Sandstorm || A Platformer                                             #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n    if <(gefbe) = [3]> then\n        switch backdrop to (backdrop2 v)\n    end\n    if <(gefbe) = [1]> then\n        switch backdrop to (backdrop1 v)\n    end\nend\n\n@Sprite2\n\nrepeat until <<(y position) = [-127]> or <touching color (#00ff55)?>>\n    change y by (-3)\nend\n\nwhen I receive [play v]\nshow\nswitch backdrop to (backdrop1 v)\nset size to (50) %\ngo to x: (-220) y: (100)\nset [yv v] to [0]\nset [xv v] to [0]\nswitch costume to (stand v)\nset rotation style [left-right v]\nforever\n    if <key (right arrow v) pressed?> then\n        change [xv v] by (1)\n        point in direction (90)\n    end\n    if <key (left arrow v) pressed?> then\n        change [xv v] by (-1)\n        point in direction (-90)\n    end\n    set [xv v] to ((Xv) * (0.9))\n    change x by (Xv)\n    if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n        change y by (1)\n        if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n            change y by (1)\n            if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n                change y by (1)\n                if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n                    change y by (1)\n                    if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n                        change y by (1)\n                        if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n                            change x by ((Xv) * (-1))\n                            change y by (-5)\n                            if <key (up arrow v) pressed?> then\n                                if <(Xv) < [0]> then\n                                    set [xv v] to [-5]\n                                else\n                                    set [xv v] to [5]\n                                end\n                                set [yv v] to [5]\n                            else\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [yv v] by (-1)\n    change y by ((Yv) * (0.5))\n    if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n        change y by ((Yv) * (-0.5))\n        set [yv v] to [0]\n    end\n    change y by (-1)\n    if <key (up arrow v) pressed?> then\n        if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n            set [yv v] to [15]\n        end\n    end\n    change y by (1)\n    if <touching color (#995900)?> then\n        change y by (-1)\n    end\nend\n\nwhen I receive [next level v]\ngo to x: (-220) y: (100)\nset [yv v] to [0]\nset [xv v] to [0]\n\nshow\nswitch backdrop to (backdrop1 v)\nset size to (50) %\nswitch costume to (stand v)\nset rotation style [left-right v]\nforever\n    if <key (right arrow v) pressed?> then\n        change [xv v] by (1)\n        point in direction (90)\n    end\n    if <key (left arrow v) pressed?> then\n        change [xv v] by (-1)\n        point in direction (-90)\n    end\n    set [xv v] to ((Xv) * (0.9))\n    change x by (Xv)\n    if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n        change y by (1)\n        if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n            change y by (1)\n            if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n                change y by (1)\n                if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n                    change y by (1)\n                    if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n                        change y by (1)\n                        if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n                            change x by ((Xv) * (-1))\n                            change y by (-5)\n                            if <key (up arrow v) pressed?> then\n                                if <(Xv) < [0]> then\n                                    set [xv v] to [-5]\n                                else\n                                    set [xv v] to [5]\n                                end\n                                set [yv v] to [5]\n                            else\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [yv v] by (-1)\n    change y by ((Yv) * (0.5))\n    if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n        change y by ((Yv) * (-0.5))\n        set [yv v] to [0]\n    end\n    change y by (-1)\n    if <key (up arrow v) pressed?> then\n        if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n            set [yv v] to [15]\n        end\n    end\n    change y by (1)\n    if <touching color (#995900)?