diff --git a/.idea/.idea.MI231 - Classic Game Project Starter Kit/.idea/.gitignore b/.idea/.idea.MI231 - Classic Game Project Starter Kit/.idea/.gitignore
new file mode 100644
index 0000000000000000000000000000000000000000..4f591d516728f0e5363506f33be712cb857577a3
--- /dev/null
+++ b/.idea/.idea.MI231 - Classic Game Project Starter Kit/.idea/.gitignore	
@@ -0,0 +1,13 @@
+# Default ignored files
+/shelf/
+/workspace.xml
+# Rider ignored files
+/projectSettingsUpdater.xml
+/modules.xml
+/contentModel.xml
+/.idea.MI231 - Classic Game Project Starter Kit.iml
+# Editor-based HTTP Client requests
+/httpRequests/
+# Datasource local storage ignored files
+/dataSources/
+/dataSources.local.xml
diff --git a/.idea/.idea.MI231 - Classic Game Project Starter Kit/.idea/encodings.xml b/.idea/.idea.MI231 - Classic Game Project Starter Kit/.idea/encodings.xml
new file mode 100644
index 0000000000000000000000000000000000000000..df87cf951fb4858ab7a76b68dd479c98b2df2404
--- /dev/null
+++ b/.idea/.idea.MI231 - Classic Game Project Starter Kit/.idea/encodings.xml	
@@ -0,0 +1,4 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<project version="4">
+  <component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
+</project>
\ No newline at end of file
diff --git a/.idea/.idea.MI231 - Classic Game Project Starter Kit/.idea/indexLayout.xml b/.idea/.idea.MI231 - Classic Game Project Starter Kit/.idea/indexLayout.xml
new file mode 100644
index 0000000000000000000000000000000000000000..7b08163cebc50fb3e777eea4881b68fcebc10590
--- /dev/null
+++ b/.idea/.idea.MI231 - Classic Game Project Starter Kit/.idea/indexLayout.xml	
@@ -0,0 +1,8 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<project version="4">
+  <component name="UserContentModel">
+    <attachedFolders />
+    <explicitIncludes />
+    <explicitExcludes />
+  </component>
+</project>
\ No newline at end of file
diff --git a/.idea/.idea.MI231 - Classic Game Project Starter Kit/.idea/vcs.xml b/.idea/.idea.MI231 - Classic Game Project Starter Kit/.idea/vcs.xml
new file mode 100644
index 0000000000000000000000000000000000000000..94a25f7f4cb416c083d265558da75d457237d671
--- /dev/null
+++ b/.idea/.idea.MI231 - Classic Game Project Starter Kit/.idea/vcs.xml	
@@ -0,0 +1,6 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<project version="4">
+  <component name="VcsDirectoryMappings">
+    <mapping directory="$PROJECT_DIR$" vcs="Git" />
+  </component>
+</project>
\ No newline at end of file
diff --git a/.vscode/settings.json b/.vscode/settings.json
new file mode 100644
index 0000000000000000000000000000000000000000..e232cd65d2460442918b956f368fde49f1dda80c
--- /dev/null
+++ b/.vscode/settings.json
@@ -0,0 +1,55 @@
+{
+    "files.exclude":
+    {
+        "**/.DS_Store":true,
+        "**/.git":true,
+        "**/.gitmodules":true,
+        "**/*.booproj":true,
+        "**/*.pidb":true,
+        "**/*.suo":true,
+        "**/*.user":true,
+        "**/*.userprefs":true,
+        "**/*.unityproj":true,
+        "**/*.dll":true,
+        "**/*.exe":true,
+        "**/*.pdf":true,
+        "**/*.mid":true,
+        "**/*.midi":true,
+        "**/*.wav":true,
+        "**/*.gif":true,
+        "**/*.ico":true,
+        "**/*.jpg":true,
+        "**/*.jpeg":true,
+        "**/*.png":true,
+        "**/*.psd":true,
+        "**/*.tga":true,
+        "**/*.tif":true,
+        "**/*.tiff":true,
+        "**/*.3ds":true,
+        "**/*.3DS":true,
+        "**/*.fbx":true,
+        "**/*.FBX":true,
+        "**/*.lxo":true,
+        "**/*.LXO":true,
+        "**/*.ma":true,
+        "**/*.MA":true,
+        "**/*.obj":true,
+        "**/*.OBJ":true,
+        "**/*.asset":true,
+        "**/*.cubemap":true,
+        "**/*.flare":true,
+        "**/*.mat":true,
+        "**/*.meta":true,
+        "**/*.prefab":true,
+        "**/*.unity":true,
+        "build/":true,
+        "Build/":true,
+        "Library/":true,
+        "library/":true,
+        "obj/":true,
+        "Obj/":true,
+        "ProjectSettings/":true,
+        "temp/":true,
+        "Temp/":true
+    }
+}
\ No newline at end of file
diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit.meta b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit.meta
new file mode 100644
index 0000000000000000000000000000000000000000..a42d767a2505e1adf9fd373f6befa5b835149860
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit.meta	
