Time Kufc
This platform puzzle game from Edmund McMillen brings to the platformer table multi-dimensional planes. Press the [A] key to switch planes and alter what is visible on the screen. Sometimes you can see the other planes while you are occupying the current one, but you can't see what overlaps between planes. This creates an interesting dynamic that involves a lot of guessing with your jumps, especially when movable blocks make their appearance.
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What is next they do not like the games involving any sort of violence even mild?
This game is not rated for kids, maybe they should only look at the kid rated games.
If they are that paranoid they should preview and approve everything for their kids and turn them into mindless zombies.
The site is not all for kids there are many games on it there are kid friendly. This is a game review site not a happy bunny kids games site.
Jayisgames should cater to whoever they want to. If they want to cater to children, or conservative adults, then it is not at all okay. If they are catering to more liberal, adults (and adults only), then it is okay. Jay, help us out, if you see this comment. Are you trying to cater to children on this site?
Uhh, who cares about that nonsense? Drop it, folks.
Onward! I was playing this sweet, sweet game, but I ran into a problem. I came to what I believed to be the last level, but then, out of curiosity, clicked those little Z's in the loop on the right of the screen. Well, those turned out to be the two levels I "slept" through. No problem. I solved one, still couldn't get to the other. But now I can't get back to that level I was on before. That "last one". The levels don't seem to be in order. And I wouldn't even know where the first level began, seeing as how they are arranged in a continuous loop. What the..? Any idea on how to get back to it?
Even if I never get back to it, thumbs up from me. Two of 'em, in fact.
Dang it! I got to the last level, messed around a bit until i figured it out, then messed it all up.
DO NOT
RESTART THE LEVEL UNLESS YOU WANT THE BAD ENDING!
I made that mistake myself.
Instead,
hit the spikes to kill yourself and thus restart. If you want to keep trying for the good ending anyways.
Interesting game though.
That was a pretty good game, but GEEZ that guy's feet are slippery! I lost track of how many times I went sliding off a tiny platform into some spikes because the little dude sliding or rolling off with his ninja moves.
Also, I think it's interesting how the original spelling of the title has sparked this discussion about the offensiveness of the word, when in fact the entire point of the title is that it ISN'T a word, merely our perception of those letters.
But since that actual word is immediately what most people (or at least English-speakers) see, I completely understand changing the letter order for the sake of JIG :)
I love this game so hard! One of the better flash games out there, with a great atmosphere and story and basic idea, well-executed.
Unfortunately, the community-created levels are awful. I didn't find any I could rate above a 3 for difficulty and the same goes for enjoyment.
P.S.
Chillax if you get the bad ending. You don't have to start over, and you can press skip.
I'll have to admit that the trailer for this game was better than the game itself.
This game wasn't very difficult at all. Most of the levels were straightforward, and there was about two to three levels that was more complicated. Needless to say, I didn't feel that the final level was even remotely close to the most difficult level of the set.
I felt the style of the game did not add to the immersion that the game seems to promise with its effects. It definitely does not deliver what the Newgrounds description of the "game" offers.
I also agree with Crab that the community levels are indeed awful. With the game mechanics, it seems like there should be some creative ways to create levels, but at the moment it hasn't been accomplished yet.
Hmm...
This is quite a fun and challenging little game!
It's taken quite a few goes and A LOT of dying to figure out some levels but you kinda get the hang of it.
I love the comments of 'Future You' but they do get kinda repetitive...
Oh, also I just wanted to note, that you can actually mute the music AND the voices by pressing the mute button a second time. :)
Does this really constitute "controversy" in the indie gaming world? We must be pretty tame for being so cutting edge and avant-garde. Sure, we'll toy with conventions and push the boundaries, but the biggest statement we can make is mixing the letters of a four-letter curse word?
The most offensive thing about this game to me is how it plays fast and loose with grammar, spelling and punctuation. It's terribly lazy to spend such an obvious amount of time on an otherwise splendid game and neglect to spend any real time reading over your script.
I think more reviewers need to take this into account when reviewing a game (I'm not saying that the review is poor, just that this happens a lot). Game developers need to know that leaving grammatical errors in the game is very much like leaving glitches in the game; it's only natural that some will occur, but the more you have, the more obvious it is that you didn't do your developer's homework!
