Crank and Fall

The Crank and Fall demo, in addition to showing off level switching, demonstrates the way that players can go through “rooms” where they have to solve a small platforming puzzle in order to get to the next room. The Citrus Engine allows for a lot of variety in level designs because new game objects are fairly easy to create. See if you can make it through both rooms. Read more on the blog.
Jumping Experiment

The jumping experiment allows the player to play around with the hero’s jump settings. It’s a great way for players to find out what kind of jumping physics that they like and analyze how different properties effect jump gameplay. To supplement the jumps, there is a platform that always rises to “just the right height” no matter what settings the player creates for the hero. Read more on the blog.
Smart Moving Platform

The Smart Moving Platforms experiment came out of an idea I had where the platform would attempt to remain underneath the hero as he jumped. The goal was to make the moving platform smart, but not perfect, so that the player felt a sense of “trust” but not necessarily complete assurance. The hero and the platform must work together. Read more on the blog.

