Collect the Keys (if any) and reach the Exit.
When the Exit is reached, player sees Level Completed screen where they can move to the next level or exit to the main menu.
Game progression is saved automatically.
Levels can be timed (limited by a counting down timer). In this case remaining time indicator is shown on the top of the screen. When it reaches zero and player still have not reached the Exit, the Level Failed screen will be shown where player can try again or exit to the main menu.
There are special collectables that exist only for timed levels, you cen explore this topic here.
Exit is located on one of level's Blocks on one of its six sides. Game rules allow to have more than one exit in the level, but it is not common. Based on the game world, exit can be represented differently visually, but most commonly, when it's enabled (i.e. when all the keys are collected by the player, or level does not have any keys), it is represented by a bright cone of semi-transparent swirling light. Visual representation of the Exit can be different in different game worlds.
When Exit is not enabled, it can be represented by a gray “X” shape, or by other shape depending on the game world you're playing the level in.
Some levels may include bonus exits that lead to the Bonus Levels. Level can contain maximum of one active Bonus Exit, but its location in the level may vary.
One Bonus Exit leads to one Bonus Level. When player reaches Bonus Exit (which do not require any keys to be collected at all), current level is counted as completed, and player is moved to a bonus timed level. After Bonus Level is completed (or failed), player is moved to the next normal level in the list as if they just completed previous level in the list normally.
Read more about bonus levels in the corresponding wiki article.
You can collect different objects (like Coins and Gems) to increse your game score. More about collectable objects you can read in a corresponding wiki article, as well as about the game scoring system.
There are number of ways the level can be failed:
As described above.
When player jumps (or falls) and there is no Block underneath 1000 units down.
When player either touches dynamic Enemy, or steps onto the Trap.
Read more about Enemies in the corresponding wiki article.
When player touches static Spikes or moves over dynamic Spikes when they are extending.
Read more about Spikes in the corresponding wiki article.
When player touches active Laser beam (or a projectile line). Visual representation of this hazard differ world to world.
Read more about Lasers and Portals in the corresponding wiki article.
When player stays for too long on a Lava tile, or if player is Paper and touched lava even for a single frame.
Read more about lava in the corresponding wiki article.
When Glass player shatters.
Read more about this in the corresponding wiki article.
When Paper player jumps onto the rising Fan flow or onto one-cell Fan flow.
Read more about Fans in the corresponding wiki article.
When player steps onto the Water block but player's current material does not support traversing the water.
Read more about materials interactions in the corresponding wiki article.
When the block with a Key on its side is destroyed.
When the block with an Exit on its side is destroyed. This fail will trigger even if level contain more then one Exit.
This fail cause will not be triggered for Bonus Exits.
Player can roll to an adjacent side only if these conditions are met:
There is no Block right in front of player.
There is no Block to the left or to the right of the Block.
There is no Blocks one cell in front diagonally in the plane of the Block.
There is a Block in right front of player.
There is no Blocks to the left and to the right of the Block.
There is no Blocks one cell in front diagonally in the plane of one cell up from the Block.