# Level 1 — "Low Battery" # A gentle-ish introduction to the fact that nothing here can be trusted. # # Map legend: #=solid -=one-way platform P=spawn G=goal(charger) .=empty # Trap coords are [col, row], 0-based from the top-left of the map. name: "1 — Low Battery" tile_size: 32 battery_seconds: 40 map: | ......................... ......................... .......#####............. ......................... ......................... ..............#####...... ......................... ....###.................. ......................... .................####.... ......................... .P.....................G. ##########.###.########## traps: # The 4th tile of this ledge isn't really there — a classic pit-trap step. - type: block at: [7, 7] fake: true # A rhythmic floor spike near the start. Timed, so you can learn to read it. - type: spike at: [5, 11] direction: up trigger: { timer: { interval: 1.2, up_time: 0.7 } } # The little island between the pits looks safe. It is — for a quarter # second. Keep moving and you pass; hesitate and it strikes. - type: spike at: [12, 11] direction: up trigger: { within: 1.6 } delay: 0.25 # A wall turret raking the upper platform with arrows (always firing). - type: arrow_shooter at: [22, 5] direction: left speed: 240 interval: 1.4 # This tile extends the right-hand ledge... until you step over it, then it # drops (mode: once — extends while triggered, retracts when not). Two # conditions: you're close AND directly above it. Because the sensors track # the block, it keeps dropping as you ride it down. - type: block at: [21, 9] move: [0, 4] speed: 220 sense: current # rides down with you (senses from its live position) trigger: all: - { within: 5 } - { dir: above, aligned: true } # A ferry platform between the low ledges — ride it, don't rush it. A patrol # is just a block with a path and (the default) `always` trigger. - type: block at: [9, 10] path: [[9, 10], [14, 10], [14, 6]] mode: loop speed: 110 sprite: patrol_block # A stepping block that gives way a beat after you land on it. - type: block at: [16, 11] crumble: true crumble_delay: 0.4 respawn: 2.5 # An invisible catch-wall below the dropper — a vertical array of invisible # blocks (this is what used to be an invisible_wall). - type: block at: [22, 10] invisible: true count: [1, 3]