★★★ SPECIAL THANKS ★★★ Huge shoutouts to @Sir_Farcelot and @swskrei for collabing with me on this project! Besides each making a level (see credits for more details), they both helped immensely with playtesting, offering ideas, and generally being super encouraging. They're both way better at Appel than I am ;) ★★★ RAPID APPEL ★★★ After facing and defeating the challenges presented by Micro Manager, Appel sets on a new journey to the distant land of Rapidia, where all is kaizo. Nine more trials await, each more difficult than the last… Play on TurboWarp for less lag: turbowarp.org/1026875174?clones=Infinity Full screen recommended. Enjoy :) ★★★ CONTROLS ★★★ • Arrow keys or WASD to run, jump & crouch • Q+R to quickly restart the level • Walljump - by touching a wall and pressing up • Sidejump - walljump first, attach to a wall, and click left-up-right or right-up-left in succession • Spikedge - land right next to a spike to avoid dying • Litejump - lightly tap up and crouch during the jump ★★★ A CLARIFICATION ★★★ After playing through the project, you might be wondering why, for example, Interception (level 4) is only rated as 5 explosives. You're probably right in the fact that, in other projects, it would be rated around 6-8 explosives. In this project, however, I use a really scaled-down version of the explosive/bomb difficulty scale, meaning that in other places my ratings would be easier than how they are used in this project. ★★★ THE LEVELS ★★★ • Level 1 - a really easy level while still being kaizo-style. This is also the only level with yellow apples. • Level 2 - a bit harder, though you should be able to complete it relatively quickly. • Level 3 - getting harder, but once you understand the gimmick it's pretty easy. • Level 4 - the first real "hard" level in this project and the first instance of the key and keydoors. Being able to litejump helps, but is not required. • Level 5 - you'll probably have to try multiple attempts at this level, as the key section has to be well-timed. • Level 6 - this is the only level requiring memorization; there are two parts where the path "splits" and you have to choose the right one (the right one is usually less obvious). • Level 7 - getting into the territory of extreme difficulty; this level contains the first Burthaedge, a technique discovered by @thepurplebanana66. I don't include it in the controls because if you do manage to get up to this section in the level, you probably already know the technique. • Level 8 - one of my favorite custom levels, it plays around with crumble blocks and moving blue platforms • Level 9 - this is one of the hardest levels in Appel, likely being around 4-5 bombs on the "normal" explosive/bomb scale (see above). ★★★ FUN FACTS ★★★ • Levels 1 and 2 are the only ones that are anti-softlock. • Level 5 used to be called "Dry Ruins" (proposed by @swskrei) instead of just "Ruins" - it was changed as a last-minute detail. • Previously, level 8 was called "Guardians" and featured insane crusher gameplay. It was too trashy to put into the project so I replaced it with Mind. • Interception (level 4) was the first level to be made. • All the levels contain red apples. How many can you find? ★★★ CREDITS ★★★ • @griffpatch for the original game • @Sir_Farcelot for creating level 5 - Ruins • @swskrei for creating level 8 - Remorse • @TheGreatYo-Kai for the Appel project tutorial • @jlp-141304 / Michael Chan for the difficulty scale (which I... messed up lol) • @thepurplebanana66 for the Burthaedge technique Fonts used: Squada One and Fira Sans (Google Drawings) ★★★ UPDATES ★★★ Dates are in the form month/day/year. • 6/1/24 - v1.0 - Initial release • 10/2/24 - reshare :) • 10/12/24 - v1.1 - nerfed keydoor litejump in Mind, nerfed red apple for Interception • 10/22/24 - v1.2 - fixed L7 #appel #rapidappel