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Hard Block

  • Cannot pass through
  • Can run on, normal speeds.
  • Can wall jump.
  • Cling to wall is 4x slower than falling.

Ground

  • Same as a Hard Block, but tiles connect while playing.

Ice Block

  • Hard block (cannot pass through)
  • Can run on, 4x less friction, normal max speed.
  • Can wall jump.
  • Cling to wall is 50% slower than falling.

Honey Block

  • Hard block (cannot pass through)
  • Can run on, 4x more friction, 50% less max speed.
  • Can wall jump.
  • Cling to wall is 24x slower than falling.

Tar Block

  • Hard block (cannot pass through)
  • Cannot run on, you are stuck, jump to get free.
  • Can wall jump
  • Cling to wall is 500x slower than falling.

Vine Block

  • Hard block (cannot pass through)
  • Can run on, normal speeds.
  • Can wall jump, as well as climb up and down the sides.
  • Can climb on bottom of block, hold down and jump to release.

Spike Block

  • Hard block (cannot pass through)
  • Can run on, normal speeds.
  • You will take red heart damage when you make contact.

Sticky Spike Block

  • Hard block (cannot pass through)
  • Cannot run on, you are stuck, jump to get free.
  • Can wall jump
  • Cling to wall is 500x slower than falling.
  • You will take red heart damage when you make contact.

Death Block

  • Hard block (cannot pass through)
  • This block is insta-death, doesn't matter how much health you have.
  • Don't touch.

S Block

  • Hard block (cannot pass through)
  • Can run on, normal speeds.
  • Turns into dashed lines when s-switch is active.

S Dash Block

  • You pass right through this.
  • Turns into a hard block when s-switch is active.

Red Block

  • Hard block (cannot pass through)
  • Can run on, normal speeds.
  • Turns into dashed lines when on-off is on.

Part Block

  • Hard block (cannot pass through)
  • Can run on, normal speeds.
  • Will disappear on contact in exchange for 100 parts.

Blue Dash Block

  • You pass right through this.
  • Turns into a hard block when on-off is off.

On Block

  • Hit this to turn the global state of the level on or off.

Kaizo Block

  • Is invisible and non-interactive on level start, activates by hitting the bottom
  • Hard block, cannot pass through (after activated)
  • Can run on, normal speeds.

Kaizo Dash Block

  • Dashed lines and non-interactive on level start, activates by hitting the bottom
  • Hard block, cannot pass through (after activated)
  • Can run on, normal speeds.

No Player Block

  • You pass right through this.
  • Enemies, items, objects all have collision with it, like a hard-block.

Sticky No Player Block

  • You pass right through this.
  • Enemies, items, objects all have collision with it, like a hard-block.
  • Enemies stick to this block, no movement.

Only Player Block

  • For you, this is like a hard-block, with collision and everything.
  • Enemies, items, objects all pass through this like it doesn't exist.

Left Treadmill

  • Collision like a hard block.
  • When landed on this block, you'll be moved to the left.

Right Treadmill

  • Collision like a hard block.
  • When landed on this block, you'll be moved to the right.

Key Block

  • A normal block, but when you put a key into it, it unlocks (disappears).

Teleport Block

  • Press up when you're standing on top of this block and you'll be teleported to it's counterpart.

Portal Block

  • Make contact with this and you'll be pulled in and teleported to it's counterpart.

Exclamation Block

  • Activate this block to generate a hidden enemy, item, or object.
  • Hit it from underneath (or on the side with a spinning enemy) to activate.
  • Place enemy, item, or object over this tile in editor mode to put one of those inside.

Buzzer

  • Enemy, will walk off of ledges.
  • Jump on to disable, spin jump to kill.
  • Can be held when disabled, hold run to grab.
  • Throw forward by letting go of the run.
  • Drop nicely by holding down and letting go of run.
  • Kick upwards by holding up and letting go of run.

Random Boss

  • Spawns a random boss from the selected Boss Level.
  • If that Boss Level has no boss yet, Boss Level 1 is used for the boss selection while keeping the selected difficulty scaling.
  • Tier controls the boss moveset and base health.

