Making Your Own Levels

After having clicked their way through all 50 levels, many players find themselves wistfully yearning for an add-on pack to alleviate their "withdrawal symptoms." Well, the good news is that you shall never have to go cold turkey, thanks to the thoughtful inclusion of a level editor which gives you the ability to create your own levels to share with like-minded fans of the game. 
 
The simplicity of the level editor interface will quickly dispel any fears you might have about level-making. 
Just press F1 in level editor mode to bring up a comprehensive help file which takes you step-by-step through the art of level-making. Once you've read the help file, you're all set to make your first level. 
We hope these tips,compiled by some of our prolific levelmakers, will come in handy.

Level-Making, Step by Step

Start with a simple, uncluttered layout, composed of walls and/or flowers or, if you prefer, just the tiles themselves.
The layout can be based on anything: a geometric or abstract design, letters, numbers, an Egyptian theme or any theme to reflect your hobbies and interests.
Save the layout in a folder in your Ra directory.
Pick a starting point anywhere within the layout and place a matching pair of tiles in an adjacent position on the board. 
Keep adding tiles (in pairs) making sure the 2 right angles rule is observed. 
When the layout has been filled with tiles, play the level a couple of times to verify that it is solvable. 
In the level properties box, type in the level name, set the time limit and number of curses, if any.
Save the level.
As flowers add an element of unpredictability, you may want to use them sparingly at first. 
And although the game permits a maximum of 6 curses, 2-4 is considered a reasonable amount.
 
As soon as you've made your first level, you're eligible to join the club! There you will find many appreciative recipients of every level you create as well as have access to all the hundreds of levels in the file cabinet. The creativity of the members manifests itself in a steady supply of new and exciting levels uploaded on a daily basis. 
 
Once you've got the hang of making quick and easy levels, you might be tempted to experiment with a few strategies to make your levels less straightforward. There's a whole range of options which can be tried out, either invidividually or as a combination.
 
1: Design a layout with a few curves and angles which provide hard-to-reach corners for potential deadlock situations.

2. Have more than one starting point.
 
3. Control the movement generated by the flowers through a strategic placement of walls.
 
4. Make solving the level dependent on picking the right tiles to curse, which should ideally be less than obvious (not very easy to accomplish!).
 
5. The tiles for the opening moves can be placed in a particular pattern so that the player has to follow that pattern in order to reach the remaining tiles.
 
6. Use red herrings, i.e. adjacent pairs which have their correct matches elsewhere on the board.
 
7. The use of triplets (3 identical tiles in an adjacent position) forces the player to think a few moves in advance.
 
Club members unfailingly provide encouraging feedback to all level-makers, which not only bolsters a level-maker's confidence but also makes each one feel appreciated for their contribution.