Keep.One.Step.Ahead: Regarding the game's poor English, the impression that I got was that it was intentional. The developers are doing the same to the rules of English as they are with the rules of time. I also found it contributed nicely to the atmosphere of insanity and paranoia. Especially so during
the story after the good ending.
I might be wrong here, but that's the way I saw it.
Thanks, Mystify; that one was just forcing me to think in ways that obscured the critical observation that
Gravity reverses for all objects at once, not just whatever triggers the switch.
Now somebody needs to tell me about TOAST. Now I REALLY can't see any actions whatsoever that take even one step towards finishing.
Seriously, you can run around, flip back and forth between two versions of the level, neither of which allow you to do absolutely anything useful whatsoever, or you can shift and die. Come on. At least offer a bad hint instead of the stupid paranoid ranting about divinity...
[Edit: Fixed spoiler tags. Use all lowercase, not "<Spoiler>". One of these days I'll make a validation script that auto-fixes those mistakes. Sorry about the inconvenience in the meantime. -Jay]
Okay, my final apology.
I got LOADED (the level, not the condition, although after this game I'm pretty sure I could stand to be in that condition right about now).
That level was extraordinarily picayune for such an open-ended puzzle game (you don't usually have to follow a pixel-for-pixel specific path through a level to complete it, but that one was pretty darned close. Even after I knew what to do, it took way, WAY too many tries).
But BAAL? Come on. That's just depraved. You can keep the rest of the game, Mr. Developer; that kind of player abuse is not for me, thanks.
Gobsmacked,
Are you sure you did Loaded in the simplest fashion? The way I look at it, I don't see any pixel perfect timing or twitch reflexes necessary to do it. Literally, you jump, phase, jump, phase, use block to open paths, put it back in the middle, and then get the keys and finish the level.
As it turns out, regarding in-n-out
There are two ways to complete in-n-out. The first time I finished it the exit was on the upper left hand corner and not through the conventional means. The second time I finished it, it was on the lower left hand corner, and the solution was more conventional (i.e. use the vertical flip an odd number of times). I suppose both are possible.
I love JIG. I have to say though on the swearing debate that surely now it's even more misleading (and confusing!), because the link still takes you through to the fcuk version.
French Connection did a series of t-shirts in the UK (French Connection UK - get it?) with FCUK emblazoned on them for all to see. I just don't think people are that bothered - except Cornbread Muffins maybe.
I'm with Keep.One.Step.Ahead on the grammar issue. I did find it annoying that there were several errors during the opening scene and this immediately put me off. Rather snobbish of me I admit, and unfair too because the game is both interesting and innovative.
Actually, I'm going to respectfully disagree with Keep.One.Step.Ahead and blubley to a degree.
Yes, I think good editing and grammar are important but are also not above being manipulated for creative license. One thing that interests me is that as time progresses we seem more willing to strike out in new and interesting grammatical avenues to explore language and how the way we use that language can evoke different attitudes and feelings. That's to say, one can hardly imagine a novelist of the 19th century intentionally using poor grammar other than perhaps in an attempt to emulate a particularly distinctive dialect. Compare that with works like House of Leaves, or Flowers for Algernon, or any of countless literary works that alter the use of language in new and interesting ways.
Given that game creation is, at least in my opinion, one of the freest forms of artistic expression, I should think it is also natural that we would see language being bent in even more ways, distorting it for effect like never before. Case in point (outside of this game here), go play Cactus' Mondo Medicals or Mondo Agency (I'm glad Lavos mentioned Cactus early in the thread). In all honosty, the first time I played one of those games, I thought the developer HAD to have not even a passing understanding of English. Turns out Cactus can communicate fine in English, he just chose to intentionally make the language nigh unintelligible. The effect is really amazing and helps contribute to what is sometimes a very disturbing set of games.
Anyway, that's my two cents and change on the topic. There are times when you can tell a typo is just a typo, but I'm more than fine when a typo is something more.