Supremo

  • An easily killed enemy, jump on them at will.
  • Yay, more meat for the grinder!

Runner

  • Low-health ground enemy that sprints much faster than a Buzzer.
  • Uses an extremely quick lunge as soon as it gets into melee range.

Hopper

  • Moves almost entirely by repeatedly hopping around the level at a slower cadence.
  • When aware of Spark, its hops aim toward him, and ceiling hits immediately send it back downward.

Skitterer

  • Small, fragile, and extremely quick with frequent direction changes.

Bruiser

  • Slow, durable melee enemy with a large telegraphed heavy swing.

Rammer

  • Charges in a straight line after a warning and stuns itself when it crashes into solid terrain.

Spitter

  • Keeps distance and fires slow aimed projectiles at Spark.

Tumbler

  • Rolls aggressively across the ground and is vulnerable after slamming into terrain.

Beaconling

  • Hovers around its spawn area and periodically releases a radial projectile pulse.

Empty Buzzer

  • Like a regular Buzzer, but it has no soul.
  • Free to pick up and use like you would a stunned Buzzer.

Buzzah

  • Enemy, won't walk off of ledges, will turn back.
  • Jump on to disable, spin jump to kill.
  • Can be held when disabled, hold run to grab.
  • Throw forward by letting go of the run.
  • Drop nicely by holding down and letting go of run.
  • Kick upwards by holding up and letting go of run.

Supremah

  • An easily killed enemy, jump on them at will.
  • Yay, more meat for the grinder!

Divewing

  • Blue Stinger that swoops at Spark from above.

Lobber

  • Throws slow arcing projectiles that use the normal directional platform collision rules, including one-way and semi-solid faces.
  • Each glob shatters into varied light-green fragments with different sizes, speeds, ranges, and gravity-driven arcs.

Ambusher

  • Starts almost completely translucent until Spark gets close, then reveals itself and fights normally.
  • If Spark escapes, it searches, returns home, and becomes translucent again once idle.

Wall Pouncer

  • Searches for a wall, visibly leaps to it, attaches, and waits.
  • Shows a clear wind-up before making a slower arcing pounce at Spark.

Diver

  • Roosts on walls or ceilings while inactive.
  • Leaves its perch and performs a fast aerial swoop when Spark is detected.

Thornback

  • Armored from the front and most vulnerable from behind or during its attack opening.

Sporecap

  • Releases lingering spore hazards around itself to control nearby space.

Bloom Pod

  • Launches seed pods that create temporary hazardous growths.

Bazzah

  • Enemy, won't walk off of ledges, will turn back.
  • Normal jump on him will make you take damage.
  • Spin jump will be safe, but he will not be hurt.

Supramah

  • An easily killed enemy, jump on them at will.
  • Yay, more meat for the grinder!

Ceiling Dropper

  • Only chooses ceilings that are actually above it with a clear path upward, then flies directly to the underside.
  • Drops straight down when Spark passes underneath, then immediately searches for another ceiling.

Block Crawler

  • Traces the exposed boundary of connected block structures as one continuous perimeter.
  • Uses exact corner points and constant-distance movement to stay smooth around outside and inside corners.
  • Its spiked head hurts Spark on a normal jump while flip jumps remain safe.

Burrower

  • Never loses Spark and travels underground between attacks.
  • Prefers to emerge downward from ceilings, fire a fast three-projectile spread at Spark, and retreat back into the ceiling.
  • If no usable ceiling exists, it falls back to the same visible dig cycle through a floor.

Shardling

  • Breaks into two smaller crystal fragments the first time it dies.

Prismeye

  • Hovers at range and fires precision crystal shots.

Geode

  • Alternates between an armored closed state and a vulnerable radial attack state.

Crystal Leech

  • Flies toward Spark and pressures him at close range while draining Fyre on contact.

Mirrorling

  • Copies incoming player pressure with delayed reflected attacks.

Phasewing

  • Small, fragile, and always dangerous to touch.
  • Slowly phases through walls while drifting toward Spark.

