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Advanced player

A player interested in the mechanics: how the avatar moves, how damage is counted and why a level plays the same everywhere

Here a run is taken apart in numbers: the avatar's speed and hitbox, lives, invulnerability, determinism, bots and statistics

Start with Damage and lives, then - Determinism

Documentation

  • The avatar walks at 15 units per second, and a dash carries it 7.5 units in 0.15 s. The hitbox is a circle of radius 0.15 units, smaller than the drawn 0.5-unit square

  • Every hit costs one life, knocks the avatar back for 0.15 s and gives 1.0 s of invulnerability. By default a death rewinds the level to the last checkpoint and restores your lives

  • A level with the same seed plays the same on any device and at any frame rate. Its randomness is computed from the seed, and your actions do not affect the level

  • A bot plays a level for you with your own controls. It watches what is coming, looks for free space and moves the same character you do: it walks, dashes, takes damage and dies

  • The game counts attempts, deaths, hits and time for each level and for the whole device. Everything is stored locally in the stats folder. A record is kept separately for each set of run conditions

  • Launch arguments open a screen, a level or a run straight away, and switches change a single launch of the game. They go after the executable: in a shortcut, a terminal or Steam's launch options

  • The avatar's body is a grid of cells, and a skin decides what each cell draws: a shape and one of the skin's colours. A skin can also switch off the eyes, the hands, the shadow and the effects. Build