25th July 2023, 12:45 AM
Fasten your seatbelts... there's a lot to take in here! Previously, I've mentioned that there was going to be a new game mode idea coming soon. Well, this is it! It's called INFERNO ESCAPE 🔥, & it's a big part of an exclusive tournament that rewards you with an AFTERMATH HAT. FYI, the Aftermath hat is still a working progress. But, I can tell you that it's immune to fire, and its weakness is anything to do with ice weapons.
This game is going to teach you to be sharp-eye observant, and not make too many mistakes because some mistakes can cost you dearly. Basically, this game teaches you a valuable lesson should you make any mistakes.
Before we dive deeper into the game concept, notice that the player is using a prototype of Aftermath's laser. This is to allow you to see what it's like to play around with it before the laser gets added to the Aftermath hat. Right now the laser appears to be weak, which means you'll need to collect some special power-ups if you want to enhance it.
One last thing: We need to get rid of this ridiculous picture limit because it's causing problems. That's why you're going to see a bunch of links to open pictures up in new tabs. Also, the fact that "Spoilers" count as pictures, is ridiculous.
How does it work?
Purpose: Climb the tower and reach the finish block before you get burned alive!
Step 1: Quickly scan the environment to see if there are any tough obstacles in your way. Then pay close attention to how quickly the blocks are flipping over. They don't all stay in the same spot, and depending on how many there are, there could be a bunch of random patterns. Don't worry, The Firewave moves pretty slow during the beginning.
Step 2: Use Aftermath’s Zeus Laser to zap The Ice Ball Block, only. Zapping the wrong block could cause you some big problems. The Ice Ball Block is what grants you the right to advance to the next stage by using the key; basically zapping this block will make a special key appear.
Step 3: Wait for the key to appear. You can't go anywhere without this key, so be very patient. Once the key appears, you’ll earn the right to zap the lock off that’s on The Firebrick Block, so that you can advance to the next stage. Attempting to blast the lock off without the key will not work... and please don't ever think that you can just bump it. This block requires a shot from a laser!
Step 4: When you make it to the top, you'll notice a control block that controls The Firewave. Destroy The Control Block with your laser or blowtorch to complete the game properly & stop The Firewave. If you don't do this before you hit the finish block, then your game will be considered incomplete, & you won't be able to successfully collect any experience & prize rewards; not to mention The Firewave will still go on and you'll be burned to death!
Step 5: Find the finish block so that you can collect your reward.
REMEMBER: The boiling hot fire is slowly rising, and you only have but so much time to escape before it's too late!
Step 1: Quickly scan the environment to see if there are any tough obstacles in your way. Then pay close attention to how quickly the blocks are flipping over. They don't all stay in the same spot, and depending on how many there are, there could be a bunch of random patterns. Don't worry, The Firewave moves pretty slow during the beginning.
Step 2: Use Aftermath’s Zeus Laser to zap The Ice Ball Block, only. Zapping the wrong block could cause you some big problems. The Ice Ball Block is what grants you the right to advance to the next stage by using the key; basically zapping this block will make a special key appear.
Step 3: Wait for the key to appear. You can't go anywhere without this key, so be very patient. Once the key appears, you’ll earn the right to zap the lock off that’s on The Firebrick Block, so that you can advance to the next stage. Attempting to blast the lock off without the key will not work... and please don't ever think that you can just bump it. This block requires a shot from a laser!
Step 4: When you make it to the top, you'll notice a control block that controls The Firewave. Destroy The Control Block with your laser or blowtorch to complete the game properly & stop The Firewave. If you don't do this before you hit the finish block, then your game will be considered incomplete, & you won't be able to successfully collect any experience & prize rewards; not to mention The Firewave will still go on and you'll be burned to death!
Step 5: Find the finish block so that you can collect your reward.
REMEMBER: The boiling hot fire is slowly rising, and you only have but so much time to escape before it's too late!
What else do I need to know?
The double green arrows will allow you to switch between weapons (something that's never been done in Pr2 history before). So, by default, you have Aftermath's Zeus Laser weapon. When you pick up the blowtorch, the double green arrows will appear, allowing you to switch between weapons at your disposal.
