The Manor
The milestone 2 demo: an actual, winnable game. Four flick-screen rooms in a loop — walk off the edge of one and you flick to the next, Jet Set Willy style. Somewhere in the manor are seven trinkets. Collect them all.
Everything that's new in milestone 2 is in here somewhere: ladders (up/down to climb, jump to leap off), conveyor belts that drag you toward trouble, a crumbling bridge that gives way underfoot, and patrolling guardians — including a bobbing piston — that reset the room when they touch you. Deaths return you to where you entered the room; trinkets you've banked stay banked.
The manor also plays under the engine's rules layer (see Times, targets & scores): 90 seconds on the clock — running out costs a life and the clock re-arms — 100 points a trinket except the golden one in the Engine Room loft, worth 500, plus 50 for each new room and 25 × every second left when the last trinket falls. Speed is score.
New since milestone 2: the loft is now a vault — a portcullis gate bars its ladder until the six ordinary trinkets are in hand. Gates are entities that demand a collect count, a named goal from the rules layer, or both, before they'll rise.
Field notes
- The ladder in the Cellar is the way up. The doorway on the right is the way around. It's a loop — you can run it in either direction.
- The bridge in the Landing crumbles at walking pace and regrows when you re-enter the room. Getting the far trinket is easy; getting back is the puzzle.
- The Belt Room's upper belt drags you away from its trinket. Walk against it — you're faster than the belt, but only just.
- The piston in the Engine Room can't be killed, only timed.
- The vault gate shows a blinking lock while it's shut. Six trinkets banked and it rises on its own — from the bottom, so don't stand under it expecting a door handle.
How it's made
The whole manor is one data file: four grids of characters, a legend saying what each character is (% = crumbles in 22 ticks, > = drags right at 0.5px/tick), exit wiring, and a list of entities with coordinates. There is no room-specific code — the Build Log covers how the World system works, and the engine guide shows how to build your own.