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: f633c402ce9f24c84b69f65e823e96a5
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/.idea/.idea.GMTK+ Platformer Toolkit.dir/.idea/.gitignore b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/.idea/.idea.GMTK+ Platformer Toolkit.dir/.idea/.gitignore
new file mode 100644
index 0000000000000000000000000000000000000000..442224b2000a743a5d613c0e5b7a6987924bf530
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/.idea/.idea.GMTK+ Platformer Toolkit.dir/.idea/.gitignore	
@@ -0,0 +1,13 @@
+# Default ignored files
+/shelf/
+/workspace.xml
+# Rider ignored files
+/modules.xml
+/.idea.GMTK+ Platformer Toolkit.iml
+/contentModel.xml
+/projectSettingsUpdater.xml
+# Editor-based HTTP Client requests
+/httpRequests/
+# Datasource local storage ignored files
+/dataSources/
+/dataSources.local.xml
diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/.idea/.idea.GMTK+ Platformer Toolkit.dir/.idea/encodings.xml b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/.idea/.idea.GMTK+ Platformer Toolkit.dir/.idea/encodings.xml
new file mode 100644
index 0000000000000000000000000000000000000000..df87cf951fb4858ab7a76b68dd479c98b2df2404
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/.idea/.idea.GMTK+ Platformer Toolkit.dir/.idea/encodings.xml	
@@ -0,0 +1,4 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<project version="4">
+  <component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
+</project>
\ No newline at end of file
diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/.idea/.idea.GMTK+ Platformer Toolkit.dir/.idea/indexLayout.xml b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/.idea/.idea.GMTK+ Platformer Toolkit.dir/.idea/indexLayout.xml
new file mode 100644
index 0000000000000000000000000000000000000000..7b08163cebc50fb3e777eea4881b68fcebc10590
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/.idea/.idea.GMTK+ Platformer Toolkit.dir/.idea/indexLayout.xml	
@@ -0,0 +1,8 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<project version="4">
+  <component name="UserContentModel">
+    <attachedFolders />
+    <explicitIncludes />
+    <explicitExcludes />
+  </component>
+</project>
\ No newline at end of file
diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/.idea/.idea.GMTK+ Platformer Toolkit.dir/.idea/vcs.xml b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/.idea/.idea.GMTK+ Platformer Toolkit.dir/.idea/vcs.xml
new file mode 100644
index 0000000000000000000000000000000000000000..c2365ab11f9ba6b763735c8fd976420234bb3521
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/.idea/.idea.GMTK+ Platformer Toolkit.dir/.idea/vcs.xml	
@@ -0,0 +1,6 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<project version="4">
+  <component name="VcsDirectoryMappings">
+    <mapping directory="$PROJECT_DIR$/../../.." vcs="Git" />
+  </component>
+</project>
\ No newline at end of file
diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterGround.cs b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterGround.cs
new file mode 100644
index 0000000000000000000000000000000000000000..a16928ce2e311800ced7728bbd4ab6323d51df5f
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterGround.cs	
@@ -0,0 +1,33 @@
+using UnityEngine;
+
+//This script is used by both movement and jump to detect when the character is touching the ground
+[RequireComponent(typeof(CharacterController))]
+public class CharacterGround : MonoBehaviour
+{
+        private bool onGround;
+       
+        [Header("Collider Settings")]
+        [SerializeField][Tooltip("Length of the ground-checking collider")] private float groundLength = 0.95f;
+        [SerializeField][Tooltip("Distance between the ground-checking colliders")] private Vector3 colliderOffset;
+
+        [Header("Layer Masks")]
+        [SerializeField][Tooltip("Which layers are read as the ground")] private LayerMask groundLayer;
+ 
+
+        private void Update()
+        {
+            //Determine if the player is stood on objects on the ground layer, using a pair of raycasts
+            onGround = Physics2D.Raycast(transform.position + colliderOffset, Vector2.down, groundLength, groundLayer) || Physics2D.Raycast(transform.position - colliderOffset, Vector2.down, groundLength, groundLayer);
+        }
+
+        private void OnDrawGizmos()
+        {