You will also have other obstacles (other than the fire blocks) attempting to prevent you from escaping - these are The Fire Demon, fire eggs, ghost fire eggs, fire tornadoes, fallen fireballs, earthquakes, ice storms, red lightning, & strong winds. Each time you advance to the next floor, things start to progressively get more difficult and change a little bit. For instance, you'll be dealing with more blocks of the same, The Firewave may naturally speed up a little bit, and you'll be dealing with the blocks flipping over fast, so move quickly!
As you climb your way up the tower, pay close attention to The Fire Meter on your right-hand side of the screen. The more it fills up, the closer The Firewave is to you, so be on the lookout for that; you want to get it as far away from you as possible. Use effective strategies to get far away from it.
Also, notice that you have a blowtorch meter sitting at 100% next to the fire meter on the right-hand side of your screen. This means that you've picked up a full tank of acetylene in your blowtorch. Keep an eye on your blowtorch meter when you decide to use it. I highly recommend that you use it sparingly because these torches may not always get placed on every stage. So, if you squander it on one enemy, then you may regret it, eventually. You'll need to locate and pick up another one to reach 100% again.
You will also have other obstacles (other than the fire blocks) attempting to prevent you from escaping - these are The Fire Demon, fire eggs, ghost fire eggs, fire tornadoes, fallen fireballs, earthquakes, ice storms, red lightning, & strong winds. Each time you advance to the next floor, things start to progressively get more difficult and change a little bit. For instance, you'll be dealing with more blocks of the same, The Firewave may naturally speed up a little bit, and you'll be dealing with the blocks flipping over fast, so move quickly!
As you climb your way up the tower, pay close attention to The Fire Meter on your right-hand side of the screen. The more it fills up, the closer The Firewave is to you, so be on the lookout for that; you want to get it as far away from you as possible. Use effective strategies to get far away from it.
Also, notice that you have a blowtorch meter sitting at 100% next to the fire meter on the right-hand side of your screen. This means that you've picked up a full tank of acetylene in your blowtorch. Keep an eye on your blowtorch meter when you decide to use it. I highly recommend that you use it sparingly because these torches may not always get placed on every stage. So, if you squander it on one enemy, then you may regret it, eventually. You'll need to locate and pick up another one to reach 100% again.
Deeper analysis... Learn more
As you can see, this is a more advanced stage that you'll have to face as you move up the ladder. This stage is perhaps one of, if not, the most intimidating stage that you will ever have to face in a level. Sometimes, there may be certain situations where a lot of stages in one level is setup like this. If you want the Aftermath hat, then this is what you'll have to deal with in the tournament. Remember, these levels range from simple to complicated. The design of the level is a rough draft. The final stage would have a bunch of blocks around it to keep people from glitching through them.
This guy in the picture sure does have bad timing, doesn't he? He kept hitting The Fire Skull Block (like he's doing in the picture), which is why all those enemies have been summoned. Don't make your game harder than it has to be, ok?
The way things appear in the picture is highly possible depending on how the stages are setup. Sometimes, these guys are already there waiting to get you. But, just because they're already there, does not mean that you can't trigger anymore of them after you hit The Fire Skull Block. This makes things extremely difficult because then you really have to be cautious of which block you fire your laser at. The blocks flip over fast sometimes, so pay close attention.
All these enemies are tough as steel, so you would have to do something very special to kill them off. What is that special thing, you ask? Well, if you'll notice, you have a red lightning bolt meter next to the blowtorch meter on your right-hand side of the screen. This meter is perhaps the most advantageous item that you'll have at your disposal.
The sweet, red lightning bolt meter basically tells you how powerful your laser is. So, the closer it is to 100%, the more juiced up your laser is which means you'll have the ability of destroying those enemies that are tough as steel, and your laser will have the ability of reaching really long distances that it couldn't do before. For this magic to happen, you'll need to collect 5, red lightning bolts across the map (which are worth 20% each) in order to reach maximum power. These guys are pretty rare, and not every level or stage will be generous of handing them out. In the picture above, the red lightning bolt is fading away because the player has just collected it. Notice how he's at 100%, and notice how juiced up the laser is now. Basically, your laser is juiced up until you run down to zero just like the first picture.