> then\n        change y by (-1)\n    end\nend\n\nwhen I receive [play v]\nsay [Where is everybody and everything?] for (5) seconds\nsay [I have to find them!] for (5) seconds\n\nwhen flag clicked\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\nwhen I receive [play v]\nset [gefbe v] to [1]\nforever\n    if <(gefbe) = [1]> then\n        set size to (10) %\n        go to x: (-222) y: (-116)\n        show\n        wait until <touching (sprite2 v)?>\n        hide\n        broadcast (Unlocked1 v)\n        wait until <not <(gefbe) = [1]>>\n    end\n    if <(gefbe) = [2]> then\n        set size to (10) %\n        show\n        go to x: (109) y: (-14)\n        wait until <touching (sprite2 v)?>\n        hide\n        broadcast (Unlocked1 v)\n        wait until <not <(gefbe) = [2]>>\n    end\n    if <(gefbe) = [3]> then\n        set size to (10) %\n        show\n        go to x: (-16) y: (-126)\n        wait until <touching (sprite2 v)?>\n        hide\n        broadcast (Unlocked1 v)\n        wait until <not <(gefbe) = [3]>>\n    end\n    if <(gefbe) = [3]> then\n        set size to (10) %\n        show\n        go to x: (-16) y: (-126)\n        wait until <touching (sprite2 v)?>\n        hide\n        broadcast (unlocked1 v)\n        wait until <not <(gefbe) = [3]>>\n    end\nend\n\nif  then\nend\n\nrepeat until \nend\n\nhide\nbroadcast (Unlocked1 v)\n\ngo to x: (-222) y: (-116)\n\ngo to x: (109) y: (-14)\n\n@Ground1.0\n\nwhen I receive [unlocked1 v]\nhide\n\nwhen I receive [play v]\npoint in direction (90)\ngo to x: (-210) y: (74)\nshow\n\nwhen flag clicked\n\ngo to x: (-213) y: (74)\n\ngo to x: (256) y: (80)\n\nwhen I receive [next level v]\nshow\nforever\n    if <(gefbe) = [1]> then\n        go to x: (-210) y: (74)\n        point in direction (90)\n        switch costume to (costume1 v)\n    end\n    if <(gefbe) = [2]> then\n        go to x: (69) y: (68)\n        point in direction (90)\n        turn right (45) degrees\n    end\n    if <(gefbe) = [3]> then\n        go to x: (69) y: (68)\n        point in direction (90)\n        turn right (45) degrees\n    end\n    if <(gefbe) = [4]> then\n        go to x: (19) y: (49)\n        point in direction (90)\n        switch costume to (costume2 v)\n    end\nend\n\nbroadcast (play v)\n\n@Ground1.3\n\ngo to x: (-210) y: (74)\n\nwhen I receive [unlocked1 v]\ngo [backward v] (10000) layers\nforever\n    show\n    if <touching (sprite2 v)?> then\n        broadcast (Next level v)\n        change [gefbe v] by (1)\n        if <(gefbe) = [4]> then\n            set [gefbe v] to [1]\n        end\n    end\nend\n\nhide\n\nchange x by (-1)\n\nbroadcast (Play v)\n\nset size to (10) %\ngo to x: (-222) y: (-116)\nshow\nwait until <touching (sprite2 v)?>\n\nhide\nbroadcast (Unlocked1 v)\nwait until <not <(gefbe) = [1]>>\n\nwhen I receive [play v]\n\nset size to (10) %\nshow\ngo to x: (109) y: (-14)\nwait until <touching (sprite2 v)?>\nhide\nbroadcast (Unlocked1 v)\nwait until <not <(gefbe) = [1]>>\n\ngo to x: (-213) y: (74)\n\nwhen flag clicked\nforever\n    if <(gefbe) = [1]> then\n        go to x: (-213) y: (74)\n    end\n    if <(gefbe) = [2]> then\n        go to x: (256) y: (80)\n    end\n    if <(gefbe) = [3]> then\n        go to x: (148) y: (76)\n    end\nend\n\nwhen flag clicked\ngo [backward v] (10000) layers\n\ngo to x: (256) y: (80)\n\n@Sprite3\n\nwhen flag clicked\nshow\nwait (2) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\nbroadcast (Play v)\nforever\n    clear graphic effects\n    hide\n    if <not <touching (mouse-pointer v)?>> then\n        show\n    end\n    go to [front v] layer\nend\n\n@Sprite4\n\n@Sprite5\n\nwhen I receive [play v]\nsay [Where is everybody and everything?] for (5) seconds\nsay [I have to find them!] for (5) seconds\n\n@Sprite6\n\n
Hello.\nThis is UFO Platformer!\n\nMy highscore was 87.3, can you beat my score?\n\nNo advertising unless you follow me!\n❤️ + ⭐ If you liked this game!\nScroll down for instructions!\n\nHard levels:\nLevel 25: Last level (@ThreeStasgamo (creator))\n(comment a hard level you think)\n\nInstructions:\n1. Use arrow keys, mobile drag, or WASD to move your player.\n2. Swipe up or w or up arrow to jump. \n3. Don't touch spikes or fall into the void level.\n4. Pink and blue portals change your size.\n5. Try to speedrun the game\n6. There are 25 levels so...\n...Good luck!\n\n\n\nTags:\n#all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art 