+            //Draw the ground colliders on screen for debug purposes
+            if (onGround) { Gizmos.color = Color.green; } else { Gizmos.color = Color.red; }
+            Gizmos.DrawLine(transform.position + colliderOffset, transform.position + colliderOffset + Vector3.down * groundLength);
+            Gizmos.DrawLine(transform.position - colliderOffset, transform.position - colliderOffset + Vector3.down * groundLength);
+        }
+
+        //Send ground detection to other scripts
+        public bool GetOnGround() { return onGround || StairMaster.ON_STAIRS; }
+}
\ No newline at end of file
diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterGround.cs.meta b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterGround.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..8e07367cdd85174ca1e5fcbfbf5482d4c4a69835
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterGround.cs.meta	
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 5261a54b028651a42842357b022c79bd
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterHurt.cs b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterHurt.cs
new file mode 100644
index 0000000000000000000000000000000000000000..fdb618ad3de63808ddefd3b86e3aa48712707feb
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterHurt.cs	
@@ -0,0 +1,130 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Events;
+
+//This script handles the character being killed and respawning
+
+public class CharacterHurt : MonoBehaviour
+{
+    [Header("Components")]
+    [SerializeField] Vector3 checkpointFlag;
+    [SerializeField] Animator myAnim;
+    [SerializeField] AudioSource hurtSFX;
+    private Coroutine flashRoutine;
+    Rigidbody2D body;
+    [SerializeField] public SpriteRenderer spriteRenderer;
+
+    [Header("Settings")]
+    [SerializeField] float respawnTime;
+    [SerializeField] private float flashDuration;
+
+    [Header("Events")]
+    [SerializeField] public UnityEvent onHurt = new UnityEvent();
+
+    [Header("Current State")]
+    bool waiting = false;
+    bool hurting = false;
+
+    void Start()
+    {
+        body = GetComponent<Rigidbody2D>();
+    }
+
+    public void NewCheckpoint(Vector3 flagPos)
+    {
+        //When the player touches a checkpoint, it passes its position to this script
+        checkpointFlag = flagPos;
+    }
+
+    private void OnCollisionEnter2D(Collision2D collision)
+    {
+        //If the player hits layer 7 (saw blade) or 8 (spikes), start the hurt routine
+        if (collision.gameObject.layer == 7 || collision.gameObject.layer == 8)
+        {
+            if (hurting == false)
+            {
+                //If it's spikes, stop the character's velocity
+                if (collision.gameObject.layer == 8)
+                {
+                    body.velocity = Vector2.zero;
+                }
+
+                hurting = true;
+                HurtRoutine();
+            }
+        }
+    }
+
+    public void HurtRoutine()
+    {
+
+        //The screenshake is played in a Unity Event, provided the option is turned on
+        onHurt?.Invoke();
+
+        hurtSFX.Play();
+
+        Stop(0.1f);
+        myAnim.SetTrigger("Hurt");
+        Flash();
+
+        //Start a timer, before respawning the player. This uses the (excellent) free Unity asset DOTween
+        Invoke(nameof(RespawnRoutine), 1);
+    }
+
+    //These three functions handle the hit stop effect, where the game pauses for a brief moment on death
+    public void Stop(float duration)
+    {
+        Stop(duration, 0.0f);
+    }
+
+    public void Stop(float duration, float timeScale)
+    {
+        if (waiting)
+            return;
+        Time.timeScale = timeScale;
+        StartCoroutine(Wait(duration));
+    }
+
+    IEnumerator Wait(float duration)
+    {
+        waiting = true;
+        yield return new WaitForSecondsRealtime(duration);
+        Time.timeScale = 1.0f;
+        waiting = false;
+    }
+
+    //These two functions handle the flashing white effect when Kit dies
+    public void Flash()
+    {
+        if (flashRoutine != null)
+        {
+            StopCoroutine(flashRoutine);
+        }
+
+        flashRoutine = StartCoroutine(FlashRoutine());
+    }
+
+    private IEnumerator FlashRoutine()
+    {
+        // Show the flash
+        spriteRenderer.enabled = true;
+
+        // Pause the execution of this function for "duration" seconds.
