... hello @Electro wolf , i can see u spent alot of time and creativity to design ur level. it has interesting complete gameplay, but u should know about shortcut Spoiler: Autopilot Shortcut and here is a discussion room explaining what shortcut is Spoiler: Discussion Room https://mekoramaforum.com/threads/what-to-do-after-a-level-shortcut.1097/#post-6965
@Electro wolf - B can simply walk down to the water after the draggable gate at the bottom of the tower is lifted. I thought that was expected. There are ways to cheat to get down too like using the Tripping on Air (ToA) trick, but since it relies on perfectly timed taps, this trick is strongly discouraged (both from a player's and a creator's perspective). I'm not sure why you included two different draggables to get up to the tower with the win. By the way, including sliders without rails where bots can step into them is a bad idea as the bots could get stuck in them. I'm also not getting the inclusion of the red bots unless they are simply for artistic merit. As for getting B to a draggable to the tower with the win, I like your intended solution. The player needs to be observant as to where paths lead. Whether you want to continue creating levels in an innocent way like Martin Magni intended is up to you. The alternative is to go down a rabbit hole of tricks that exploit the software to get the bots to do unexpected things. The simplest example is what @Ray Aznable demonstrated where you send B on a path and then change the path on him so that he either climbs onto a block (or more) or drops down from places as blocks are removed, etc. There are various names for various tricks, but they collectively exploit B's Autopilot routine. Nice level for a beginner creator. Thanks for sharing.
... @Electro wolf Spoiler: reply... you need to testing your level before upload them... checking if the routes in your level have shortcut or not....
@Ray Aznable - I disagree. Calling an exploitation of the software a shortcut is not fair. Martin's levels surely didn't take these things into consideration. Creators should have the choice of whether they want to make original-like levels or whether they want to invest the time to learn all the potential exploits and then create levels in such a way as to make considerations for them all. That's a tall order. Edit: the above was written before you expanded on your prior comment. Edit 2: I can't keep up with all your edits.
... @Electro wolf @nGord let me correct my words, we need to check if our level is already in a good shape as we planned or not... because @Electro wolf asked "how to get down to water" that mean, he wasnt planning to make B able to go to water directly... wether he forgot to remove slider or not.
... @Electro wolf no silly at all my friend. actually your level design is very good. and admin nGord also said
@nGord @Ray Aznable I feel it is unfair to use a trick-based shortcut if it's a level by a new builder, or if the builder had said 'no tricks'. I know I spoiled several of my own levels trying to prevent trick-shortcuts, when I didn't even know the tricks! New members, or those who don't want to do tricks, should be able to enjoy the creativity.
Nice looking level, with an interesting route exploring all around, . It would be great if the red bots had something to do. And I am not sure why there are two sliders up to the win from nearly the same place?