Before you choose any level to play, here's some information that you should know before your first game experience.
To move around and collect coins use (standard key bindings):
W A S D
if player1I J K L
if player2Arrows
if player3G V B N
if player4Numpad8 Numpad4 Numpad5 Numpad6
if player5 (killer)
To change the key bindings/player colors use Caps Lock
to open the menu, all the changes will be saved if the localStorage is supported on your browser
Even though it seems that there are lots of coins on the map, there are two types of coins that are indistinguishable to the eye:
- true need to be collected so the player can escape through the door and win the game, they have a
higher
chance of dealing with the player's madness. - false aren't exactly as important as the first type but they help the player not going insane with a
slight
chance of reducing the player's madness.
The player starts with a fixed range of sight and with a certain number of moves its range decreases, note that there are a minimum sight range and a maximum sight range for balance purposes. Another existing in-game mechanic is the player's madness, its effect starts when the player's sight range is at its minimum. The madness can be dealt-with by collecting
coins
and therefore gaining a bigger vision range, but the only thing that a player should rely on isluck
. The position of the coins, the door, and the player are allrandomized
. Finally remember, each coin can bothhelp or do nothing
.
First of all, you need to know the size
of the map that you want to create after you've decided the grid resolution you have two ways of entering the values into the text field; if it's a square shaped map
you can simply enter one number, if it's rectangle shaped
then you have to enter two numbers separated by a space
.
After you've entered the correct values and clicked the edit button
you can now proceed in editing you first own map. The only controls that you should keep in mind are Q, W, and E (note that it's possible to hold m1 and draw without clicking each tile).
- By pressing Q you will draw air blocks, a tile where the player can step on (if you are creating a new map you will start with an empty map therefore made of air tiles).
- by pressing W you will draw wall blocks.
- by pressing E you define the air blocks that won't have any randomized object on them (like coins, doors, and the player first position), this feature is useful for
closed areas
of tiles where the player can't get to.
When you've finished your creation you can click the export button and you'll see a string of the parsed object of your map in the console.
Now copy the string (without brackets) and paste it into the variable LEVELS[0]
, situated in the scripts/levels.js
file.
When clicking the export button
the table will look exactly as it will look in the game, added this feature to help with screenshots. After you've finished the map now you can take an easy screenshot, with any browser add-on, of the map and drop it into the screenshots folder (don't forget to re-name the screenshot with the correct level index and hopefully it's a .png file!), if you are not done with editing you can click on any tile and the table will return back as it was before.
If you already placed the map into the scripts/levels.js
file, then you can write level index
into the text field, index obviously stand for the index of the level placed in the LEVELS[0]
variable. After you've entered the correct index you can now click the edit button
and continue your creation.
If the map was saved in a text file, just for future completion then you need to enter three values:
grid's first number
.grid's second number
(repeat it even if the map is square shaped).map.meta
, a string of numbers that contains all the tile's ids that the map is made of (must be in brackets).
After you've entered all the correct values you can continue your creation by clicking the edit button
.