Music made by Carolcay!
Code and textures by me!
Use Arrow Keys, WASD, or ASD + Space to control your character (Slab). Hold Shift to sprint, and hold Z or L to make you move more precisely (decreasing your acceleration). You can also combine sprinting and uh sneaking (Z / L ), since sprinting increases your speed limit, while sneaking just decreases your acceleration. Also press R to restart the level, if you don't want to press the restart button. In the editor, you can press P to pause the game (which doesn't work on glass breaking because I didn't want to make that), and Escape to cancel the creation or deletion of a platform. Also in the editor, press keys 1-5 to switch materials quickly.
DISCLAIMER: Some levels in this game take advantage of bugs that are only discussed in the "Technical Stuff" section of this info menu, so I recommend reading some of that if you get stuck on a level.
The gameplay in this game mostly focuses around bugs so if you find something that breaks the game, remember: it's just a bug. Your goal is to try and reach the finish flag to finish the level. Stone is the normal platform that you are able to walk on and cling on to (explained later), Magma is the same as stone except you can't cling onto it (explained later), Thorny Vines kill you if you touch them, Glass starts breaking if you collide with it, and the Finish Flag is the finish to the level. The main feature that you should know about to help finish the levels is clinging to ceilings. If you hold Up (W / Up Arrow / Space), while colliding with the bottom of a platform, you can cling to the bottom of it. If you walk off the edge of the platform while clinging to it, you will jump up the side. There are also many other bugs, such as bouncing on the sides of platforms, clipping through platforms, and clipping through platforms between the frames. The shape of the platform also contributes to what bugs it has. If you want to master the game by learning all of the technical stuff, that will be listed in its own section at the end of this info menu. Also, press the button in the top-left of the screen to open the menu. The DOWNLOAD button will download the current level as a text file, and the MENU button will bring you back to the main menu.
Get to the editor by clicking the Editor button in the main menu. In the editor, left-click and drag to create a platform, and right-click and drag to delete any platforms within the area you select. If you want to cancel these actions, you can press Escape while dragging to stop it. The draggable red box dictates where Slab will spawn at the beginning of the game. You can also press P to pause the game, although it doesn't pause glass breaking. TIP: If you place vines or a finish flag over the spawn point, and are stuck in the death or win screen and can't respawn, click P while you are in the win screen and then the game will be paused so you can delete the evil platform. In editor mode, you can switch materials by either pressing the keys 1-5 or by clicking the menu icon in the corner and clicking MAT-MAN (material manager). You can also download your level as a text file using the DOWNLOAD button, and upload the files of levels through the LOAD button. Clicking RESET will reset all the platforms and the spawn point in case you want a fresh start.
So... you want to learn the ways. Since I made the collisions of this game from scratch, they have many bugs features. One of the main features that influences the game's mechanics is that the sometimes platforms will detect side collisions as bottom or top collisions, and bottom or top collisions as side collisions. This is especially noticeable on long platforms. If you have a very long platform vertically (compared to its horizontal length), Slab will clip off the side if he gets too close to one of them. This also happens if the platform is long horizontally, where Slab will clip below or above the platform if he hits near the top or bottom of the side. One very useful consequence of this feature has to do with clinging on to platforms. You may have noticed that if you jump at a platform and hit the side while still holding Up and pressing against the wall, when you reach the bottom you sometimes cling on to it, but you sometimes don't. This is because on horizontally long platforms, since you can clip to the bottom, you can cling on by walking into the side of the wall as you fall. However, on vertically long platforms that doesn't happen so you aren't able to cling on from the side. One last thing that the shape of the platform does is if you have a platform that is slightly long horizontally but not too long, you will be able to bounce on the side of the platform by walking into the side while holding Up and falling. Some platforms only let you bounce once, and some let you bounce twice, but I'm not sure why. NOW YOU KNOW!!! Another thing is that Slab is able to fit in smaller spaces than his hitbox should allow him to. This is noticeable if you place a horizontal platform above another platform, but low enough that Slab shouldn't be able to fit under it, Slab is still able to walk under. You can also use this to create one-way areas where Slab can slide in but not out. NOW YOU KNOW!!! Another thing is that since collisions are detected in order of what platform is placed first, if you move into a platform one frame, before you are able to collide with it and move out, if another platform behind it was placed first you will also collide with that one. This is used noticeably in level 5. If you jump on the thin stone platform that has vines underneath it, you will die. This is because the vines were placed first, so since you have enough downward velocity to touch the vines between frames, that collision will detect before the stone collision lifts you back up. Another impact of this between-frame collision is that if a horizontal platform intersects a vertical platform, and if you are falling down and walking into the side of the vertical one, you will be able to jump and stand on the invisible ledge created by the horizontal one. That one is hard to explain using words, so allow me to show you using advanced ASCII art:
E
As you can see from that example, if you just imagine that the top and middle lines of the E don't exist, if you are running into the vertical line of the E while falling, you will be able to jump and stand at the bottom (as long as you are holding into the wall) because of the between frame collision with the horizontal line. I have just realized that an L would do the trick, but I will keep this as a testament to my innovative ASCII techniques. NOW YOU KNOW!!! Another feature is that if you jump and hit the corner of a platform while still holding Up, you will jump very quickly at the top, which looks like a very big jump (but this only happens on some platforms). This isn't really a bug, but it is kind of worth mentioning. NOW YOU KNOW!!! Also, if you have enough speed, you are able to completely clip through some thin platforms, which is used in level 7. NOW YOU KNOW!!! This is all for now, come back tomorrow for more ASCII art! IT IS TOMORROW! I do not have more ASCII art but I do have another nugget of information. If you are trying to do a jump onto a platform, but you are jumping too high and hitting vines that are above it, there is a way to stop your velocity so you don't jump into the vines (sometimes). If you hit the top corner of the platform you want to land on just right, and if it's wider than it is tall, your Y velocity will be stopped. This is because, as mentioned earlier, colliding with the side of a platform can in some cases be detected as a top or bottom collision. In this case, colliding with the corner is detected as a top collision, so it sets your Y velocity to 0 which makes your jump stop. NOW YOU KNOW!!!