You need to understand that you'll never destroy anything with a basic laser (that you started off with) just like in the first picture. These enemies are far too tough for that, they look intimidating because they're twice your size, they're taller than you, and they have a mean streak. Eventually, you're going to run into another solution that'll wipe nearly everything out around you (not the entire map, though).
The fallen fireballs are a result of The Elemental Block.
Hit blocks (Firebricks) & numerical patterns for the other hit blocks
1) This is what I think: The firebricks with the lock pads on them, are like special hit blocks, ok? So, once you break those off, there will be an electrical forcefield that you'll have to move towards and penetrate in order for the game to confirm that you're now in the next stage; the game will say 'Stage 2' for an example.
Now, here's where it gets a little more complexed... The way this works is that the forcefields (that rests on the outsides of each stage) will have the job of telling the game that all the hit blocks within each individual stage (meaning all the blocks that flip over), must collectively have a numerical value between 1-10 that tells the game how quickly they're going to flip over and change patterns. This allows the game (for each stage) the freedom of having different numerical values that increases every time a higher stage is reached; a higher value increases the speed of which a hit block will be flipped.
So, basically I would have a numerical value from 1-10 that indicates how slow and how fast the hit blocks will flip over and change patterns; 1 is really slow, and 10 is really fast.
In layman's terms, the game needs to understand that a higher stage number means the hit blocks within that stage needs to have a higher numerical value, which also means the blocks will be flipped over quicker than before. Also, the more blocks you have, the more patterns are generated for all the blocks. See the cheat sheet, below.
2) Now, that's the complexed way. Another way I'm thinking about, would be to just forget about the forcefield, forgot about the game confirming that you're in another stage, and just have certain blocks on certain parts of the map contain higher numerical values than others. People who play the levels won't see the numbers but when you're in 'level creator mode', think about placing blocks on the number 5 for an example. At this point, the game should understand that this block will moderately move faster than before.
So, the question is, how do we get the game to understand these things?... What needs to happen? Btw, if you think this is too complicated to be implemented into the game, then please tell me right away. Otherwise I'm going to think that it's all good. I expect to be challenged here, especially since this is just a theory of mine.
Now, here's where it gets a little more complexed... The way this works is that the forcefields (that rests on the outsides of each stage) will have the job of telling the game that all the hit blocks within each individual stage (meaning all the blocks that flip over), must collectively have a numerical value between 1-10 that tells the game how quickly they're going to flip over and change patterns. This allows the game (for each stage) the freedom of having different numerical values that increases every time a higher stage is reached; a higher value increases the speed of which a hit block will be flipped.
So, basically I would have a numerical value from 1-10 that indicates how slow and how fast the hit blocks will flip over and change patterns; 1 is really slow, and 10 is really fast.
In layman's terms, the game needs to understand that a higher stage number means the hit blocks within that stage needs to have a higher numerical value, which also means the blocks will be flipped over quicker than before. Also, the more blocks you have, the more patterns are generated for all the blocks. See the cheat sheet, below.
2) Now, that's the complexed way. Another way I'm thinking about, would be to just forget about the forcefield, forgot about the game confirming that you're in another stage, and just have certain blocks on certain parts of the map contain higher numerical values than others. People who play the levels won't see the numbers but when you're in 'level creator mode', think about placing blocks on the number 5 for an example. At this point, the game should understand that this block will moderately move faster than before.
So, the question is, how do we get the game to understand these things?... What needs to happen? Btw, if you think this is too complicated to be implemented into the game, then please tell me right away. Otherwise I'm going to think that it's all good. I expect to be challenged here, especially since this is just a theory of mine.
