That's certainly possible, the mine cart level is rather difficult. Normally the ape has a max health of 8. He can be hit 8 times before he dies (when he gets down to 2 health, he starts blinking red. You can see this in the demo).
We went in kind of an interesting direction with health packs. You don't get the health bonus when you pick it up, you get to choose when you get the health bonus. This allowed us more flexibility when placing the bonuses. I hate picking up a health pack when my health is already full. Unfortunately you can't apply the health bonus during the mine cart level. So if you go in with low health and get knocked around, you'll die.
As a temporary solution while designing the level, i put in some code to boost the ape's health up to 10 regardless of how hurt he was going in. But that's not a very good solution to the problem.
What i have in the back of my mind, i may save the player's health level before going into the minecart level, boost the health back up to 8, then reset it back to the initial value when you load the next level. Or i may just leave it as is. If you go into the level with 1 health, sucks to be you.
I'm going to want to watch some people play through the game in playtesting before i make a decision on that.
And another page knocked off my bug list. I'm still tracking some bugs, and i'm sure there's a few i'm still missing.
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