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levels/level2.yaml
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104
levels/level2.yaml
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# Level 2 — "3% Remaining"
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# Shorter fuse, meaner traps, more things that move when you least want them to.
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name: "2 — 3% Remaining"
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tile_size: 32
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battery_seconds: 32
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battery_pct: 4 # bar reads ~empty to match the theme (real time is 32s)
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map: |
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.........................
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....#####................
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.........................
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.........................
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.......----........###...
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.........................
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...###...........###.....
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.........................
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..........#..#...........
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.........................
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.P..................G....
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#####.####.#####...######
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traps:
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# Ceiling spikes that stab down when you pass beneath — proximity triggered.
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- type: spike
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at: [8, 2]
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direction: down
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trigger: { within: 2.0 }
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# A static spike hazard in the middle lane (a deadly block = spike block).
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- type: block
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at: [13, 4]
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deadly: true
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- type: block
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at: [13, 5]
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deadly: true
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- type: block
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at: [13, 6]
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deadly: true
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# A spiked platform patrolling the low run — jump it, never land on it.
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# (Demonstrates a *mobile* mount: a block rides the patrolling block AND runs
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# its own motion, lunging up to catch a player leaping over while it keeps
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# sliding left/right with its carrier. Spikes ride on top of that block.)
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- type: block
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at: [6, 10]
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path: [[6, 10], [9, 10]]
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mode: pingpong
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speed: 130
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sprite: patrol_block
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mounts:
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# Rests one tile above the patrol block; springs three tiles up when the
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# player is above it, then settles back — all while riding along.
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- type: block
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at: [0, -1]
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move: [0, -3]
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speed: 320
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mode: once
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trigger: { dir: above, range: 5, aligned: true }
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mounts:
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- type: spike
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at: [0, -1] # spikes on top of the lunging block, riding with it
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trigger: always
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direction: up
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# Two of the mid platform's tiles are fake — the middle looks fully floored.
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- type: block
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at: [11, 8]
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fake: true
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- type: block
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at: [12, 8]
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fake: true
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# A block that slides sideways into you as you approach the gap.
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- type: block
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at: [16, 6]
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move: [-3, 0]
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speed: 260
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trigger: { within: 3.0 }
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# Crossfire: turrets from both walls at the goal approach.
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- type: arrow_shooter
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at: [23, 8]
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direction: left
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speed: 300
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interval: 1.1
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- type: arrow_shooter
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at: [0, 4]
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direction: right
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speed: 220
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interval: 1.7
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trigger: { within: 8 }
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# The single pillar before the goal (col 17 on the floor row) is a lie.
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- type: block
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at: [17, 11]
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fake: true
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# Crumbling stairs up to the exit.
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- type: block
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at: [19, 9]
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crumble: true
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crumble_delay: 0.3
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respawn: 2.0
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