Grappler

  • Targets Spark almost immediately from very long range, then fires a very fast physical grapple hook that must connect.
  • Can grapple several blocks vertically and attacks quickly after the pull, so Spark has to time the escape jump.

Flanker

  • Very fast enemy that races to the side of Spark opposite the enemy pack.
  • If Spark blocks the route, it vaults high over him instead of trying to run through him.
  • Once in position, fires a quick series of three projectiles.

Ninja

  • Never loses Spark and waits outside the fight while Spark is stationary.
  • When Spark starts moving, it teleports ahead, fades in, attacks, pauses while vulnerable, then fades back out.
  • Once fade-out begins, projectiles pass harmlessly through it and its health bar disappears.

Ceiling Walker

  • Moves inverted along ceilings and attacks downward.

Gravity Well

  • Hovers near its home position and pulls Spark toward itself before releasing attacks.

Vector

  • Attacks with fast cardinal-direction movement and sharp direction changes.

Swapling

  • Telegraphs a spatial attack that can exchange positions with Spark.

Orbit Wisp

  • Circles Spark and periodically breaks its orbit to attack.

Null Field

  • Projects a disruptive field that changes movement pressure around Spark.

Scattersting

  • Keeps moderate distance and fires a three-way spread shot.
  • Hovers low enough that Spark can still jump up and attack it.

Deflector

  • Its forward shield destroys incoming player projectiles and its spiked head punishes normal jumps.
  • A flip jump is safe, and a missed heavy melee swing leaves it fully stunned for the entire opening even while taking damage.

Protector

  • Projects a large shield around nearby enemies.
  • Attacks from outside the shield cannot damage enemies inside it.
  • Moves toward groups of allies to keep them protected.

Healer

  • Stays behind nearby allies and heals damaged enemies.
  • Can heal twice before it must try to shoot Spark.
  • Uses long sniper-like range with a normal-speed projectile.

Bomber

  • Very briefly charges its shot, then marks Spark's predicted position and fires an explosive orb straight through walls toward the reticle.
  • The blast lands when the projectile reaches the marked location, forcing Spark to keep moving.

Sentry Node

  • Stationary ranged turret that controls lanes with repeated fire.

Mine Layer

  • Retreats while leaving temporary proximity mines behind.

Relay

  • Supports ranged allies and adds synchronized crossfire from another angle.

Packet

  • Small, fast network drone that aggressively changes combat positions.

Redirector

  • Creates linked projectile redirection points that reshape enemy firing lanes.

King Bazz

  • Enemy, won't walk off of ledges, will turn back.
  • Normal jump on him will make you take damage.
  • Spin jump will be safe, but he will not be hurt.
  • Will move fast and spin when you get close.

KingSupreme

  • An easily killed enemy, jump on them at will.
  • Yay, more meat for the grinder!

Summoner

  • Patrols near its spawn instead of chasing Spark.
  • Creates up to five tethered melee summons.
  • Revives defeated summons when given enough space.

Ravager

  • Gets faster and more aggressive as its health gets lower.

Parasite

  • Attaches to other enemies to strengthen them and seeks a new host when possible.

Husk

  • Revives once after being defeated.

Blister

  • Ruptures into a dangerous area burst when killed.

Corruptor

  • Consumes its own health to empower nearby corrupted enemies.

Maw

  • Absorbs incoming projectile pressure and retaliates with stored energy.

Fleshling

  • Mutates into a stronger second combat form after taking enough damage.

Crownsting

  • Grabs nearby ground enemies and drops them onto Spark.
  • When nobody is available to carry, it keeps distance and uses a laser-sighted sniper shot.

Suppressor

  • Creates a strong suppression field that cuts player projectile speed to 20% and Wand summon movement to roughly 10%.
  • Fights from range with a normal single projectile.

Warden

  • Fires deployer shots that build suspended energy barriers wherever the shot finishes.
  • Can maintain three barriers at once, randomly creating 1x3, 3x1, 1x4, or 4x1 walls in open space.
  • Lobs glue-like projectiles that create up to four long-lived slowing puddles on the floor they land on.
  • Keeps medium distance and only has a weak short melee bash.

