Mothwell is a small Hollow Knight-style cavern: a hero who dashes, runs up walls and swings a nail in any direction, enemies that crawl and fly, rooms joined by doors, a shaft to climb, lamps in the dark and a background with depth. This guide shows how each of those is made, in the order you would build them. Give it an evening.
Two ways to use this guide. Build your own from a blank game, following each step — or open the finished one and look at how it is made: Studio → New game → Explorer → Mothwell → Use. It is yours to take apart. If you have never made a game here, do the Coin Dash guide first: it teaches the five steps this one builds on.
Step 1 · Your game, and step 3's level size
An explorer is a handful of screens joined by doors. Mothwell has five: a Title, the Lamp Hall (two screens wide), the dark Wick Chamber (two wide), The Wick Shaft (one wide and three tall — a climb) and The End.
Numbers that follow the hero, and numbers that don't. In Rules, a number marked kept between screens (geo, soul, "has the cloak") survives every door. One that resets each screen (how dark this room is) starts fresh every time the screen opens. Pick the wrong one and the cloak is forgotten at the first door.
Step 2 · The cast
Keep him one character. Each movement is drawn from the way he stands, and every drawing is compared with it; one that comes back looking like someone else is sent back once and, if it still misses, nothing is added. Still, look at every movement in Moves: if one is wrong, Draw one again, or Make it from its standing picture (free) — always the same character, just less lively. If the card says he floats or sinks, press Even them out (free).
Step 3 · Build the level
The editor checks it for you. In Test & share, anything the hero can't reach is named, with how far out of reach it is — "Wick can't reach Wings on Lamp Hall — about 38px higher than anywhere Wick can jump to". A double jump counts only once its own pickup can be reached.
Step 2 for the swing, step 4 for the rules
The swing is its own cast member, Nail: a picture of the slash with the
Projectile ability, speed 0 and a life of 0.2s — it
appears, hits whatever it touches, and is gone. Tag it nail.
Aimed held swings the way the arrows point: up while ↑ is held, down in the air while ↓ is held, otherwise forward. The offset puts it at chest height in front of him.
The pogo — bouncing off spikes and enemies with a down-swing:
Tag the spikes pogo — and the enemies, so they can be bounced on too. A sideways hit never bounces.
Step 2 to make them, step 3 to place them, step 4 for the fight
health:2 in Starting stats, and the tags enemy and pogo.The fight is four rules, the same on every screen with enemies:
The iframes matter: after a hit, whoever was hit can't be hit again for that long. Without them a hero standing in an enemy loses his whole health bar in a quarter of a second.
Step 4 · Rules, and Charms and items
The explorer's reward is a new way to move. Leave the ability unticked on the hero, and switch it on when he touches the pickup — Mothwell's cloak gives the dash:
And so it isn't forgotten at the next door (a kept number, from step 1):
The same shape gives the claw (wallClimb) and anything else on the hero's card. For something
the player chooses to wear, use Charms and items in Rules: a charm has notches and
effects (Moth Wings: 2 notches, maxJumps 2 — a double jump), a Give item rule
hands it out, and the player wears it on the charm board with I.
Gates. A door that needs an ability is a solid thing removed by a rule — When variable hasWings == 1, Destroy all Ability gate. Put it where the player can see it early and come back later.
Step 4 · Rules
Soul and healing. Kills fill soul (step 5); holding a key spends it:
Benches. The Bench stamp wires a rest spot: touching it stores where he is and
restores his health, and a fall wakes him there. Talking. A Tablet with
When Wick touches Tablet · and Key E was just pressed → Say; everyone stops to listen while the words
are up, and {geo} in the text shows the number. The map needs nothing: hold
M and the rooms walked through are drawn, a room being each Camera room piece.
Step 3 · Layers, and step 4 · screen numbers
Darkness is one number: give a screen a darkness value that resets each screen
(Mothwell's chamber: 0.78). Anything tagged light glows through it, and a
lightRadius starting stat gives the hero his own lamp.
Depth is layers scrolling at different speeds. Under Layers, press + Add and set each layer's scroll speed:
| Layer | Scroll | What Mothwell puts there |
|---|---|---|
| Far | 0.15 | the far cavern, painted |
| Middle | 0.45 | stone arches |
| Near | 0.7 | dark rock silhouettes, half see-through |
| Play | 1 | the hero, the floors, everything that collides |
| Front | 1.3 | black stalactites along the top only, in front of the hero |
Paint a far layer with Draw with AI → A background (the price is a fraction of a cent) or Paint a simple one now (free). Keep the front layer thin and at the edges — it is in front of the game, and anything it hides the player can't see coming.
Step 5 · Test & share
His collision box and his drawing disagree. Moves card → Even them out (free).
Draw one again, or Make it from its standing picture (free).
Step 5 names it and how far. Lower it, or add a step, a ramp or a moving platform on the way.
Its number resets each screen. Make it kept between screens, and re-apply it on scene start (step 6).
Give the touch rule iframes (0.8s), so one hit can't land sixty times a second.
Only a down-swing bounces. If a forward hit does, the swing's "aimed" is set to down — use held.
The finished game is bundled in the editor as Mothwell (Explorer), and its source lives in
apps/editor/src/mothwellTemplate.ts. The pictures in this guide are frames of the game itself.