Numerical pattern cheat sheet for Dummies
24 different hit block patterns for 4 different hit blocks
1. O, B, F, R
2. O, B, R, F
3. O, R, B, F
4. O, R, F, B
5. O, F, R, B
6. O, F, B, R
7. B, O, R, F
8. B, O, F, R
9. B, R, F, O
10. B, R, O, F
11. B, F, R, O
12. B, F, O, R
13. R, F, B, O
14. R, F, O, B
15. R, O, B, F
16. R, O, F, B
17. R, B, O, F
18. R, B, F, O
19. F, R, O, B
20. F, R, B, O
21. F, B, R, O
22. F, B, O, R
23. F, O, R, B
24. F, O, B, R
O= Orange
B= Blue
F= Frost
R= Red
Deeper analysis
4 hit blocks times 6 different patterns equals 24 different patterns, total.
For example, I’ve computed that 4 different hit blocks has a value of 6 different patterns each. This means that O (being the first of 4 total columns) has 6 different patterns (meaning 6 different rows). So, until every other letter runs through all possible patterns, O still remains at the beginning. Remember, you have 4 columns here, and 6 rows.
O, B, F, R
O, B, R, F
O, R, B, F
O, R, F, B
O, F, R, B
O, F, B, R
So, once O is done, you would then do this for the next letter B at the beginning, and so on. Eventually you would sum up everything to get 24 different patterns.
24 Different patterns that the game must go through, all of which are in random, sequential order, if you ran through a stage of 4 different hit blocks.
Shortcut
For every hit block that you add, you multiply the previous answer above, times the new hit block.
Take that 24 from the 4 different hit blocks, then multiply it by the extra hit block (5) to get the results based on how many different patterns the extra hit block has.
4 has 24 different patterns... so, now 5 will have 120 different patterns.
1= 1
2= 2
3= 6
4= 24
5= 120
6= 720
7= 5,040
8= 40,320
9= 362,880
10= 3,628,800
11= 39,916,800
12= 479,001,600
13= 6,227,020,800
14= 87,178,291,200
15= 1,307,674,368,000
1. O, B, F, R
2. O, B, R, F
3. O, R, B, F
4. O, R, F, B
5. O, F, R, B
6. O, F, B, R
7. B, O, R, F
8. B, O, F, R
9. B, R, F, O
10. B, R, O, F
11. B, F, R, O
12. B, F, O, R
13. R, F, B, O
14. R, F, O, B
15. R, O, B, F
16. R, O, F, B
17. R, B, O, F
18. R, B, F, O
19. F, R, O, B
20. F, R, B, O
21. F, B, R, O
22. F, B, O, R
23. F, O, R, B
24. F, O, B, R
O= Orange
B= Blue
F= Frost
R= Red
Deeper analysis
4 hit blocks times 6 different patterns equals 24 different patterns, total.
For example, I’ve computed that 4 different hit blocks has a value of 6 different patterns each. This means that O (being the first of 4 total columns) has 6 different patterns (meaning 6 different rows). So, until every other letter runs through all possible patterns, O still remains at the beginning. Remember, you have 4 columns here, and 6 rows.
O, B, F, R
O, B, R, F
O, R, B, F
O, R, F, B
O, F, R, B
O, F, B, R
So, once O is done, you would then do this for the next letter B at the beginning, and so on. Eventually you would sum up everything to get 24 different patterns.
24 Different patterns that the game must go through, all of which are in random, sequential order, if you ran through a stage of 4 different hit blocks.
Shortcut
For every hit block that you add, you multiply the previous answer above, times the new hit block.
Take that 24 from the 4 different hit blocks, then multiply it by the extra hit block (5) to get the results based on how many different patterns the extra hit block has.
4 has 24 different patterns... so, now 5 will have 120 different patterns.
1= 1
2= 2
3= 6
4= 24
5= 120
6= 720
7= 5,040
8= 40,320
9= 362,880
10= 3,628,800
11= 39,916,800
12= 479,001,600
13= 6,227,020,800
14= 87,178,291,200
15= 1,307,674,368,000
What do the blocks do?
This block is called The Elemental Block, and typically this block causes strong winds to happen horizontally from the left or right side, triggers fallen fireballs vertically from the sky, causes an earthquake every now and then, causes ice storms, and you may see a red flash of lightning shock and burn you to death. Bumping or hitting this block will not do anything, as this block is set to automatic. These blocks can usually be found in specific places nearby you, and are controlled by a control block.
