a level with the Structure Block.)
- Maximum: ___ (when a maximum is set, the launcher will delete the oldest copy before spawning a new one)

Void
Void is an air block that instantly destroys whatever it touches. It can act as a trash can to destroy entities that move into it, or will hurt players and send them back to their spawnpoint. A void can change to any rectangular size.
Settings
- Team ID: ___ (only destroys certain IDs)
- Players: (y/n)
- Entities: (y/n)
- Blocks: (y/n)

COVERS

Covers are placed in their own layer to attach mechanics to a block they're in-front of. They can also be placed in the air where they don't have collisions. Example: arrow Covers in the air can push the player but can be moved through freely.

Player Spawn Cover
The player spawn point is a Cover Block. This allows it to be easily placed over-top of Blocks (like Water or Basic Blocks) without glitches like in PR2.

Power Cover
A regular Power Block but with no collisions.

Change Cover
Changes the block it is attached to. Can be set to change when the block is bumped, destroyed, or touched.

Arrow Cover
The arrow component of the Directional Block. Used to create surfaces that apply forces to the player. Example: A push block with an up-arrow Cover could be bumped to ride it up like an elevator.

Push Chain Cover
The push symbol component of the Push Block. While only the push block can be pushed, any block (including air) can be added into the push-chain. Example: Create a push block line with an empty space in the centre. Or move a solid wall.

Teleport Cover
The circle teleport component of the Teleport Block. Can be linked with any other Teleport Blocks like normal.
Example: Teleport into the air or inside a wall.

Move Cover
Allows any block to move with a preset (or random) path.

Heart Cover
Regenerates blocks on a timer.

Vanish Cover
The vanish Cover has an invisible centre to see what block it is in-front of. It could be over a mine, safety net, etc.

Ice Cover
Takes the form of white jagged lines. Causes a block to be slippery.

Rotate Block
The rotation component of the Rotate Block. Causes the player to rotate.

Hat Cover
Select a hat to be placed in the level with a rotation.

Ghost Cover, Plug Cover
Explained in the BLOCKS section.

Reset Cover
Functions as an "air block" with special properties. Removes the hit-stun effect, invincibility, item, and freeze state of a player.
When adjacent to blocks, it repairs their state. A smiley face or heart block would be replenished and ready for re-use. Could be useful if the Reset Block was in a push-chain where it could be moved away from a block to stop resetting it. Example: one-time use Item Blocks would be infinite items until the Reset Block is pushed away.

Cracked Cover
A Crack (or jagged opening) is placed over a block allowing the player to freely enter a block from a side. This offers a clean transition through blocks into free-fall collision spaces (unlike Teleport Blocks).
Direction: left/right/up/down

ENTITIES

Entities can be placed in the Editor or fired out with a Launcher Block. Entities respond to physics in the level, like bounces or arrow blocks.

Block Entity
Blocks can be spawned as Entities. Example: Three tall Block slides along ice to act as an obstacle.

Crate Entity
Crates are inactive on all sides except top (they can be jumped on but otherwise moved through). They can be picked up by starting a charge-jump, and then dropped with the down-key. They can be grabbed to solve puzzles, and offer a way to have player-moveable collisions off the regular block grid. Crates activate the PR4 "activator blocks".
The crate's function as a player-grabbable non-axis aligned block could be expanded with Custom Blocks (for example, an item source or bounce block you can move around.)

Chain Entity
Chain Entities can fix two objects together. The objects stay at the same relative distance from each other once chained. For example, you could chain a Structure Block to a push block or crate entity - Then have the player move that block/entity around to move a larger structure of blocks.
A chain end can be set to Receive Only or Output Movement.
Chain links placed in the air will attach to whatever touches it (a player, for example). Example: chain two players together.
A Custom Tension Value can also be added to the Chain, turning it into a Rope. It has the same function, but acts more like a rubberband rather than fixed.

Bubble Entity
A versatile floating entity.
A method to distribute items or effects to the player. When it is damaged or touched, it is popped and its contents are given.
Contains an entity (or one or more item IDs).
When landing on a bubble, pops and pushes the player up.

Egg Minion Entity
The Egg Minion can be given any item. Super-jumps when falling. Weapons are used with different range detection for respective weapons. Held Bubbles are dropped when a player is nearby. Teleport attempt when hitting a wall. Other items like mines are placed at random.

Universal Entity settings:
- ID ___
- Facing direction
- Spawn x-velocity ___
- Spawn y-velocity ___
- Spawn Direction ___
- Block Layer: ___
Can be set to interact with Blocks on a certain layer.
- Gravity ___
- Duration: ___
- Rotation: ___
Duration 0 for no duration. Entity destroys itself after a certain period of time.
- Regeneration time: ___
0 setting does not regenerate the item. Any other time will cause it to regenerate when destroyed.
- ID
Entities are given a unique ID by default but can be set to the same ID. When one entity is destroyed, so will others with the same ID. Example: Bubbles with the same ID act as a disappearing jump-pad.
- Team ID
Entities are given a unique team ID by default. Entities with set team ID's opens up a lot of options with the Power Block. For example, Egg Minions can have their item switched out. Crates could all have their gravity changed at the same time.

