Mr Lemon ( A Platformer) 

Instructions: use the arrow keys to move\n\nget to the red flag\nred is bad\nred is bouncy\nyou can swim in red paint\n\nthis was just made to be a joke game.

@Stage\n\nwhen flag clicked\nwait (0.1) seconds\nstart sound [Electroman Adventures v]\nwait until <([costume # v] of [ground v]) = [9]>\nstop all sounds\nstart sound [dreamscape 009 v]\n\n@Character\n\nwhen flag clicked\nbroadcast (message1 v)\n\nwhen I receive [message1 v]\ngo to [front v] layer\ngo to x: (-200) y: (-50)\nset rotation style [left-right v]\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n    switch costume to (hitbox v)\n    if <<(Speed Y) < [4]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n        change [speed y v] by (-1)\n    else\n        change [speed y v] by (-2)\n    end\n    if <(Speed Y) < [-16]> then\n        set [speed y v] to [-16]\n    end\n    change y by (Speed Y)\n    Touch Ground <(Speed Y) > [0]>\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        Walk (-90) (-5)\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        Walk (90) (5)\n    end\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Falling?) < [4]>> then\n        set [speed y v] to [12]\n    end\n    if <touching (bad v)?> then\n        go to x: (-200) y: (0)\n        set [speed y v] to [0]\n        set [falling? v] to [10]\n    end\n    if <touching (bouncy v)?> then\n        set [speed y v] to [25]\n    end\n    if <touching (water v)?> then\n        set [falling? v] to [0]\n    end\n    switch costume to (red square v)\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching (ground v)?>>>\n    change y by (1)\n    change [slope v] by (1)\nend\nif <(Slope) = [8]> then\n    change x by ((0) - (speed))\n    change y by ((0) - (Slope))\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n    if <up?> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [falling? v] to [0]\n    end\n    set [speed y v] to [0]\nend\n\nwhen I receive [next level v]\ngo to x: (-200) y: (0)\nset [speed y v] to [0]\nset [falling? v] to [10]\n\nwhen flag clicked\nforever\n    wait (3600) seconds\n    change [☁ total hours played \(global\) v] by (1)\nend\n\nwhen flag clicked\nforever\n    wait (60) seconds\n    change [☁ global minutes played v] by (1)\nend\n\n@Ground\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nwait until <(costume [number v]) = [9]>\nbroadcast (fave v)\n\n@Goal\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n    if <touching (character v)?> then\n        broadcast (next level v)\n        wait until <not <touching (character v)?>>\n    end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <<(x position) = [0]> and <(y position) = [0]>>\n    go to x: (0) y: (0)\nend\n\n@Bad\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <<(x position) = [0]> and <(y position) = [0]>>\n    go to x: (0) y: (0)\nend\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Bouncy\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <<(x position) = [0]> and <(y position) = [0]>>\n    go to x: (0) y: (0)\nend\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Water\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <<(x position) = [0]> and <(y position) = [0]>>\n    go to x: (0) y: (0)\nend\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\nhide\n\nwhen flag clicked\nshow\nset [ghost v] effect to (80)\n\nclear graphic effects\n\n@Sprite2\n\nwhen flag clicked\nshow\nforever\n    go to [front v] layer\nend\n\nwhen this sprite clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nforever\n    change [color v] effect by (1)\nend\n\nset [color v] effect to (0)\n\n@Sprite4\n\nwhen flag clicked\nshow\nwait (3) seconds\nhide\n\nwhen I receive [fave v]\nshow\n\n