FYI, the enemies such as the fire tornadoes, fire eggs, The Fire Demon, and The Firewave are not affected by this.
These are called Fire Blocks. Never bump or hit these blocks because they can burn you, temporarily. When you're burned to ashes, your character turns crispy black.
Red Fire Blocks can be pretty dangerous to deal with, so I advise you to stay the hell away from these guys because not only will they burn you for 3-5 secs, they will also knock you back farther than usual. Picture the ole', 'sitting down' animation... hit one of these, and you'll be sitting down a little longer than usual (while burned) after getting knocked back farther. So, be very careful about where you aim your laser at!
Blue Fire Blocks tend to be way hotter than the red & orange fire blocks. If you bump or hit one of these guys - you will be burned for 7 seconds, it'll speed up the Firewave a little bit, & it'll speed time up by a factor of 10 seconds. You won't see these blocks during the beginning, but later on towards the finish line, you will. These blocks can be very intimidating to deal with because they can cause a lot of problems for you.
These are called Ice Ball Blocks. Hit or bump these to make a key appear.
These are firebricks. They tend to have lock pads on them to prevent you from destroying them (and advancing to the next stage) without the key.
These are called Fire Skull Blocks. Don't ever make the mistake of bumping or hitting one of these guys because if you do, you're going to regret it. Here's what happens when you've bumped or hit them too many times:
1st Hit: Orange Fire Tornado appears (He doesn't seem very friendly)
2nd Hit: Red Fire Tornado appears (Very aggressive; instantly comes after you)
3rd Hit: Blue Fire Tornado appears (Pretty chill until you cross its pathway)
4th Hit: A Fire egg of any random color appears (comes with blowtorches)
5th Hit: A Ghost Fire egg appears (this guy is a nightmare to deal with)
6th Hit: Fire Demon is summoned (this guy is a nightmare to deal with)
7th Hit: Your laser is now broken! (you might wanna consider forfeiting at this point... unless you're not alone)
After the 7th hit, this cycle just repeats itself from the beginning, even if the previous enemies that you've triggered before are still alive. Although, you can't re-break your laser... you'll just get burned. Think of this as a curse that you're putting on yourself every time you blast the Fire skull block. Train your eyes, and don't make these mistakes!
One last thing: When the fire eggs are summoned, they usually come with a blowtorch color corresponding their color. When you see them with blowtorches, they cannot be harmed by any blowtorches of any color.. The only 2 exceptions are a juiced up laser, and The Dark Ice Wave block.
These are special ice blocks called The Dark Icewave, and basically if you hit or bump one of these, it'll instantly wipe out 99% of the enemies in your area, freeze the Firewave for 5 seconds, and freeze The Elemental Block for 5 seconds. These guys are your friend... but, they only appear every now and then.
Enemies to lookout for
This thing is called The Fire Demon, ready to cause chaos. These things are absolutely devastating to deal with because if it attacks you, it'll strap itself to your head obstructing your vision with black smoke for 5 seconds & permanently slowing your stats down by 10 points after burning you to a crisp. This is where you really begin to suffer. First you begin to sweat, then you're burned to a crisp; The Fire Demon is kinda quick.
If your laser is powerful enough, you can take him out! Blowtorches won't do anything against this guy!
These guys are called fire eggs. So, basically these guys can be very devastating to deal with because unlike those small, puny ass eggs that you've dealt with before... these guys are much more massive, aggressive, intimidating, and cannot be crushed. However, they can crush you once they bounce off your head or walk over you. So, your best bet is to stay away from them because not only can they trigger flames just like a flamethrower can, they can easily harm you when touched. This is for advanced players who are really looking for a challenge.
They're also capable of jumping high, moving fast, they're very strong (capable of crushing crumble blocks quickly just like the cheese hat), they're smart, they can move through vanishing blocks just like the top hat, and they can walk up any blocks (that appear to look like stairs) without having to jump like us. If they sense that you're trying to kill them, they'll either do a quick step-back, or go into attack mode, so be very careful. You won't see these guys during the beginning, hopefully... but, later on for sure.