EFFECTS (Block Covers placed inside Bubbles)

When collected from a Bubble, Block Covers apply an effect to the player for a duration. Visible above the player's name-tag when active. Most effects can be applied permanently with "duration 0".

Player Spawn Effect
Respawns the player after a time is elapsed.

Power Effect
Activates nearby Plug Covers.

Arrow Effect
Applies a force for a duration of time. For example, picking up a Right Arrow could make the player feel like they're zooming on Right arrows for 5 seconds even when they're not touching blocks.

Push Effect
Causes the player to have collisions. Players could jump off each-other. Minions are invulnerable to stomping.
With duration 0, this could be applied permanently (until hitting a reset block).

Teleport Effect
Has an ID and is part of a teleport block chain. Collecting the teleport bubble causes a teleport to the next ID in the line (it's a regular teleport block in a bubble.) Elapse time setting.

Move Effect
The move entity causes the player to jolt in random or predetermined directions like a move block.

Heart Effect
Applies a life and invincibility effect like a Heart Block.

Vanish Effect
Adds collision to the player. Goes transparent and has no collision after being hit or touched.

Ice Effect
All movements become slippery.

Rotate Effect
The player is rotated.

Hat Effect
Gives the player a specified hat for whatever set duration.

Ghost Effect
While in Ghost mode, the player no-longer collides with blocks. Toggled by the Haunt Block. Or by a Cycle Time setting.

Plug Effect
Any blocks this player bumps is applied to their whole team.

Reset Effect
Applies Reset Block and prevents the player from picking up items, etc.

Cracked Effect
Other players can freely enter collisions near this player.

COLLISIONS

Some specific rules and features for what happens inside blocks.
When inside blocks, the player can move and free-fall.

Gears
When gears push a player into a place where there are no more valid spaces to move, the blocks on the gear lose collisions until the player finds a valid space. Optional: enter the squished state & lose a heart.

The "Cracked Cover" (from the COVERS section) is a way to freely enter into blocks. Teleport Blocks can do the same thing. These spaces could have unique properties to make travelling through blocks a core part of racing.

Inside Blocks
Blocks like the Arrows can still apply forces to a player free-falling through blocks. Basically any block that is fun to use when in fall-through-blocks sections should have some kind of functionality.

Strong Block
The player always collides with Strong Blocks - even when they are free-falling through blocks (though glitching or teleporting inside a Strong Block will still cause you to freefall out of it.)
The Strong Block also reflects attacks and effects. If the player freezes the wall, they get frozen. Swords cause self-damage. Teleports don't go through.

ITEMS

Interaction

One key part of making items fun is how they interact with each other - this is largely missing from PR2. For example, hitting laser gun ammo could reflect it. Freezing laser gun ammo could let you briefly use it as a platform. Duck Game is a great example of how items with intricate mechanics can make intense fights with lots of replayability.

Universal Settings:
- Item Ammo/Duration: ___ how many times can it be used
- Use Effect: ___ (and duration)
Example: Add a custom effect to SJ, when used it applies an Effect to instantly rotate you upside-down - with infinite ammo, this could be a fun gimmick level.
- On-hit Enemy Effect: ___ (and duration)
Applies to the Attacked Unit after getting a successful hit. Example: Swording or Freezing players could also give the enemy a few seconds of low-grav.
- On-hit Self Effect: ___ (and duration)
Applies to the weapon user when they get a successful hit. Example: teleport to another chamber after successfully swording an opponent.
- Use Team: ___
- On-hit Self Team: ___
- On-hit Enemy Team: ___
Offers more ways to apply team changes. Could be useful since Teams can function as "tags" to apply things via Power Blocks.

- Power level: ___
Items can have their power increased or decreased. TP Blocks could go half a block. Swords could send enemies to the moon.

Sword
Can also be pointed up or down to slam opponents into the stratosphere or hell respectively.

Hook Gun
Ammo: 1
8-directional

Shoots out 7 blocks in the held direction and attaches to whatever it hits. If the player is holding space when it attaches, it's used to swing like a pendulum that detaches when space is released. If space is not held when it hits its target, then it pulls directly to it instead (yanking players together or zipping towards a block.)

Spring Boots
Ammo: 1, timed effect

All collision surfaces act as medium power bounce blocks for a short duration.

Sludge
Ammo: 2
Left or Right Directional

Spews out green sludge in an arc. Players directly hit become 'sludged', slowing their movement speed for a short duration. Sludge on Blocks increases friction - Walls that are sludged can be wall-jumped off.

Disabled by default items
(these items are for custom maps, not necessary in regular racing)

Bubble (disabled by default)
Ammo: 1
Set-time: 0.5

Contains a bubble entity that can contain a Cover or item. Takes half a second to set after being placed by a player. Can be used to share items with other players. Could also contain no item and just be used to jump off. A set time of 0 would apply any effect to the player who used it.

