20 levels, No longer full auto-save, a reset (game) button and a retry (level) button. Show level # ability, and a skip. co13's notes: I added the next ten levels. It is now curiouscrab's turn to make the next ten levels. Skeletonxf: The in game level builder I made was used to make the levels. Play along and you will find out the properties of the blocks. (Not all blocks in the builder were used and any of you could add in features for them) When you press T or beat a level you quickly see your death count so far, pressing L lets you also view this. I hope this can be shown fully at compleation of the game. Notes: I made my level 9 easier so it wasn't the hardest level out of 20, and fixed most of co13's bugs. The major one was that co13 left the harm blocks in the level sprite, so the player was still sensing them as walls. A few levels were impossible so I edited them slightly and I lowered all the levels so the player could allways reach the first edge. HOWEVER: I should have really mentioned the moving blocks I made were made as a base, because co13 made gliding based ones which allthough they work similarly, aren't affected by frame rate which makes the frame rate affect their levels difficulty. This shouldn't be much of a problem, but the glide block did however ruin my auto save, because now restarting the project mid level won't leave co13's gliding blocks where they were before. This messed up the auto save, but I've left them in anyway, because re-timing them with my frame rate ones would take forever. Also, they have to finish their cycle to hide from a new level which does cause a very noticeable glitch, but an add on script could hide that. Bit annoyed about that, but I suppose I should have really said my ones were the base to make others off, and I suppose I didn't explain the harm sprite either. Either way, the next person will hopefully know now from my (rant) update.