A Living World

Every piece from this series in one place. A tile world with movement, collision, a patrolling enemy, a key to find, a pushable block, and a locked door to earn your way through.

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Everything from the series is here:

  • Gold circle (top-right) — the key to collect
  • Orange block (middle) — push it out of your way
  • Purple enemy (middle row) — avoid it or wait for it to pass; touch it and you respawn
  • Red door (right edge) — locked until you have the key, then turns green
  • Green door (left edge, room 2) — takes you back

The mechanics you built across this series don’t just stack — they interact. The enemy patrols the row between you and the key, so collecting it requires timing. The pushable block can be used to cut off the enemy’s patrol path if you position it right. The locked door means you can’t skip straight to the exit.

That’s the point of tile-based design: simple rules combining into something that feels like a game.


This series covered the essentials. For side-scrolling mechanics — jumping, gravity, moving platforms, slopes — continue with The Keep.