+        yield return new WaitForSeconds(flashDuration);
+
+        // Hide the flash
+        spriteRenderer.enabled = false;
+
+        // Set the routine to null, signaling that it's finished.
+        flashRoutine = null;
+    }
+
+    //After the timer ends, respawn Kit at the nearest checkpoint and let her move again
+    private void RespawnRoutine()
+    {
+        transform.position = checkpointFlag;
+        myAnim.SetTrigger("Okay");
+        hurting = false;
+    }
+}
\ No newline at end of file
diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterHurt.cs.meta b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterHurt.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..c80d9292579bb3e6e77745719a9f37fd2784e142
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterHurt.cs.meta	
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 9e669d6ce7756cf40bfe041af8dd7160
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterJuice.cs b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterJuice.cs
new file mode 100644
index 0000000000000000000000000000000000000000..cd5dda33d357da398f77b16d89ad572c6591f841
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterJuice.cs	
@@ -0,0 +1,182 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+//This script handles purely aesthetic things like particles, squash & stretch, and tilt
+
+public class CharacterJuice : MonoBehaviour {
+    public InfoProperty info = new InfoProperty( "Juice Component is NOT Complete", "If you want to use this, you'll need to either add Animation and ParticleSystem components or avoid the null reference exceptions when this tries to call them." );
+
+    [Header( "GMTK Platformer Settings" )]
+    public Character_Settings_SO characterSettingsSO = null;
+
+    [Header("Components")]
+    CharacterMovement moveScript;
+    CharacterJump jumpScript;
+    [SerializeField] Animator myAnimator;
+    [SerializeField] GameObject characterSprite;
+
+    [Header("Components - Particles")]
+    [SerializeField] private ParticleSystem moveParticles;
+    [SerializeField] private ParticleSystem jumpParticles;
+    [SerializeField] private ParticleSystem landParticles;
+
+    [Header("Components - Audio")]
+    [SerializeField] AudioSource jumpSFX;
+    [SerializeField] AudioSource landSFX;
+
+    //[Header("Settings - Squash and Stretch")]
+    //[SerializeField] bool squashAndStretch;
+    //[SerializeField, Tooltip("Width Squeeze, Height Squeeze, Duration")] Vector3 jumpSquashSettings;
+    //[SerializeField, Tooltip("Width Squeeze, Height Squeeze, Duration")] Vector3 landSquashSettings;
+    //[SerializeField, Tooltip("How powerful should the effect be?")] public float landSqueezeMultiplier;
+    //[SerializeField, Tooltip("How powerful should the effect be?")] public float jumpSqueezeMultiplier;
+    //[SerializeField] float landDrop = 1;
+
+    //[Header("Tilting")]
+    //[SerializeField] bool leanForward;
+    //[SerializeField, Tooltip("How far should the character tilt?")] public float maxTilt;
+    //[SerializeField, Tooltip("How fast should the character tilt?")] public float tiltSpeed;
+
+    [Header("Calculations")]
+    public float runningSpeed;
+    public float maxSpeed;
+
+    [Header("Current State")]
+    public bool squeezing;
+    public bool jumpSqueezing;
+    public bool landSqueezing;
+    public bool playerGrounded;
+
+    [Header("Platformer Toolkit Stuff")]
+    [SerializeField] bool showJumpLine;
+    public bool cameraFalling = false;
+
+    void Start()
+    {
+        moveScript = GetComponent<CharacterMovement>();
+        jumpScript = GetComponent<CharacterJump>();
+    }
+
+    void Update()
+    {
+        TiltCharacter();
+
+        //We need to change the character's running animation to suit their current speed
