Skip to content

Official starter walkthroughs

Platformer Starter

The start scene uses gravity 900. The player has a dynamic body, solid collider, rectangle sprite, platform movement, and bounded save settings. Ground and platforms use solid colliders. Three sensor collectibles run the same controlled player_touched program: guard the collected variable, add score, play the fixed effect, then destroy themselves. The finish portal returns to Nexus.

Safe first edits: platform positions and widths, collectible color parameter, checkpoint/hazard placement, and HUD instructions.

Top-Down Starter

The start scene and player gravity are zero. Four-direction movement replaces jumping. Boundary walls contain the arena, two islands demonstrate blocking geometry, three collectibles teach route planning, and the finish portal closes the loop.

Safe first edits: island placement, wall gaps, dialogue, patrol motion, and pickup routes. Do not add gravity-dependent jumps without changing the movement design deliberately.

Puzzle Starter

The Puzzle Starter uses the same deterministic top-down controller but replaces islands with a Rune Maze. Three collectible runes and a finish portal provide a complete collect-and-exit structure. Its maze is solvable in the checked-in version.

Safe first edits: one wall at a time, rune presentation, short instructions, and optional dialogue. Re-test solvability after every collision change.

Arena Survival Starter

The Pulse Arena combines four deterministic patrol hazards with three one-time score shards, checkpoint-style respawn behavior, an objective HUD, and a return portal. The controlled hazards move and respawn the player authoritatively; shards reuse one guarded score behavior.

Safe first edits: patrol axis, bounded distance and speed, arena wall spacing, shard positions, and HUD wording. The starter asks the player to reach 30 points before leaving, but the current portal is intentionally not a score gate. Do not describe it as a timed wave system.

Checkpoint Racing Starter

The Neon Circuit uses top-down movement, a closed track, three one-time scored checkpoint sensors, checkpoint respawns, a score HUD, and a finish portal. Each checkpoint keeps its own guarded variable so remaining inside it cannot award score every simulation tick.

Safe first edits: track geometry, checkpoint width and placement, movement speed, and circuit colors. The current starter teaches route and checkpoint construction; it has no authoritative timer, lap-order gate, vehicle handling model, or opponent system.

Incremental Garden Starter

The Number Garden presents four controlled resource nodes worth 1, 2, 4, and 8 points. Each node awards once and destroys itself, producing a clear 15-point progression ladder. A platform-owned guide explains the mechanic and the HUD states the target.

Safe first edits: node values/programs, positions, colors, and guide text. This is active incremental play. It has no background timer, offline accrual, purchase, payout, or economy-item connection.

Social Hangout Starter

Comet Cafe is a bounded top-down room with furniture, three platform-owned dialogue guides, an objective HUD, and a return portal. It demonstrates readable paths and safe authored conversation without accepting player text.

Safe first edits: furniture placement, room colors, bounded guide dialogue, and accessible path widths. The starter does not enable chat, private messages, user-generated dialogue, or larger social-room capacity; those require separate safety and load gates.

All starters use schema version 2, curated presentation, controlled bytecode, and the same browser/headless validation path. Score shards, runes, checkpoints, and resource nodes are controlled score behaviors, not economy or inventory items.

PixelRifts creator documentation · generated reference · protocol 21