Puzzle Elements: Difference between revisions

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| [[File:enemy_switch.png|center]]
| [[File:enemy_switch.png|center]]
| Enemy Switch
| Enemy Switch
| This switch must be hit by an enemy projectile to activate. [[Miniturret]]s and Repeater Turrets are known to work with it.
| Only seen in the TechDemo. This switch must be hit by an enemy projectile to activate. [[Miniturret]]s and Repeater Turrets are known to work with it.
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|}


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| [[File:blue_wall.png|center]]
| [[File:blue_wall.png|center]]
| Blue Wall
| Blue Wall
| A wall that can be summoned and removed. It is possible to run along the top, although this was only shown in the TechDemo++.
| A wall that can be summoned and removed. In the TechDemo++, it was possible to run along the top of these, but it is unknown if this can still be done in Early Access.
|-
|-
| [[File:orange_wall.png|center]]
| [[File:orange_wall.png|center]]
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| [[File:jump_panel.png|center]]
| [[File:jump_panel.png|center]]
| Jump Panel
| Jump Panel
| Propels anyone standing on it to the top of the adjacent cliff.
| Propels anyone standing on it to the top of the adjacent cliff. May be activated by switches.
|}
|}



Revision as of 21:43, 18 July 2015

This page contains details on the interactive and puzzle features found in CrossCode.

Switches

Name Description
Switch The basic switch. Must be hit with a Ball or Melee attack to activate.
Multi-hit Switch This switch must be hit several times in quick succession to activate. Charged Balls are not fast enough, so it can't be activated from around a corner.
Two-position Switch This switch has two settings, and toggles back and forth between them with each hit.
Bounce Switch To activate this switch, it must be hit by a Charged Ball that has already hit all associated bounce blocks.
Bounce Block Associated with a bounce switch. All must be hit by the same Charged Ball as the bounce switch for it to activate.
Linked Switch Identical in appearance to the basic Switch. All Switches in the group must be hit in a short timespan in order to activate them.
Enemy Switch Only seen in the TechDemo. This switch must be hit by an enemy projectile to activate. Miniturrets and Repeater Turrets are known to work with it.


Environment Features

Name Description
Corner Block An angled block that can be summoned and removed. Used to direct Charged Balls around corners.
Blue Wall A wall that can be summoned and removed. In the TechDemo++, it was possible to run along the top of these, but it is unknown if this can still be done in Early Access.
Orange Wall Similar to the Blue Wall, but Balls can pass through an Orange Wall, allowing switches on the other side of it to be activated.
Vertical Moving Block A large block that is controlled by switches to move up and down.
Horizontal Moving Block A large block that is controlled by switches to move back and forth.
Moving Platform A platform that moves along a predefined path. May be stopped or started by switches.
Sinking Platform A platform that moves down half a level when a Push Block is placed on top of it.
Jump Panel Propels anyone standing on it to the top of the adjacent cliff. May be activated by switches.


Other Features

Name Description
Target Robot These invulnerable robots are used multiple times as ranged targets in training sequences.
Enemy Counter A panel in the floor that activates a switch effect when the displayed number of enemies are defeated. Some of them cause new enemies to spawn on reaching predefined thresholds, allowing for gauntlet-type challenges.
Push Block A large block that can be directly interacted with to push or pull it in a straight line.
Ball Redirector These devices change the direction of travel of any Balls that pass through them.
Repeater Turret Only seen in the TechDemo. These robots fire a ranged attack at the player whenever they are hit. As last seen, they are indestructible and harmless, so they aren't currently counted as enemies.