+        runningSpeed = Mathf.Clamp(Mathf.Abs(moveScript.velocity.x), 0, maxSpeed);
+        myAnimator.SetFloat("runSpeed", runningSpeed);
+
+        CheckForLanding();
+    }
+
+    private void TiltCharacter()
+    {
+        //See which direction the character is currently running towards, and tilt in that direction
+        float directionToTilt = 0;
+        if (moveScript.velocity.x != 0)
+        {
+            directionToTilt = Mathf.Sign(moveScript.velocity.x);
+        }
+
+        //Create a vector that the character will tilt towards
+        Vector3 targetRotVector = new Vector3(0, 0, Mathf.Lerp(-characterSettingsSO.maxTilt, characterSettingsSO.maxTilt, Mathf.InverseLerp(-1, 1, directionToTilt)));
+
+        //And then rotate the character in that direction
+        if (myAnimator != null) myAnimator.transform.rotation = Quaternion.RotateTowards(myAnimator.transform.rotation, Quaternion.Euler(-targetRotVector), characterSettingsSO.tiltSpeed * Time.deltaTime);
+    }
+
+    private void CheckForLanding()
+    {
+        if (!playerGrounded && jumpScript.onGround)
+        {
+            //By checking for this, and then immediately setting playerGrounded to true, we only run this code once when the player hits the ground 
+            playerGrounded = true;
+            cameraFalling = false;
+
+            //Play an animation, some particles, and a sound effect when the player lands
+            if ( myAnimator != null ) myAnimator.SetTrigger("Landed");
+            landParticles.Play();
+
+            if (!landSFX.isPlaying && landSFX.enabled)
+            {
+                landSFX.Play();
+            }
+
+            moveParticles.Play();
+
+            //Start the landing squash and stretch coroutine.
+            if (!landSqueezing && characterSettingsSO.landSqueezeMultiplier > 1)
+            {
+                StartCoroutine(JumpSqueeze( characterSettingsSO.landSquashSettings.x * characterSettingsSO.landSqueezeMultiplier, characterSettingsSO.landSquashSettings.y / characterSettingsSO.landSqueezeMultiplier, characterSettingsSO.landSquashSettings.z, characterSettingsSO.landDrop, false));
+            }
+
+        }
+        else if (playerGrounded && !jumpScript.onGround)
+
+        {
+            // Player has left the ground, so stop playing the running particles
+            playerGrounded = false;
+            moveParticles.Stop();
+        }
+    }
+
+    public void JumpEffects()
+    {
+        //Play these effects when the player jumps, courtesy of jump script
+        myAnimator.ResetTrigger("Landed");
+        myAnimator.SetTrigger("Jump");
+
+        if (jumpSFX.enabled)
+        {
+            jumpSFX.Play();
+
+        }
+
+        if (!jumpSqueezing && characterSettingsSO.jumpSqueezeMultiplier > 1)
+        {
+            StartCoroutine(JumpSqueeze( characterSettingsSO.jumpSquashSettings.x / characterSettingsSO.jumpSqueezeMultiplier, characterSettingsSO.jumpSquashSettings.y * characterSettingsSO.jumpSqueezeMultiplier, characterSettingsSO.jumpSquashSettings.z, 0, true));
+
+        }
+
+        jumpParticles.Play();
+    }
+
+    IEnumerator JumpSqueeze(float xSqueeze, float ySqueeze, float seconds, float dropAmount, bool jumpSqueeze)
+    {
+        //We log that the player is squashing/stretching, so we don't do these calculations more than once
+        if (jumpSqueeze) { jumpSqueezing = true; }
+        else { landSqueezing = true; }
+        squeezing = true;
+
+        Vector3 originalSize = Vector3.one;
+        Vector3 newSize = new Vector3(xSqueeze, ySqueeze, originalSize.z);
+
+        Vector3 originalPosition = Vector3.zero;
+        Vector3 newPosition = new Vector3(0, -dropAmount, 0);
+
+        //We very quickly lerp the character's scale and position to their squashed and stretched pose...