Red fire eggs tend to be more aggressive, their health bar lasts longer than the orange fire eggs, and their flames are more severe than the orange ones. Hit them with red blowtorches, not orange or blue ones. Same capabilities as above, just a little more intense. Of course if they roast you, it'll last longer than the orange ones. So, because these guys are so aggressive, they'll instantly come after you & spam their flame and blowtorch weapons until you're dead. They won't take any breaks or waste anytime with you... they'll get straight to it.
Blue fire eggs are much worse than the red and orange ones because when they attack you, they don't just roast you longer than the red and orange fire eggs... when touched, you will also get knocked far across the platform than a usual bump. Also, they're harder to kill than the other eggs. Lastly, their flames are so hot that you'll be unable to use your weapon for a few seconds, should they come in physical contact with you. Locate the blue blowtorches to deal with these guys. These guys are pretty chill and tend to mind their own business. However, if you cross their path, they will come after you. Same moving capabilities as above.
Ghost Eggs are one of the last enemies that you ever want to see on the map. First off, once they're summoned, they don't go away... and when they are summoned, they chase after you until you either quit the game or finish it. Once they see you, it's over my friend. They have all the moving & superpower capabilities of the other fire eggs, their flames are a lot hotter which means you'll be burned for a little while, and they can even move through blocks at will, just like "Super flying Cowboy Hat' mode.
The most intimidating thing about them is that unlike the other eggs, they cannot be killed!
Quick FYI, all fire eggs (except for ghost eggs) are immune to everything except for blowtorches of their corresponding colors, a juiced up laser, and The Dark Icewave block. When it comes to ghost fire eggs, all those 3 things will do is just slow them down for a little while.
All these various fire eggs will also be a big part of Inferno Escape II 🔥, where you'll have to avoid getting touched!
Orange Fire Tornadoes can be pretty dangerous to deal with because just like the fire eggs, they too have the ability to release flamethrower fire at you. Of course they'll spin you around for a few seconds, and it'll burn you too. Oh and just like the fire eggs, fire tornadoes can also jump high, move fast, move up the stairs without jumping, perform a quick and long distanced step-back, move through vanishing blocks really quickly, crush the crumble blocks really quickly, and they can crush you once they bounce off of your head.
Red Fire Tornadoes are really aggressive. Not only do they spin you around longer than usual... they can shoot red shockwave fireballs at you (turning you red), and release flamethrower fire at you; of course the deep, red flames are much more intense than before. Sometimes, they drop mines and use sword weapons to attack you with; they have an unlimited supply of this, but they don't often use them. Don't piss these guys off, or otherwise you may never see the light of day! These guys have no problem making it their mission to hunt you down like an assassin!
Blue Fire Tornadoes are usually pretty chill. However, should you cross their path, and you'll be met with cataclysmic firecrackers that can demolition you in seconds. Unfortunately, if you're hit with too many of these, you'll be unable to use your weapons for a few seconds... even when you're no longer stunned. They can also release blue flamethrower fire at you, and spin you around really fast and spitting you out pretty far! Unfortunately, if you're hit with their blue flames, you'll be in a coma for a while. This could very much slow you down causing you to loose this game in a hurry.
All fire tornadoes of various colors are immune to everything except for blowtorches of their corresponding colors, a juiced up laser, and The Dark Icewave block. On the other hand, these fire tornadoes are really smart, man. For example, if they catch you jumping down from a high platform, they'll stand there and wait for you to fall so they can catch you and punish you.
Your weapons in the game
This is a prototype of Aftermath's Zeus Laser weapon that uses the same powerful laser as the Aftermath hat. The biggest difference here is that this prototype cannot destroy blocks like the Aftermath hat can. As I've mentioned earlier, you would need to collect 5, red lightning bolts (20% each) to earn the ability to destroy up to 10 blocks maximum (this excludes the required blocks & the fire blocks). Normally you would press and hold the left-click button on your mouse to destroy blocks, once you obtain that superpower. You can also use these lasers to shoot opponents, hit blocks, and trigger them.
