Learn the ropes!

 

Hi everyone, and thank you for playing Spikey Adventure in its first days! Your feedback has already shaped this update, so here is what's new. 

First things first: new thumbnail, no AI this time! I'm not an artist and I just wanted the game to look nice, but the old one clearly didn't go down well. Thanks for telling me! 


Tutorial levels


Spikey Adventure is a tough game, and jumping straight into the campaign could feel a bit rough. Now Play opens with a new Tutorial section, three short levels that teach you everything you need:

  1. Jumping, and how holding the button takes you higher
  2. Running, to fly over a gap that is too wide for a normal jump
  3. Wall jumping, to climb up a shaft one wall at a time

Finish the tutorial and you go straight into the first level of the campaign. If you already know your way around, you can skip it and pick any level you like.


Hints in the level editor


There is a new element in the Route section of the editor: the Hint. Place it anywhere in your level, write a short message, and players will see it in a box above the cactus when they get close. It stays invisible while playing.

You can show the player's own buttons inside your message with {jump}, {run}, {left}, {right}, {up}, {down} and {restart}. For example, "Hold {run} and jump!" shows the right key or the right Xbox button for whoever is playing. Use it to make your own tutorials, to warn players about a nasty trap, or just to leave a joke for whoever makes it that far.


Community levels


The community page now opens on Newest, so fresh levels get noticed first. Go give them a try!


Making the game better


The game now collects some anonymous statistics about the campaign, like how many players finish each level and how many attempts it takes. It will help me find the levels that are too hard or unclear and fix them.


Thanks again for playing, and keep the feedback coming. Good luck out there!


Garnockcode
 

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