+        float t = 0f;
+        while (t <= 1.0)
+        {
+            t += Time.deltaTime / 0.01f;
+            characterSprite.transform.localScale = Vector3.Lerp(originalSize, newSize, t);
+            characterSprite.transform.localPosition = Vector3.Lerp(originalPosition, newPosition, t);
+            yield return null;
+        }
+
+        //And then we lerp back to the original scale and position at a speed dicated by the developer
+        //It's important to do this to the character's sprite, not the gameobject with a Rigidbody an/or collision detection
+        t = 0f;
+        while (t <= 1.0)
+        {
+            t += Time.deltaTime / seconds;
+            characterSprite.transform.localScale = Vector3.Lerp(newSize, originalSize, t);
+            characterSprite.transform.localPosition = Vector3.Lerp(newPosition, originalPosition, t);
+            yield return null;
+        }
+
+        if (jumpSqueeze) { jumpSqueezing = false; }
+        else { landSqueezing = false; }
+    }
+
+}
\ No newline at end of file
diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterJuice.cs.meta b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterJuice.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..3473596e01b53673d219b9f41678f9b4296badb9
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterJuice.cs.meta	
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: d7e8396813fc510488a9dda758dc6ae8
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
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diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterJump.cs b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterJump.cs
new file mode 100644
index 0000000000000000000000000000000000000000..cf441521b9deb4225c251b7b4ea6f1bdbf30d056
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterJump.cs	
@@ -0,0 +1,334 @@
+using UnityEngine;
+using UnityEngine.InputSystem;
+
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+
+//This script handles moving the character on the Y axis, for jumping and gravity
+[RequireComponent(typeof(CharacterMovement))]
+[RequireComponent(typeof(CharacterGround))]
+public class CharacterJump : MonoBehaviour
+{
+    [Header("Components")]
+    [XnTools.Hidden] public Rigidbody2D rigid;
+    [XnTools.Hidden] public Vector2 velocity;
+
+    private CharacterMovement movement;
+    private CharacterGround   ground;
+    [Header( "Platformer Character Settings" )]
+    private Character_Settings_SO characterSettingsSO = null;
+
+
+//    [Header("Jumping Stats")]
+//    [SerializeField, Range(2f, 5.5f)][Tooltip("Maximum jump height")] public float jumpHeight = 7.3f;
+
+
+////If you're using your stats from Platformer Toolkit with this CharacterJump, please note that the number on the Jump Duration handle does not match this stat
+////It is re-scaled, from 0.2f - 1.25f, to 1 - 10.
+////You can transform the number on screen to the stat here, using the function at the bottom of this script
+//    [SerializeField, Range(0.2f, 1.25f)][Tooltip("How long it takes to reach that height before coming back down")] public float timeToJumpApex;
+//    [SerializeField, Range(0f, 5f)][Tooltip("Gravity multiplier to apply when going up")] public float upwardMovementMultiplier = 1f;
+//    [SerializeField, Range(1f, 10f)][Tooltip("Gravity multiplier to apply when coming down")] public float downwardMovementMultiplier = 6.17f;
+//    [SerializeField, Range(0, 1)][Tooltip("How many times can you jump in the air?")] public int maxAirJumps = 0;
+
+//    [Header("Options")]
+//    [Tooltip("Should the character drop when you let go of jump?")] public bool variablejumpHeight;
+//    [SerializeField, Range(1f, 10f)][Tooltip("Gravity multiplier when you let go of jump")] public float jumpCutOff;
+//    [SerializeField][Tooltip("The fastest speed the character can fall")] public float speedLimit;
+//    [SerializeField, Range(0f, 0.3f)][Tooltip("How long should coyote time last?")] public float coyoteTime = 0.15f;
+//    [SerializeField, Range(0f, 0.3f)][Tooltip("How far from ground should we cache your jump?")] public float jumpBuffer = 0.15f;
+
+    [Header("Calculations")]
+    public float jumpSpeed;
+    private float defaultGravityScale;
+    public float gravMultiplier;
+
+    [Header("Current State")]
+    public bool canJumpAgain = false;
+    private bool desiredJump;
+    private float jumpBufferCounter;
+    private float coyoteTimeCounter = 0;
+    private bool pressingJump;
+    public bool onGround;
+    private bool currentlyJumping;
+
+    void Awake()
+    {
+        //Find the character's Rigidbody and ground detection and juice scripts
+        movement = GetComponent<CharacterMovement>();
+        rigid = GetComponent<Rigidbody2D>();
+        ground = GetComponent<CharacterGround>();
+        defaultGravityScale = 1f;
+        characterSettingsSO = movement.characterSettingsSO;
+    }
+
+    public void OnJump(InputAction.CallbackContext context)
+    {
+        //This function is called when one of the jump buttons (like space or the A button) is pressed.