Although the name's been changed, I do want to make a quick comment regarding the spelling controversy:
Most parents I know are pretty responsible. If they don't want their kids seeing swear words, they block any sites that have swear words. End of story. That means that JiG loses any players whose parents might be as creative as I am and put in "FCUK, FCUR, FUTK, etc."
JiG also loses any players who are parents who think, "Don't put curse words where kids can see them. I don't like your site and will go play Orisinal.com instead."
AND JiG risks being nailed by idiots who think the internet is a babysitter and who say, "If JiG doesn't want kids on the website, why link to kid-friendly games at all? So they're responsible for showing my kids something I don't want them to see."
Not to put too fine a point on it, there was a Gundam Wing yaoi fanfic website out there that no longer exists because some parent thought that the warnings ("Warning, this website has adult content and male x male sexual situations in the fiction") weren't enough, since the show the fics were about were "cartoons" (and nevermind that the Japanese have about as many pornographic cartoons as Americans do regular porn) and were *obviously* directed at children (nevermind that the majority of American viewers of Gundam Wing were adults) and the website was pulled by the host for violating the TOS.
No, it's not JiG's fault that people are like that, but JiG has to be responsible in order to protect itself from people who don't think it's proper for such language to be on the main page of a game website. AND JiG *does* have a lot of younger visitors. There's nothing wrong with taking precautions. If I don't want my nephews to see foul language, I don't allow them access to those websites, and in the long run, JiG is hurt by the lack of visitors, even if it's just a small lack.
It doesn't bother me personally, but I'm an adult. If the language doesn't bother you, well and good, but again, you are adults. Adults who are responsible for children have different considerations. I think it was a kindness that JiG changed the name. They were within their rights to keep it, but I'm glad they didn't.
I don't condemn them for having the original spelling they did. I just think they took a wiser course. It was considerate toward people with children. That's all.
Oh man. I'm seeing hints of a skillfully woven epic of a story - once I saw a thing with some numbers, I think maybe it was telling me to look at those level numbers in order - but I'm just too lazy to try to piece this monstrosity together, and I can hardly finish even the easiest of levels in any case.
I was pleasantly surprised to find out that the levels in the main story appear to be randomly chosen from a set of main levels. I erased a save game to start anew and find levels I did not remember playing. Hm.
I wish, however that there was more to the good ending than the
weird fusing thing and different end text. The similarities of the two endings after you shove your past self into the box make it rather ambiguous as to the relative neutrality or lack thereof of each ending.
I couldn't help but compare this game to "Shift Meets Eversion". This is a game where you play as a rat in a maze in a sad gray world where you can't even be sure of your own sanity. It feels like it re-uses Aldous Huxley's metaphor for the range of human experiences, using a box instead of a bottle, to justify the uses of multiple planes, gravity and rotation directions, for sort of four-dimensional block-and-lock&key puzzles.
Remember, as fascinating as everyone's own world of experience and perceptions is (and, thanks to interpretive media, each other), it's still important to interact with the real world at large. Now that I've finished this game, I feel like leaving my room and going outside; it's a beautiful day right now.
Jayce,
I wasn't referring to timing so much as how easy it is to make one misstep and phase at the wrong time and die, fall down while carrying a block before you're finished with it, or get trapped at the top, always forcing a restart. Seems like I had to slow down to one move per second or slower to avoid all of those. But thanks for trying to help.
@wildflower12:
Get onto the ceiling (may require phasing), then phase so the spikes are greyed out (phase back to original plane), walk across to other side (leaving a one tile margin between the wall and you), phase until you see one of those squares that follow you when you shift and have a 'plus' pattern in them in the beginning, then jump up to switch the level horizontally, then phase to original plane, run to other side, move movable block to the side, stand on top of 'plus' block, then shift until you return to the original plane once more. Then, switch the level horizontally again and jump in the gap and run to Stephen/you.
This game was a lot of fun. I tend to give up on a game if it's harder than the gameplay is worth, but I thought this was a nice balance.
My only complaint is that I wish you could map your own controls. At least half of my deaths were due to me hitting "phase" instead of "grab." I can't blame the developer for that, but it was annoying nonetheless.
