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Cover Orange Level Editor is a creation environment where players design custom stages based on the physics mechanics of the Cover Orange series. Instead of solving puzzles, users take control of the building process, arranging objects that interact under gravity. The goal is to construct a playable layout in which the orange character can survive incoming hazards. This transforms players from puzzle solvers into puzzle creators, expanding the original game’s options.
The editor includes a library of items such as wooden planks, wheels, small crates, and stationary platforms. Each element responds differently when the simulation begins. Players place items on a grid-based workspace, adjust their orientation, and consider how they will behave during gameplay. Because objects fall, roll, and collide, creators must think about timing, stability, and structural strength. Experimentation becomes an essential part of building, as even small adjustments can alter the final outcome.
When designing levels in Cover Orange Level Editor, users typically follow a recurring workflow:
These steps form an iterative loop that continues until the stage meets the intended challenge.
Testing plays a central role in the editor. Once the layout is assembled, the simulation is activated, revealing whether the design works as planned. The orange character reacts to gravity, rolls across platforms, or settles into designated spaces. If the structure collapses, fails to protect the character, or triggers movement too early, creators return to edit mode and adjust pieces. Through trial and error, players learn how object weight, angle, and spacing influence the puzzle’s behavior.
Cover Orange Level Editor encourages users to create levels that reflect their personal approach to puzzle design. Many players share their creations, allowing others to attempt the challenges and provide feedback. Because every designer uses different combinations of items and structures, the variety of custom levels extends the game’s lifespan. The open-ended nature of the editor supports ongoing experimentation, offering a space where creativity and physics-based planning come together.