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Nov 10, 2009 | 7:53 AM EST
  • Daily Feature November 11, 2009

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Author Comments

Edit the level as you play. Can't reach the key you need? Build an elevator! Getting crushed by gigantic spiked balls? Create some spikes of your own to destroy them! 40 levels with an increasing difficulty curve.


Note: You can choose the order of the blocks you place by selecting the in the top-right menu area.



Rated 3 / 5 stars November 14, 2009


Nice game, but not very original - if you wanted to make it more like a level editor, you should have made it less linear, with more options of solving a problem.


Rated 3.5 / 5 stars November 14, 2009

Good enough game.

Decent game.. dying was quite fun, my squished from multiple sides by spiky things was amusing.

The music made me want to melt my speakers down, mold them into a knife and cut my ears off, it was so boring and repetitive and let the game down.

7/10 for a decent game but try harder next time.

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Rated 4.5 / 5 stars November 14, 2009

To you retards...

Listen now are looking at the name right? Yes is says ''Level editor''but when you play the game YOU ARE EDITING THE LEVEL so you can get past the level.
Overall: Graphics 9.9
Sounds: 10
Music: 8.3
Rating: 5
9/10 5/5


Rated 2.5 / 5 stars November 14, 2009

Whats this junk!?

`The music is making me nuts and the game is lacking level EDITING! This is more like a puzzle... Put the piece here and it looks like this...


Rated 4 / 5 stars November 14, 2009

Not really a "Level Editor," but still...

This is brilliant design here. I finished the game and had no problem with the controls whatsoever. I suppose the unresponsive part is the jumping, as most people are used to being able to short hop. But it is meant to be that way in this game-if you were able to just short hop, then some of the latter stages would be too easy. Also, the jumping ensures that you always jump a specific height, thus you can place blocks like the timer or the replacement ones two blocks higher than you were standing previously.

I think that the title is a misnomer, as it isn't really level editing, where you basically create all the parts beforehand and then test out the level. Here, it's more like placing blocks impromptu and at the right times and locations to solve puzzles. Some of those "impossible" level puzzles required a good amount of thought.

It's pretty cool that coins can actually become a detriment to you. (rarely is that the case in games). You can't build on coins, and it's all too easy to forget that when making that nearly suicidal jump over a pitfall or spikes and click at the last second to try to trigger a platform, and promptly die afterwards.

In fact, you should have done that more often to control where people can or can't build until they collect the coins (which requires visiting that area.) For this feat, you would require a different coin that gives score, but no additional timer so that you wouldn't be rewarding too much time.

It's too bad the enemies weren't always uniform in their abilities. This could be annoying on first runs through the stages. Sure, the green ones were the slow ones. But the red colored ones have different jump heights on several stages (some might jump just two blocks high, while others can superjump) and it's virtually impossible to know what they do beforehand. But since you could retry stages without penalty, it's not a major issue.

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