And for what it's worth on the grammar debate, I don't think the writing errors were intentional. No one mixes up "then" and "than" as an artistic device. And if they did, it didn't work, as it just made me feel the developers got sloppy with details.
Looking back on JIG's track record, they do post some pretty wonderful games geared towards children. But games like Karoshi, Monster Basement, Hotel 626, Reincarnation: A Demon's Day Out, or Alan Probe: Amateur Surgeon (to name a few that I obsessive compulsively pulled from their archives) are obviously not for children. They contain graphic violence often inflicted by the protagonist, suicide, and pretty gruesome or disturbing images. None of them were commented on by people concerned about young internet goers.
I'm interested in the disconnect shown when a conversation of the acceptability of cuss words is undertaken in earnest when not a week ago Alice Is Dead was featured on the main page and
you spend a majority of the time you're playing that game in a room with a corpse of a character who happened to be in a Disney movie.
Ultimately, I was simply surprised to see that someone was under the impression that this was a safety scissor website. I realize the issue was that it was posted on the main page, but an unsupervised kid could easily play Seppukuties and end up a lot worse for wear.
Mostly I'm just sorry I couldn't help myself and just had to post my two cents.
To Cornbread Muffin: The whole point of this game (and the title) is that we are too concentrated on what something appears to be and not what it actually is. For instance I could say the phrase ab itch, what do you see you see an obscene comment hidden in-between the lines and not for what it actually is. Most people think that the actual statement ab itch is the simple form, however we have become so corrupted by mainstream society and the thought that everyone has something to hide that we refuse to see things for what they are. That is simply his own made up word in this instance, not a referance to language that has been deemed inappropriate because some kids long ago used the words as codewords for feelings they had about people they disliked (which in reality is the spawn of all so called "cursewords"). The whole purpose of the game is to challenge your perspective of reality and to capture gamers/websurfers attention, he used a made up word that our minds put together to make an inappropriate word.
In response to the people who feel that JiG has crossed a line by posting the same letters that exist in the ominously kid-unfriendly f-bomb, your argument is quite frankly similar to asking someone to keep the word "carp" from their website because it contains the same letters as
crap
. (Don't fret, it's hidden from prying eyes.) Quite simply, a carp is a fish and has no relation to its profane counterpart. Could not the same be said for this game's many titles, as the actual word is never said, merely imagined in the mind of someone who has already been exposed to the word. Put simply, my rebuttal is that banning anagrams of a word, no matter how profane the word is, should not need to be banned from young eyes if their parents are doing their jobs correctly.
Anybody ever heard of the company "FCUK" who brandishes their logo on T-shirts and other articles of clothing, *because of* the shock value that their name generates? When walking down the street, looking up to see "FCUK London" makes many people do a double-take, which then imprints the company's name (or at least a vague curiosity) on the subconscious of viewers.
I'm sure the company's taken its share of flak for such "outrageous" and "risque" branding, but let's face it: it works, and it's not /really/ hurting anybody. It's perversion within our subconscious mind that associates "FCUK" or "FKUC" or whatever else with the mother-of-all-profanities that's being discussed here. Is it a play on words? Certainly. Is it wrong? Eh, I don't really believe so.
It seems that people need to learn that this is the INTERNET. Last I checked, we aren't nannies, and this isn't PBS or Disney.
It's like the whole violence on television situation, except it's the internet, which, guess what overly sensitive people, you have even less control over.
TL;DR: Grow a sense of humor, toughen that hide of yours, and know the proper precautions if you're really concerned about your child instead of blaming someone else.
Guys, do not smack the site in the face with your little qualms. If it is displayed on the site that way, then they have every right to display the name as it appears on the site. Sorry, but that's the way the world works. Freedom of speech right #1 on the Bill Of Rights, just be glad that the letters were transposed as a play on the words themselves. Sorry, but you really need to be considerate to the people who put these works of digital art up! If the artist came here and started giving you flak for complaining about the name he gave to the game itself, would you have the brass to tell him/her that it is wrong? OF COURSE NOT! So DON'T POST ANYTHING you WOULDN'T say to the author's face
Walkthrough up to level 24: (though apparently, there is some randomness to it as well)
Room 1, Hello world:
Simple enough, just walk over to the portal.
