This page will discuss the general layout of the levels.
Progression
Progression in this game is sorta linear. Replace names here with better names in the "setting" area.

I don't think it's that complicated. Each checkpoint will have associated with it a boolean that tells if it should go to the upper or lower level when that checkpoint is reached. This way levels could become more specialized, especially when you get to the clouds/ocean.
Guide To Level Creation
Levels are identifiable by two keys: Their zone, and what level they are in that zone. If there are parallel paths, they are numbered top to bottom and then left to right.
Here are some important statistics to remember:
- Walls and Boards are no longer separate items. Instead, they are tiles with certain destructibility. Here's the key for what levels correspond to what breakability percentages. These destructibilities ALSO APPLY TO ENEMIES
- 5% <— anyone can break this, even with a 0 in weight/attack. In fact, it breaks so quickly that it takes a level 5 in speed to get across it.
- 10% <— Level 1
- 30% <— Level 2
- 55% <— Level 3
- 75% <— Level 4
- 95% <— Level 5
- The size of objects in TILES are as follows:
- Diameter of a Boulder (Larger size = Must be tougher to push)
- 1 <— Level 1
- 1.25 <— Level 2
- 1.75 <— Level 3
- 2 <— Level 4
- 2.5 <— Level 5
- Height of a Zyk
- 1.5 <— Level 1
- 2 <— Level 2
- 2.5 <— Level 3
- 3 <— Level 4
- 3.5 <— Level 5
- Height a Zyk can Jump or Dive
- 4 <— Level 1
- 5 <— Level 2
- 7 <— Level 3
- 10 <— Level 4
- Infinite <— Level 5
- Size of a Slohta
- 2 <— Level 1
- 3 <— Level 2
- 4 <— Level 3
- 6 <— Level 4
- 8 <— Level 5
- Length of a Kinsin
- 2 (Universal)
- Height of an Upalok
- 2 <— Level 1
- 3 <— Level 2
- 4 <— Level 3
- 6 <— Level 4
- 8 <— Level 5
- Diameter of a Boulder (Larger size = Must be tougher to push)
Cool Stuff Enemies Do
*Upaloks*: Upaloks eat anything (Other enemies). Except boulders.
*Kinsin*: Get crushed by boulders heavy enough to squash them.