You also have another feature that's built inside the Zeus Laser that's called Frostbite. When you're juiced up to 100%, you can decide whether to use the laser or use Frostbite. Frostbite will freeze enemies for about 5 seconds, then you can shoot them with your laser if that's a smart strategy that you'd like to use. But, just remember to be quick about it because you still have the Firewave gaining on you. You can also use this weapon to extend your laser range and lock on items that are far away or close range; just use your mouse key to do so. When you do that, left-click to trigger the laser.
Here's what I think should happen: Press the spacebar to activate the laser, use your mouse button to freely extend the range of your laser, wait for it to lock on an object, then left-click to fire it away. Press and hold the left-click button to do maximum damage and destroy blocks when you're juiced up.
Pick up these blowtorches to roast the fire egg/fire tornado enemies, and slow them down. There's two kinds of blowtorches that you need to pay attention to: 1. There's the blowtorch that just has one solid color (could either be orange, red, or blue). 2. There's the one that constantly blinks changing different colors.
The reason it's important to pay attention to what color these blowtorches are is because for example - if you pick up an orange blowtorch, and you're trying to burn a blue or red fire egg/fire tornado, then it won't work because they're immune to orange blowtorches. Find the correct, corresponding color for each fire egg/fire tornado to avoid learning a tough lesson.
Remember, you can also use these blowtorches to destroy the control block.
The BIG finish!
Remember to lookout for control blocks on your way to the finish block. Remember, they're the ones that's responsible for the Firewave problem in the first place. You cannot complete your game until you destroy these blocks with your laser or blowtorch. You do not need a powerful laser to destroy these blocks.
How does this work with multiplayer?
Basically, you'll work together as a unit, or you can decide to sacrifice one another to the Firewave; yes, you can shoot each other with lasers and burn each other with blowtorches. However, you'll be fighting one another for special power-ups and blowtorches. If enemies are already on the next stage, then they'll just attack the person who's nearby them. Whoever summons an enemy will be the one who pays the price. Lastly, enemies will also attack those who attack them.
Call to action
You see this picture up here?... Pathetic, right? This could all be fixed in a matter of days, if this game mode were released. Just one big change could draw in a bunch of new players, especially when they see this. A lot of ingenious ideas have been thrown under the bus for whatever reason. But, this idea is one that cannot be ignored because you know deep down that you'll never see any other ingenious ideas like this. Stop thinking that hat attack mode is a really special idea because if it were, then almost everybody would be talking about it. Truth is, it's the projects that have a lot going on (like Inferno Escape 🔥) that tend to be the most interesting, if done properly.
Think of my idea as the impetus of Pr2. Also, when's the last time you've seen an idea as good as this? Apparently deathmatch mode and hat attack mode didn't do the job. But, with your support, I promise you that this will. Inferno Escape is completely different, and I have at least 1-2 more ideas coming behind it. I'm not playing around folks... these ideas aren't something you can just sweep under the rug unless you want to waste your time reporting bugs and suggestions on a dead flash game.
So, if you're truly interested in this idea, and you're ready to embark upon a wild and creative journey with me, then please let me know. Otherwise, I may have to resend my hat idea because this game mode is a very big part of how you'll earn it. The tournaments that we currently have for earning prizes are exclusive to the Artifact hat only. The Aftermath hat has its' own tournament; that's how special it is.
Also, I'm open to anyone who wants to help me with this game mode project by drawing these things for me, since I'm currently working on the hat. If you're truly unsatisfied with the current game modes, then step up to the plate and let your creative, artistic abilities shine over the other side of Pr2. All you need to do is draw the things that I've added in the picture, except for the alien eggs (which just needs to be increased in size). This is your time to get credit for creating something in Pr2 while I work on a much more bigger attraction.
People rarely race against each other anymore, which is why I've suggested we add AI (the fire alien eggs & fire tornadoes) in the mix because hardly anyone wants to play anymore, and they're always macroing. This game is long overdue for AI, and so many other flash games are kicking our asses because they have something that we don't.
So, think about this folks... do you really want to continue investing your time in a flash game that bores the hell outta people (just like the picture above), or would you like to invest time into something that keeps people glued to their computer chairs?
I'll be happy to answer any questions or concerns that anyone may have about this idea. Also, I'm happy to be a beta tester if this idea gets implemented.