Room 2, Tea Time:
Just press "a" to change layers and jump up to the portal.
Room 3, Junk Head:
DO NOT PRESS A YET! First, jump over the spikes, navigating your way down to the open section. Then change layers and enter the portal.
Room 4, Obelisk II:
Jump across, as though both platforms are there, and in midair, change layers, so you land safely by the portal.
Room 5, Ursa Minor:
Simple enough, just push the block along the tracks showing you its path. Once you reach the safe zone, change layers, push the new block left, and enter the portal.
Room 6, Bluebell:
Pick up the block on the right and place it beside the wall to the left. Jump on up and bring the other block down. Stack both blocks against the far right wall, and jump into the safe zone. Change layers and head on to the next room.
Room 7, The Maw:
Jump and change layers in midair. Grab the key, change back, and go in the portal.
Room 8, TheBlueRoom:
First change layers to pass through the wall, then bring all the blocks over to this layer. Stack 3 of them up against the wall, and the other one just left of them. Jump on up to get the key. Fall down on the left, and change layers to enter the portal.
Room 9, The Sun:
Jump into the gravity switch, and retrieve the keys. Make sure you are in a safe zone and change layers. Hit the gravity switch, change back to the first layer, and enter the portal.
Room 10, Carrion:
Touch the gravity switch, and wait for the blocks to break. Jump in either pit to hit another gravity switch. Collect both keys, touch the switch again, and head on to the next room.
Room 11, The Gash:
Walk over to the block, and keep changing layers while touching it (and in a safe zone) until you reach the bottom. Put the block against the left wall, change layers one last time, and jump in the portal.
Room 12, Interlude:
Hold right as you walk in the first black hole. When you land on the ledge, change layers and walk through the passage. Drop down and get the key. Hold left while walking into this black hole to get back up (you have to switch layers again to touch it), and head on over to the portal.
Room 13, Stasis:
Push the block in the hole, and as soon as it starts to drop, change layers. Walk over to the left (where there aren't spikes above you), and switch back to the first layer.
Room 14, Handshakes:
Press the first button (on the right) to let the block fall. Take it with you to the other layer, and place it on the other switch (on the left). Fall through the door that is now open, and go into the portal (switch layers in the safe zone).
Room 15, The Braid:
Fall down and stand on the middle "gear tile." Change layers twice, get get off the gear tile, change again, and get the key. Jump up to either gear tile on the side, change layers, jump up again, change layers again, and jump all the way up to the portal.
Room 16, Ambien:
This level can be a little annoying, but basically, just keep standing over the spot where a hole was a second ago, and it will switch back momentarily. Do this until you reach the bottom and retrieve your key. Now for the irritating part, time your jumps so you make it through the gap, and immediately run to the middle of the row, where a gap never opens. Keep doing this until you make it to the top and jump in a portal.
Room 17, Alice:
This level takes a bit of practice. Align yourself with one of the keys (where there are no spikes), and wait until you collect that key. Repeat for the other key on the left. Change layers, jump across, and repeat for the keys on the right, finally, change layers again, and enter either portal.
Room 18, Jux:
Jump onto the platform to the left. Jump again and change layers in midair. Jump across the gap, hitting the level flip in midair so you have a platform to land on. Again, jump and change layers in midair. Jump up to the gravity switch and retrieve the two keys. Jump out, hit the switch again, and head on to the next level.
Room 19, Just:
Push the block all the way to the right and change layers while touching it. Push it one more space, and change layers twice. I think you get the idea here, so keep this up until you reach the portal.
Room 20, Tic/Tac:
For this level, simply jump up all the blocks, get the key and wait in the chute on the left. When the block on the right falls all the way, gravity will switch, and you land on the portal. If you are having trouble, you may want to try bringing all the gear tiles to the other layer, so you can climb back up while the block on the right is in stasis, but it makes it even harder to make the jumps because you must change layers in midair, so I recommend trying without that first.