Commander

  • Chains itself to up to three nearby enemies and speeds up their movement and attacks.
  • Outside combat, the chain becomes each ally's patrol boundary: reaching the end immediately turns the ally back toward the Commander.
  • Moves toward the tethered ally farthest from it so the group stays together.
  • Cannot attack while tethering. Without a tether it only has a slow melee lunge.

Singularity

  • Creates a powerful gravitational pull followed by a dangerous radial attack.

Chronolock

  • Creates temporal pressure that slows Spark in its influence.

Gatekeeper

  • Repositions itself and allies to attack from unexpected locations.

Arbiter

  • Telegraphs long danger lanes before firing heavy Nexus shots.

Mirror

  • Creates delayed hostile echoes of Spark-like attacks.

Assimilator

  • Consumes wounded nearby enemies to heal and temporarily strengthen itself.

Heart

  • Replenishes one red heart.

Max Heart

  • Increases your maximium red health pool, also grants you one red heart.

Blue Shield Heart

  • Increases your shields, protecting you from most damage sources.
  • Spikes & poison water remove red health first.

Waffle

  • For treasure seekers
  • Can place 5 per level
  • If level is featured, will count towards their overall Waffle count
  • If level is featured and there are no waffles, Spark will put them in

Double Jump Gem

  • Every gem you collect lets you double jump one more time.
  • These can be chained together in air.

Daggers

  • Gives Spark A Pair of Small Daggers
  • Sends damage in small arcs in front of Spark
  • Press ; to start swiping

Sword

  • Gives Spark A Sword
  • Sends damage in an arc in front of Spark
  • Press ; to swipe

Bow

  • Gives Spark A Bow
  • +Gravity, Unlimited Range
  • Press ; to shoot

Staff

  • Gives Spark A Staff
  • Unlimited Range
  • Press ; to shoot

Wand

  • Gives Spark A Wand
  • Summons pets to fight by your side
  • Press ; to generate

Boomerang

  • Gives Spark A Boomerang
  • Projectiles come back to you.
  • Press ; to shoot

Grappling Hook

  • Gives Spark A Grappling Hook. Swing like Spooderman.
  • Press Spacebar to shoot or release, up or down to climb or repel, left or right to swing while in the air.

Grappling Gun

  • Gives Spark A Grappling Gun. Pulls you to the point of contact.
  • Press Spacebar to shoot or release.

Jet Pack

  • Gives You A Jet Pack
  • Spacebar to float upwards
  • Limited fuel (fills when you touch ground again)

Dash Pack

  • Gives Spark A Dash Pack
  • Dash in a straight line once after leaving the ground. Feel free to adjust direction mid-air.

Buzzer Pack

  • Lets you create Empty Buzzers at will
  • Hold run and press Spacebar to spawn an Empty Buzzer in your hands. Jump and press Flip Jump to surf.

Teleport Gun

  • Press Spacebar to throw a teleport projectile, press again to teleport yourself to its current location. You are also teleported to whatever wall it collides with.

Wall Jump Gloves

  • Gives Spark a pair of Spikey Gloves
  • Enables wall jumping.

Wall Climb Gloves

  • Gives Spark a pair of Super Spikey Gloves
  • Enables wall & ceiling climbing on every block type.

Double Jump Boots

  • Gives Spark a pair of Gravity Defying Boots
  • Press Jump again while in the air to perform a double jump.

Mind Meld

  • Your projectiles will be affected by player speed, giving you the ability to influence their position in space.

Gengarish

  • Your projectiles will pierce walls.

Shriker

  • Your projectiles will pierce enemies.

Shatter Shot

  • Your projectiles will break apart on collision, releasing more projectiles.

Ferality

  • You will attack faster.

Pietrom

  • Your projectiles will move faster.

Evisceres

  • Your projectiles have increased damage.

