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User Guide:

Game Title: 

Biscuit Run

Gameplay, Controls & Objective:

Guide both characters simultaneously past obstacles and enemies to their respective circular goals before the timer runs out. Infinite lives. Many levels. Much fun!  
Use keyboard controls:
AWD and Arrow keys.
0 (zero) to return to the Title Scene
R to restart the level
Levels may be selected from the in-game buttons within the Title Scene and End Scene.


Game Function Descriptions:

12 Different Levels, A Title Scene, and End Scene…

So far, we have 12 levels to explore and master.


Title Scene: Highlighting the Start Button

The Title/Start Scene allows the player to start a game by clicking on the Start Game button. This scene also shows two of the Enemies: The Dropper Spikes and the Enemy Triangle. Each is patrolling a different coloured Ground Layer platform.


Title Scene: Highlighting a Level Select Button

From the Title Scene, players can also opt to select a level from the Level Select buttons (1 – 12, or view the End Scene). If doing this, play will continue from the level selected up to the End Scene.



Remember:

Pressing ‘0’ (zero) will reset the game and take you back to the Title/Start Scene.

Pressing ‘R’ will reset only the current level, incrementing your number of attempts by one, and the game will continue.


First Tutorial Scene:

Starting position, Controls, Goals, and Timer

Players control both characters at once along their respective (coloured) platforms, using AWD for the Blue character, and ARROW KEYS of the Orange character. Their respective goals to reach are always the corresponding-coloured circular objects in the scene. With a vivid imagination, these circular goal objects could be thought of as tasty biscuits ;-)


Remember: The option is always there for playing Biscuit Run as a Local Multiplayer Co-op by controlling one character each.


Jump the Blocks: Obstacles and Jumping

To jump forward (pressing ‘W’ or UP.ARROW) the horizontal movement key needs to be held down. This means the characters can be controlled while in the air.

Block Jumps are the simplest obstacles in the game, but when combined with the hovering Enemy Triangles they raise the difficulty level of a scene.



Jump the Spikes:

Getting Both Characters to the Circular Goal

Remember to hold down the horizontal direction key whilst jumping to be sure the character will make it over the obstacles. Spikes are unforgiving and contact with them will respawn both the characters at their starting positions of the current level. Once both characters reach their respective goals without touching an enemy or spikes, they will ascend to the next level.  


Pushy, Pushy:

Enemy Pusher Capsules, Platforms of Each Colour

Enemy “pusher” Capsules don’t respawn the character on contact, so they are quite safe to touch as long as you don’t get on the wrong side of them. Being too tall to jump over, and impossible to resist, once a character is on the platform with them, there is only one direction to go, and that is off the edge of the platform. (One way or the other).  


Enemy Triangles:

Patience and Danger in the Upside Down

Enemy Triangles often patrol a platform just above the level of the Block Jumps, and contact with these will respawn both the characters, so timing the jump can be important.

Upside down levels like this one can be mind-benders, but everything still moves the same, it’s just that gravity is reversed.  


Divergence: One World Flipped Upside Down

Occasionally levels just flip the gravity of only one character. Gravity Divergence can be a fun to play in.  


So Close: Dying on the Spikes

If a character touches the spikes they’ll let you know by changing colour. This means that a respawn is immanent. Notice that some spike sets may be longer than others…  


Puzzles: Divergent Gravity Maze Scene

The characters platforms don’t always define completely separate areas. A level like this one, where the Orange character’s gravity is reversed, can involve the possibility of crossing paths.  

Remember: Orange platforms are for the Orange character, blue platforms are for the Blue character. The characters can’t even touch the anything of the other colour, so they fall straight through those divergent platforms…


Chaotic Scenes:

Complex Paths Past Various Enemies

(Including the Timer)

Combinations of platforms, enemies and obstacles make for a complex journey to the goals. Be wary of your timing in these levels, and don’t let the timer run out – or back they go to their starting positions.  

Note: The Dropper Spikes, aren’t all bad and pointy. Their tops make nice landing platforms. Just don’t get squished…  

Remember:

Spikes are dangerous

Triangles are dangerous

Pusher blocks are fun… and can be dangerous

Dropper Spikes can be stepping stones, but they can cut and squish!

If the character falls off the screen, assume the worst – but they’ll respawn.

   

End Scene:

Score Display, Play Again Button, and Level Select

If you make it to the End Scene, it will show you your game score.

 

The score is made up of:
  • Attempts: the total number of attempts you had to get here
  • Average Attempts per Level: total attempts divided by levels played.
  • Levels Played: That’s right, the number of levels you completed (in one sequence).
  • And a comment on your Average Attempts per Level Score

Scores are reset if you Select a level from the Level Select buttons, or hit the Play Again button.

From here you can also return to the Title Scene via the appropriately labelled Level Select button.

Development log

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