Room 21, 8 sideways:
First, move the block sitting in the middle so the falling one stops. Go through the black holes and retrieve the other blocks, including the one that was falling. While you retrieve them, DO NOT PLACE THEM ON THE BUTTONS ON THE LEFT. If you place blocks on the bottom two switches and fall in the portal pit, you cannot get out and must restart. After gathering all the blocks to the left of the portal pit, stack 3 of them against the left wall (placing one in front as a stepping stool for placing the third one), and fall down to the portal.
Room 22, The Heart:
Jump into each level flip until you reach the block. Pick it up and stand under the black hole so it lands on the switch. Jump in, GET OFF THE BLOCK, and switch layers. Touch the gravity switch, collect the keys, change layers back, and head for the exit.
Room 23, Time Decay:
First off, DON'T PANIC. By rushing, you miss more often. Jump onto the first gear tile and change layers. Jump up to the next one, and change back. Jump one last time, and change again. Bring both of the blocks down to the ground (no layer-changing necessary), placing them on top of each button, and climb up again. Jump toward the key, and change layers in midair. fall back down, and bring the blocks into the appropriate layer to press the buttons. Finally, jump up to the portal.
Room 24, The Tip:
Walk over to stand beneath the first gear tile. Jump through it, and while you are above it, change layers. When you land, change back to the first layer. Repeat for the other two gear tiles. Go up and touch the level turner, jump across the pillars, and jump down the spiked pit to the portal.
I would do more, but I got bored and distracted, so I'll just post this.
Here are some levels that Phoenyx didn't list. This is a combination of JIG and NG site's game levels.
Instructional Levels -Haunted, The Rift, Teeth, Obelisk II all deal with how to move, jump, switch layers and switch while jumping.
Robotron -
Grab a block, switch layers, put block at middle of top step, go back to middle step, jump and switch layers in mid jump to get into the rectangle, grab the second block, switch layers, put second block on edge of top step, jump over to get first block and place on second block, jump from top of second block toward middle, switch layers in mid-jump to land on top of rectangle, go into the portal
The Maw -
Jump, switch, get key, switch, portal
The Man -
Lift block, switch, drop block on floor and push to side, get on middle ledge opposite upper block, jump, switch, grab second block, switch, push second block against first, lift it, place it on top of first block, jump to portal.
The Sun -
Jump into reversing arrows, collect both keys, return to center, switch, run into reversing arrows, switch, portal
One -
Pick up block, switch twice to end up on bottom, jump up to reverse gravity, switch twice to get to top, use block to jump up to portal niche, switch to portal
Next Exit -
Use portal, switch layers, pick up block, switch layers, go to right side of pillar, switch layers, stack blocks to get key, stand on top block, switch layers, pick up block, go through portal, place at base of pillar, go through portal, switch layers to pick up second block, switch, portal, jump on first block, switch, get off first block, stack, jump up to portal
Time Kufc -
Quick switching. Get to right edge of platform, switch, dash to key and back, switch before block hits arrows, portal
The Cage -
Place block on + switch and back away, switch, pick up block that dropped, place on right wall, switch, pick up middle block and jump onto right block, switch, get off block, stack, jump through hole in wall, hit arrows, jump up to portal.
Theatons -
Switch layers while standing on each of the top switch blocks to clear the way to the portal
Ruiner -
Timing. Switching layers switches gravity. Hold the right motion key, switch layers, halfway up the pillar switch again, repeat on the right side.
Wavering Ox -
Bridge disappears. Run/jump right, switch layers, jump onto key switching in mid-air, run/jump left, switch layers, jump to portal.
Toast! -
Gravity arrow layers reverses the blocks and exit portal. Go into gravity arrows, jump down and move blocks so they aren't below the solid blocks (two high on the left side not in alcove, one to get back to the middle platform), jump into arrows, jump up into upper left white alcove, switch layers to get key, switch layers, stack two blocks on right wall, jump into white space and switch layers to get key, switch layers and exit.
The Fragile -
More timing. The dissolving blocks don't dissolve when phases out and the keys fall faster than you do. Let the first key drop halfway down to the bridge, shift, go onto the bridge below the key, jump, shift, get key, shift, land on bridge. Go to solid platform and repeat for second and third keys. Get off the bridge, shift, exit.
