I had a workaround planned for that one actually. Using an object with an if condition in place of a gate, namely, as well as using some tile changers and warping around things to my convenience.
But that should work better anyways. I’ll do a short platforming bit before the tower too.
I thought I had? Although I guess since I’ll be changing the starting room, I won’t really need it, since every room can have roofs.
Nope. The real reason Batelier calls it the Trial of Teamwork is because they don’t want people to know that they are the Trial Guardian until you’ve won. They’ll also refer to themselves (when talking about the Trial Guardian) in third-person, and if you are sufficiently nice, they’ll give you hints towards beating the Trial. Also, Lusuria didn’t really have much of a theme, whereas this one does.
Edit: Going to look at the tower example you made, but I can't seem to load worlds in the world selection. I double click them, and nothing happens. The bottom of the screen says Loading (insert opening room name), but nothing seems to happen. After waiting a few minutes, nothing happens (except the FPS drops for a second).
After some more testing, I can load some worlds (Bottom of the Mountain), but I got a partial loading glitch where one of the tilesets didn't load, the avatar didn't load, and everything was a bit slow (and this never ended or fixed itself like the similar old glitch). After leaving and reentering, things are back to normal.
After running around for a while exploring worlds, everything is loading fine. Still, that wasn't super great, and should probably be fixed.
Edit: Oh, right, checked out the example, trying it out now.
Edit: Any good ways to make a tile be solid from the top but drop from the bottom (besides adding a bunch of invisible _y checkers)? In addition on that, it would also be nice to be able to make it possible to drop through a platform like that (like the platforms in platformers that you can drop through but can be flow up through). Not sure how I could manage that.