Custom Block (from item box) (disabled by default)
Any Block can be added to the list of items. This means the player could place an Up Arrow Block, a Trampoline Block, etc. If the Custom Block item is a Structure Block that is ID linked to a Structure (area of blocks in the level), the structure can be placed using the item.

Settings
- Time to set: ___ (Mines take a while to set, with Custom Blocks any block's set time can be customized)
- Custom Block Max: ___
- Destroy Time: ___
- Regeneration Time: ___
How many times can the player place a Custom Block before it begins to replace the oldest one.
(The Reset Block would remove any placed custom blocks by that player.)

Switch (disabled by default)
Ammo: Infinite
ID: ___

Toggles/activates blocks that match up with its ID. Haunt Blocks, gears, etc.
Example: Jump puzzle where you use space to toggle the walls that have Ghost Covers on them.

Teleport Into Blocks (disabled by default)
Ammo: 1
Left or Right Directional
A Teleport that only works when your destination is inside Blocks.

PLAYER INTERACTION

Creating unique ways that players can interact makes multiplayer a lot more interesting - Be it a puzzle or race.

Some previous examples:
An Effect that enables player collisions. Tying players together with ropes. Using chains to have one player control obstacles for another player. A Grappling Hook that targets a player to pull them.

Item Distribution
One idea to increase the frequency of player-interactions is having an optional Mario Kart-style item distribution.

https://i.imgur.com/9Ln1XIJ.png
In this example, green lines have been placed over the level that represent progress. The part of the green line you are closest to determines your Position in the race (1st, 2nd, 3rd, 4th). The red line prevents the player from accessing lines later in the level they aren't up to yet.

The further behind you are, the better chance you have at getting a good item. The Position Standings could be displayed on-screen (who's in what position). The Item Pool would be customizable (what is offered, and percentage chance of items at a each Position.)

This system could use checkpoints to support when players have to back-track through zones. Available items could be changed using checkpoints (to tailor favourable items to areas they'd work best in).

An option for level makers to further Kart-racing style gameplay is timed-respawn Bubbles that offer a random item (rather than using Item Blocks).

Rubberbanding is useful because players who get caught behind might be stuck fighting eachother while someone else increases their lead. Games like Speedrunners limit camera vision ahead so the people in-front have a harder time dodging obstacles. Mario Kart gives people falling behind an increase in speed, and offers catch-up items (like the Bullet Bill or Blue Shell to target players in 1st). Rubberbanding can be frustrating when it's too intense - but when it hits the sweetspot it can be prevent a winner being decided too early on and can increase player interaction to make a race more engaging.

PR2's rubberbanding is very limited. Bricks, crumbles, and push blocks can be used so that one player ahead takes longer than everyone else.

CONDITIONS, VALUES & TRIGGERS

Conditions and Triggers can display values, gatekeep areas until a value is met, or offer custom win-conditions so players can create their own gamemodes.

A Value is a tracked number that can be increased or decreased via Conditions. Values can be applied to a team or player, and can be displayed on-screen. Once a certain value is reached, they can cause a block bump to Trigger.

Value Settings:
- Value name: ___
- Applies to: ___ - Can be set to all players, or players on certain teams.
- Starting value: - When the player first receives the value, what value do they start on?
- Shared with: (Self/Team/All) - Who can plus and minus points for this Value?
- Display to: (None/Self/Self-Team/Teams/All) - Who does your value display to on-screen?
- Value threshhold range: ___-___ - When the value reaches this range, the Trigger occurs.
- Trigger Block: ___ - When the Trigger occurs, this block is bumped. Setting this to a Power Block could cause multiple block bumps.
- Condition ___, Condition Value: ___ - Can add multiple Conditions: What events cause the value to change and by how much? Can be set to block bumps, unique block bumps of a certain type of block, weapon uses, weapon hits, safety net hits, times you've been hit by a laser, how many players you've hit with your own mines, time spent swimming, etc. Anything that could be useful for tracking.

For example, a "Coins: ___" value could be displayed on-screen. A Condition to increase the value would be breaking Coin Blocks - a custom block with no-collisions that instantly breaks for that player when touched. A Trigger could be attached to a Haunt Block to allow you to pass through a door when enough coins are collected. Or a shop could have buyable items that Trigger -x coin values once bought.

In an Objective race, how many finish blocks each player has bumped could be tracked.

Getting a successful sword hit could be a Condition. A team getting enough sword hits could Trigger a finish block as an alternate win condition in a Deathmatch level.
The Following 4 Users Say Thank You to jc66266 For This Useful Post:
  • Adulock77, Magniloquent, MoonFiredk, Northadox
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#2
Reworked formatting for readability. Added Stencils (art can be duplicated or attached to moving/rotating blocks). Added section on Collisions.
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#3
Many of these ideas are incredible!! I especially love the idea of a hook gun and the sludge items, that sounds 100% MADE for racing levels and will be completely new to Platform racing (making the game feel more fresh!)

I also love the idea of the Telescope block. Will make puzzle levels cooler to explore and solve!
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