If you need help and your question is not covered below, drop us an email at elarelapp (at) gmail.com and we'll be glad to answer.

Controls
Creating a level
Level format

Controls & keyboard shortcuts
These controls will work when playing a level:

qsaves the current level (overwrites previous save for that level)
eloads the saved game for the current level (if there is one)
vopens a dialog that lets you choose where to save a level
lopens a dialog that lets you choose a level to load
rrestarts the current level
spacewaits a turn
arrow keysmoves the main character.
tchanges the current tileset
stoggles sound on/off
Escsaves and exits to main menu

Creating your own level
The elarel level editor can be accessed by launching editor.jar if you are on Windows (located in your elarel folder), or by downloading it from the download page if you are on Mac. Note that the level editor requires Java 1.7+.

When you have finished your level, you can save it in the userlevels directory, which should be the default save location already in the editor (see below for correct userlevel locations). You must save your level under the name levelx, where x is the next unused userlevel number. (E.g. if you have already have 9 user levels, then you should save your level as level10.)

Correct userlevel locations are as follows:

Mac (from Mac App Store)
/Users/[user]/Library/Containers/com.campbelljc.elarel/Data/Library/Application Support/elarel/levels/user

Mac
/Users/[user]/Library/Application Support/elarel/levels/user

Windows
\Users\[user]\AppData\roaming\elarel\levels\user

You can also manually create a level without the help of the level editor. Instructions on how to do so are below.

Level format
elarel has a simple level format. Level files are simple text (.txt) files, and are arranged in the form of the playing grid, with two characters for each space in the grid. The first character is for regular objects, e.g. a blackball, arrow, treasure chest, player, etc. The second character is reserved for objects that should be placed on the "ground": ice, arrow passages, secret passages, slanted walls, and one-way doors. This allows for two objects, one on the ground and one "standing" on top of it, e.g. a player standing on ice, or an arrow in an arrow passage.

You can see examples of the level format by examining the default levels in the levels directory.

Here are the characters representing the various objects:

(empty space)Empty space
@Player
0Blackball
cChest
xStatic block
XPushable static block
OUnbreakable block
HStairs
mSpider (sea-monster if on water)
sHand
SHawk (killer sea-monster if on water)
g, 9Gravity shift
>, <, ^, vArrows
PPickaxe
FFire
pPushblock
IIcy pushblock
1, 2, 3, 4Pushbuttons
G, 6On/off generators
V, 5Two-sided generators
#Fence
oHole
bBalloon
iIce (ground)
8Secret passage (ground)
/, \Slanted walls (ground)
|, -, +Arrow passages (ground)
(, ), n, uOne-way doors (ground)
fFallfloor (ground)
[, ], U, AConveyor belts
CClosed chest
.Goal
wSea
RSea rock
WWhirlpool
rRaft
{, }, Z, zFast-forwards
D, dOpen/closed drawbridge
lLever