Here's an exploit related to the 16x16x16 boundary that I have recently discovered but decided that it is too counterintuitive to be deployed in a playable level: Spoiler As the movable ceiling goes beyond the 16th grid (indicated by the water level), the floating Win block can be tapped despite B is on the floor, directly under the ceiling. This creates a form of "remote control" in which B can be made to walk across inset / misaligned stairs. Furthermore it can be observed that: 1. The exploit only takes effect on flat paths with normally walkable blocks (cubes, stairs, pillars but not fences or rails). 2. To continue moving B to the right, one has to tap the floor instead to get him onto the elevated staircase. 3. Rotating the knob creates a ceiling on the right side, which can be tapped to move B towards the ball. 4. Rotate the knob again, this time pointing towards the "real" Win on the floor level. Note that before the ball fills the hole in the middle, tapping the ceiling above will display a red "X" indicating the path is not complete. 5. Once the ball has filled the hole, tap the perpendicular ceiling and B will walk towards the actual Win block. The exploit would also work by bouncing a ball beyond the limits and tapping the ball in the air (an idea suggested by @Block builder on Discord). Further testing might be needed with different setups (e.g. Whether raising metal stairs beyond the limit can make the exploit also effective on uneven paths) -- current hypothesis is that any tapping instructions beyond the height limit would be flattened onto a 2D surface such that it enables B to walk inset staircase paths that are otherwise not walkable (except under autopilot or claustrophobia).
This is interesting. I've done a few expanding levels like musing box which explore the ability to maneuver B outside the 16x16x16 boundaries. This is a wonderful set of possibilities you've posted. Thanks for the ideas!
I just thought I'd put up an example of a "hidden" path, where you can't tap on the target block/space itself, but can access it by tapping a block above. In the following example... Spoiler: experiment ...the target spaces and blocks are all beyond the 16x16x16 boundaries, thanks to the expanding metal section (something. I've exploited in a few levels). B can't get to the correct boundary block, which will enable his climb up the metal "stairway," unless he is inside the boundaries and in line with the bottom of said stairway, easily done in this example by placing him in the doorway of the metal "room." Then, clicking on the metal pillar above, located at the 11th level above, will position him at the unseen base of the stairway, on Level Zero but outside the 16x16x16 boundaries. Now, clicking the half pillar at Level 11 over the upper end of the "stairway" will send B climbing and then falling to an unseen space, again on Level Zero. Now, clicking the metal pillar two spaces away from the half pillar will send B climbing over a metal cube into yet another empty space at Level Zero. From there, clicking the pillar above the goal will send B climbing to the win. If B's movement ends outside the boundaries on a non-Level-Zero space, B cannot be moved again until he is either on the ground, or within the 16x16x16 boundaries again (possible if B's move enda on a sliding mechanism which retracts into those boundaries). In this case, the win block is outside the boundaries, but this could also be the basis of a path/maze which ends with B returning to the 16x16x16 "world" and climbing onto steps or an elevator to the otherwise-inaccessible win block. In other words, it's a playable mechanism.