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