Sleepless -
Middle switch rotates field 90 degrees, jump through it twice, hit the + switch to let key drop on you, rotate again so that portal is at top, go to side and jump/switch when you're in the white middle area, go to middle and jump through the reversing arrow and fall down to the space below the + gate, switch layers and exit.
XSplinterX -
Jump through the side reversal arrow and land on the new platform, stand on the gear block and switch layers to clear the block below it and switch back, get off the gear block, jump right while switching, get the key. Stand on the gear block and switch layers so that the gravity arrow is active, jump through the arrow and switch layers to land on the upper platform. Stand on the gear block and switch layers to clear the block behind it. Jump/shift to the left wall and walk to the exit.
Bit Trip -
Go into the white square lower right, switch, lower right, switch till you have the key. Then jump up or up-left to work your way back to the exit.
Baal - Nope. I tried it for most of an afternoon and couldn't get the last key before dying. I hit the Z key and slept through it.
Happy Land -
Seven keys, three in the spike layer, four in the compartment layer. Bounce out from between fixed block and exit into white zone, switch, collect key, switch, get to new zone, switch, collect key. Continue until you have all seven keys, back to exit portal.
Plush -
You need to build a stack of blocks 3 high below the portal plus one block next to it to be able to jump up on top of the three stack. Go through the portal and get into the white zone with both the block you're standing on and the left upper block blinking and switch layers to dissolve two walls, push the top block one space to the left and switch layers again dissolving two more walls creating a 2x2 free zone. Push the top block off the group of three and then pick it up and place it so that there's one space between the leftmost block and the portal. Move the next two blocks on the left likewise so that you have a group of three blocks, a space, and then a block on top of the gear block. Lean right so both the gear block and remaining block are blinking, switch layers, move away from the right so that they stop blinking and switch layers. You should now have an opening through the floor since the gear block and the one on top are on a different layer. Pick up a block from the top level, walk into the hole in the floor, then into portal in the floor, then through the next portal and place it below the exit portal. Jump up through the portal, then jump through the next portal, pick up another block and walk through portals to the bottom. Place the block next to the first. Repeat until you have a stack of three block and a step up block. Jump/shift into the exit portal area. Jump to exit.
Antenna -
Switch layers to stop the top portal. Jump/shift into the right lower chamber, move the block off the + switch, switch layers to fall to the bottom, stand on the portal and switch layers to land on the + block, push the block to the right until it opens the + block under the key, back away and switch layers so that the key (and you) fall, repeat on the left side, go to the middle portal, switch layers.
I'll post more levels as I get through them. Note: The levels after the first instructional ones seem to be random, so there's not way to list them in order. Your order is going to be different from mine.
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Walkthrough Guide
(Please allow page to fully load for spoiler tags to be functional.)
Walkthrough up to level 24: (though apparently, there is some randomness to it as well)
Room 1, Hello world:
Simple enough, just walk over to the portal.
Room 2, Tea Time:
Just press "a" to change layers and jump up to the portal.
Room 3, Junk Head:
DO NOT PRESS A YET! First, jump over the spikes, navigating your way down to the open section. Then change layers and enter the portal.
Room 4, Obelisk II:
Jump across, as though both platforms are there, and in midair, change layers, so you land safely by the portal.
Room 5, Ursa Minor:
Simple enough, just push the block along the tracks showing you its path. Once you reach the safe zone, change layers, push the new block left, and enter the portal.
Room 6, Bluebell:
Pick up the block on the right and place it beside the wall to the left. Jump on up and bring the other block down. Stack both blocks against the far right wall, and jump into the safe zone. Change layers and head on to the next room.
Room 7, The Maw:
Jump and change layers in midair. Grab the key, change back, and go in the portal.
Room 8, TheBlueRoom:
First change layers to pass through the wall, then bring all the blocks over to this layer. Stack 3 of them up against the wall, and the other one just left of them. Jump on up to get the key. Fall down on the left, and change layers to enter the portal.
Room 9, The Sun:
Jump into the gravity switch, and retrieve the keys. Make sure you are in a safe zone and change layers. Hit the gravity switch, change back to the first layer, and enter the portal.
Room 10, Carrion:
Touch the gravity switch, and wait for the blocks to break. Jump in either pit to hit another gravity switch. Collect both keys, touch the switch again, and head on to the next room.
