level ids are unique per level. the game only loads 1 level of an ID at a time.

the level name is partially localized.
when trying to display it, the game will look for levelname_[your map name here] in the localization file. if not found, it will default to the saved name instead.

level groups bundle levels together. groups are displayed pseudo-alphabetically (comparing the character byte numbers), and also follow the same partial localization rule as level names.



map making guidelines:
* avoid 1/1 steps, they are annoying to jump over
* avoid stacking enemies vertically, they do not collide as you would expect
* beware jumping enemies. they can jump off of eachother.
* a tap jump is 2 tiles, and a held jump is 4
* a non-upgraded player can clear a gap of 17 tiles with a running start
* levels should be under a minute start to finish
* levels should be able to be completed with a variety of upgrades (and preferably none)
* avoid verticality whenever possible, the game is designed around going sideways
* the controls are tight, but not that precise, take note of that.
* avoid tight spaces
