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So as noted before, each level will have at least two "gimmicks", aka gameplay mechanics that the player will have to navigate or use effectively to beat the level.

In the Fire Level, this was the lava and the air vents;In the Ice Level, this will take the form of icicles and reflective ice floors/walls.

Icicles will have multi-functionality;- They can be knocked off the ceiling, dropping down and hitting enemies (or yourself, so be careful!)

- They can also drop down into bridges, blowing the bridge apart, revealing new pathways through the map

- Enemies can knock them off as well, so in some levels you'll need to keep them from doing so (or bait them into doing so!)

- Icicles will also be on walls, to make some levels dangerous to navigate

Reflective ice floors/walls will also have multi-functionality;

- They will reflect all "light" based projectiles (so physical things like ice cubes, etc. won't reflect off of it, but lasers and Talia's shots will reflect off of them)

- They will cause a sound when hit or stepped on; this sound can alert enemies, causing them to walk towards you, and in some cases, knock icicles off of walls or ceilings!

Comments

Derrmann

Ever thought of adding a reflection enemy? Similar to the flying demon's h-scene, etc, but would make ice a place of caution and additional awareness? Other than that, really exciting stuff here.

DrThrax

Will there be a slippery platform like ice level in battletoads?