Room 11, The Gash:
Walk over to the block, and keep changing layers while touching it (and in a safe zone) until you reach the bottom. Put the block against the left wall, change layers one last time, and jump in the portal.
Room 12, Interlude:
Hold right as you walk in the first black hole. When you land on the ledge, change layers and walk through the passage. Drop down and get the key. Hold left while walking into this black hole to get back up (you have to switch layers again to touch it), and head on over to the portal.
Room 13, Stasis:
Push the block in the hole, and as soon as it starts to drop, change layers. Walk over to the left (where there aren't spikes above you), and switch back to the first layer.
Room 14, Handshakes:
Press the first button (on the right) to let the block fall. Take it with you to the other layer, and place it on the other switch (on the left). Fall through the door that is now open, and go into the portal (switch layers in the safe zone).
Room 15, The Braid:
Fall down and stand on the middle "gear tile." Change layers twice, get get off the gear tile, change again, and get the key. Jump up to either gear tile on the side, change layers, jump up again, change layers again, and jump all the way up to the portal.
Room 16, Ambien:
This level can be a little annoying, but basically, just keep standing over the spot where a hole was a second ago, and it will switch back momentarily. Do this until you reach the bottom and retrieve your key. Now for the irritating part, time your jumps so you make it through the gap, and immediately run to the middle of the row, where a gap never opens. Keep doing this until you make it to the top and jump in a portal.
Room 17, Alice:
This level takes a bit of practice. Align yourself with one of the keys (where there are no spikes), and wait until you collect that key. Repeat for the other key on the left. Change layers, jump across, and repeat for the keys on the right, finally, change layers again, and enter either portal.
Room 18, Jux:
Jump onto the platform to the left. Jump again and change layers in midair. Jump across the gap, hitting the level flip in midair so you have a platform to land on. Again, jump and change layers in midair. Jump up to the gravity switch and retrieve the two keys. Jump out, hit the switch again, and head on to the next level.
Room 19, Just:
Push the block all the way to the right and change layers while touching it. Push it one more space, and change layers twice. I think you get the idea here, so keep this up until you reach the portal.
Room 20, Tic/Tac:
For this level, simply jump up all the blocks, get the key and wait in the chute on the left. When the block on the right falls all the way, gravity will switch, and you land on the portal. If you are having trouble, you may want to try bringing all the gear tiles to the other layer, so you can climb back up while the block on the right is in stasis, but it makes it even harder to make the jumps because you must change layers in midair, so I recommend trying without that first.
Room 21, 8 sideways:
First, move the block sitting in the middle so the falling one stops. Go through the black holes and retrieve the other blocks, including the one that was falling. While you retrieve them, DO NOT PLACE THEM ON THE BUTTONS ON THE LEFT. If you place blocks on the bottom two switches and fall in the portal pit, you cannot get out and must restart. After gathering all the blocks to the left of the portal pit, stack 3 of them against the left wall (placing one in front as a stepping stool for placing the third one), and fall down to the portal.
Room 22, The Heart:
Jump into each level flip until you reach the block. Pick it up and stand under the black hole so it lands on the switch. Jump in, GET OFF THE BLOCK, and switch layers. Touch the gravity switch, collect the keys, change layers back, and head for the exit.
Room 23, Time Decay:
First off, DON'T PANIC. By rushing, you miss more often. Jump onto the first gear tile and change layers. Jump up to the next one, and change back. Jump one last time, and change again. Bring both of the blocks down to the ground (no layer-changing necessary), placing them on top of each button, and climb up again. Jump toward the key, and change layers in midair. fall back down, and bring the blocks into the appropriate layer to press the buttons. Finally, jump up to the portal.
Room 24, The Tip:
Walk over to stand beneath the first gear tile. Jump through it, and while you are above it, change layers. When you land, change back to the first layer. Repeat for the other two gear tiles. Go up and touch the level turner, jump across the pillars, and jump down the spiked pit to the portal.
I would do more, but I got bored and distracted, so I'll just post this.
Posted by: Phoenyx | September 5, 2010 6:21 PM