Bit Rush | A Platformer     #games 

Instructions:                           Bit Rush | A Platformer\n----------------------------------------------------------------------\n\nYes yes... back with another (generic sort of) platformer. This is ONE level. But it's very hard. I can't even say it's 100% possible. \n\nControls:\n- Arrow keys.\n- Don't die by spikes or lava.\n\nCredits:\n- DJ Slipstream for the track, Second Sun.\n- @dn_scrtch for spike inspiration.\n- YOU for viewing!\n\n[ Don't spam that this is generic. I spent 6+ hours on this. ]\n\nLove, favourite and follow @Squadd_Legend! Bye!\n\n#bit #rush #new #spike #noob #gray #grey #scale #grayscale #mobile #friendly #love #favourite #follow #squaddlegend #game #tutorials #games #game #all #trending #boi #a #platformer #a #b #c #d #e #f #g #h #i #j #k #l #m #n #o #p #q #r #s #t #u #v #w #x #y #z #XD #xD #0 #1 #2 #3 #4 #5 #6 #7 #8 #9 #griffpatch #will_wam #wazzotv #glaolaosd #super #cool #platformer #a #1234567890 #art #music #all #games #stories #platsformer #unusal #the #white #box #thewhitebox #black #void #theblackvoid #fun #game #games #platformer #platformers #tutorial #music #black #white #red #grey #poorly #drawn #eyes #platforms #red #orange #hard #easy #medium #terrible #art #terribleart #a #b #c #d #e #f #g #h #I #j #k #l #m #n #o #p #q #r #s #t #u #v #w #x #y #z #animations #art #animation #tutorial #trash #trending #popular #all #games #music #oof #hard #colours #spectrum #colourspectrum #rainbow #stories #all #trending #popular #famous #anthonybug #game #random #mobile #ipad #android #whydotagsexist #poop #poo #urinal #please #stop #reading #this #grabage #or #me #steal #your #cookies #zilbs #duoof #esther_hi #sharkyshar #js_coder #cheekyscuola #stickman #red #orange #yellow #green #cyan #blue #purple #pink #life #boats #water #duoof #skins #shop #tasks #rewards #lots #tons #of #levels #unrelatedtags #lol\n\n\n

@Stage\n\n@Level\n\nwhen flag clicked\nforever\n    play sound [Second Sun - Love Simulator \(Slipstream Rework\) \[FREE DOWNLOAD\] \(1\) v] until done\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Player\n\nwhen flag clicked\nset [y spawn v] to [-146]\nset [x spawn v] to [-212]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n    Run Engine\nend\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n    change [x v] by (-0.35)\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n    change [x v] by (0.35)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (level v)?> then\n    change y by (1)\n    if <touching (level v)?> then\n        change y by (1)\n        if <touching (level v)?> then\n            change y by (1)\n            if <touching (level v)?> then\n                change y by (1)\n                if <touching (level v)?> then\n                    change y by (1)\n                    if <touching (level v)?> then\n                        change y by (1)\n                        if <touching (level v)?> then\n                            change y by (-6)\n                            change x by ((x) * (-1))\n                            if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n                                set [y v] to [5.5]\n                                if <(x) > [0]> then\n                                    set [x v] to [-3]\n                                else\n                                    set [x v] to [3]\n                                end\n                            else\n                                set [x v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nchange y by (y)\nif <touching (level v)?> then\n    change y by ((y) * (-1))\n    set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (level v)?> and <key (up arrow v) pressed?>> or <<touching (level v)?> and <<(mouse y) > (y position)> and <mouse down?>>>> then\n    set [y v] to [5]\nend\nchange y by (0.5)\nif <touching (danger v)?> then\n    go to x: (X Spawn) y: (Y Spawn)\nend\nif <touching (goal v)?> then\n    broadcast (Win! v)\nend\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nrepeat (10)\n    change [ghost v] effect by (10)\n    change size by (-3)\nend\ndelete this clone\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\n@Thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n    go to x: (0) y: (0)\n    go to [front v] layer\nend\n\n@Goal\n\n@Win\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen I receive [win! v]\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\n