Managing Levels
Most games have multiple levels, and the editor lets you create, organize, and tune them through the level tabs beneath the viewport. Working with multiple scenes this way is comparable to managing scenes in Unity, levels/maps in Unreal, or multiple scenes in Godot — though here it's streamlined for the level-based structure of casual games.
The level tabs
A row of tabs under the viewport represents your game's levels. Click a tab to switch to that level — the viewport shows it, and the Hierarchy updates to list its objects. The level you're on is the one you're editing.
Adding a level
Add a new level with the add (+) control next to the tabs. A new level is created based on your last level and made harder — a sensible default that gives you a playable progression to start from, rather than a blank slate. You can then adjust it as you like.
Removing, duplicating, and boss levels
Right-click a level tab for more options:
- Delete — remove the level.
- Duplicate — make a copy of the level, handy when you want a variation of an existing one.
- Toggle Boss — mark or unmark the level as a boss level, which the game treats specially.
Duplicating and adjusting is often the fastest way to build a level series — create one good level, duplicate it, and tweak each copy, the same iterative approach designers use when building level sequences in an engine.
The ground line (groundY)
For games with a ground, you can control the groundY — the height of the ground line — and save it. This sets where the floor sits, affecting where characters stand and how the level is laid out. Getting this right ensures objects rest correctly on the ground rather than floating or sinking.
Keeping the game's level count in sync
When you add or remove levels, remember to save so the game itself reflects the new structure. Saving is what makes your level changes real in the playable game.