Lancet

  • Your projectiles will have more range.
1 - + Starting Life
1 - + Starting Maximum Life
0 - + Starting Shields
+
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v012.440
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  • Global
  • Current Level
  • mariofan2025: if you pause game on endless level + fog is ON = background color changes
    2 months ago
  • mariofan2025: weird
    2 months ago
  • spark: alright, full endless level should be playable, need to decorate beginning / end sections.. but they're all connected
    3 weeks ago
  • mariofan2025: yeah
    3 weeks ago
  • mariofan2025: hey spark
    3 weeks ago
  • spark: hey mf, whats up
    3 weeks ago
  • mariofan2025: i'm felling good
    3 weeks ago
  • mariofan2025: please do not report bugs/glitches in global chat, go to #bug-reports channel in discord
    3 weeks ago
  • spark: what other bugs you got?
    2 weeks ago
  • spark: gated cool stuff behind paywall, like script blocks and npcs and procedural generation and lightning arms, gave them to devs and bug finders (you)
    2 weeks ago
  • spark: you can turn off lightning limbs in the character customize pop-up, where you choose colors
    2 weeks ago
  • mariofan2025: yeah, i'll try
    2 weeks ago
  • wulfe: this is my non-sub, non-anything account
    2 weeks ago
  • mariofan2025: that username "wulfe" is a spark
    2 weeks ago
  • wulfe: yeah
    2 weeks ago
  • mariofan2025: setting lightning limbs works, but lightning limbs does not allow setting if you log out
    2 weeks ago
  • wulfe: correct.. only available for devs, bug finders, and subscribers
    2 weeks ago
  • wulfe: gotta give you access to everything so you can test :P.. i'm gonna try to make money off this game through subscriptions, but you always free my friend
    2 weeks ago
  • noob: everything is pushed live
    2 weeks ago
  • mariofan2025: yeah
    2 weeks ago
  • mariofan2025: version 012.439 for now
    2 weeks ago
  • blahst: lol, yeah
    2 weeks ago
  • blahst: i'm trying to compile a list, it's gonna be ridiculout
    2 weeks ago
  • blahst: s
    2 weeks ago
  • mariofan2025: test voice
    1 week ago
  • mariofan2025: test voice through global chat
    1 week ago
  • spark: added weather area (updates the weather), added physics area (allows you to change the general physics of the game), added poison fog, when you stay in it too long you start taking damage
    1 week ago
  • spark: all on dev of course
    1 week ago
  • 1 week ago
  • noob: [censored] => [email protected]
    1 week ago

    Character Appearance

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    This will delete this entire level, and you'll have to start from scratch.

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    How To Upload

    You must create a user account and log in to upload levels. You're a guest, but you're free to play around with this level builder. The level you're editing is saved to your IP address.

    Once you click upload, you then have to beat your level to upload it to the level browser.

    How To Upload

    First, save the level so it can reload and get level data. Then you may click the Upload button to start trying to upload the level.

    How To Play

    WASD for direction. W to Look Up, A to Move Left, S to Duck, D to Move Right. Hold J to start Running. Press K to Jump. Press L to do a Flip Jump. Press ; to attack. Press spacebar to use an equipped utility item (grappling hook).

    For advanced tips, play the tutorial.

    Controller Support?

    Tested and works on Google Chrome. Use D-Pad for direction. Hold Y or X to run. Press B to Jump, A or a bumper to Flip Jump, Trigger (ZR or ZL) to attack with a held Weapon. Press Start to Pause.

    Sound

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    Performance Options

    Everything you turn off is less your browser needs to render.

    Graphics

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    Animations When Paused

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    Damage Numbers

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    Keyboard Bindings

    Click the binding you want to change, then type any key.

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    UpType Any Key
    87
    RightType Any Key
    68
    DownType Any Key
    83
    LeftType Any Key
    65
    RunType Any Key
    74
    JumpType Any Key
    75
    Flip JumpType Any Key
    76
    AttackType Any Key
    186
    UtilityType Any Key
    32
    PauseType Any Key
    27
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    9
    Restart LevelType Any Key
    82
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