+        //When we press the jump button, tell the script that we desire a jump.
+        //Also, use the started and canceled contexts to know if we're currently holding the button
+        if (context.started)
+        {
+            desiredJump = true;
+            pressingJump = true;
+        }
+
+        if (context.canceled)
+        {
+            pressingJump = false;
+        }
+    }
+
+    private void SetPhysics() {
+        //Determine the character's gravity scale, using the stats provided. Multiply it by a gravMultiplier, used later
+        Vector2 newGravity = new Vector2( 0, ( -2 * characterSettingsSO.jumpHeight ) / ( characterSettingsSO.timeToJumpApex * characterSettingsSO.timeToJumpApex ) );
+        rigid.gravityScale = ( newGravity.y / Physics2D.gravity.y ) * gravMultiplier;
+    }
+
+    void Update()
+    {
+
+
+        //If we're not on the ground and we're not currently jumping, that means we've stepped off the edge of a platform.
+        //So, start the coyote time counter...
+        if (!currentlyJumping && !onGround)
+        {
+            coyoteTimeCounter += Time.deltaTime;
+        }
+        else
+        {
+            //Reset it when we touch the ground, or jump
+            coyoteTimeCounter = 0;
+        }
+    }
+
+
+
+    private void FixedUpdate()
+    {
+
+        //Check if we're on ground, using Kit's Ground script
+        onGround = ground.GetOnGround();
+
+        SetPhysics();
+
+        //Jump buffer allows us to queue up a jump, which will play when we next hit the ground
+        if ( characterSettingsSO.jumpBuffer > 0 ) {
+            //Instead of immediately turning off "desireJump", start counting up...
+            //All the while, the DoAJump function will repeatedly be fired off
+            if ( desiredJump ) {
+                jumpBufferCounter += Time.deltaTime;
+
+                if ( jumpBufferCounter > characterSettingsSO.jumpBuffer ) {
+                    //If time exceeds the jump buffer, turn off "desireJump"
+                    desiredJump = false;
+                    jumpBufferCounter = 0;
+                }
+            }
+        }
+
+
+
+        //Get velocity from Kit's Rigidbody 
+        velocity = rigid.velocity;
+
+        //Keep trying to do a jump, for as long as desiredJump is true
+        if (desiredJump)
+        {
+            DoAJump();
+
+            //Skip gravity calculations this frame, so currentlyJumping doesn't turn off
+            //This makes sure you can't do the coyote time double jump bug
+            rigid.velocity = velocity; // Assign velocity to rigid because return will be called next line.
+            return;
+        }
+
+        CalculateGravity();
+        rigid.velocity = velocity;
+    }
+
+    private void CalculateGravity()
+    {
+        // I removed all references to the Rigidbody in this script. - JGB 2022-10-30
+
+        //We change the character's gravity based on her Y direction
+
+        //If Kit is going up...
+        if ( velocity.y > 0.01f ) //if (rigid.velocity.y > 0.01f)
+        {
+            if (onGround)
+            {
+                //Don't change it if Kit is stood on something (such as a moving platform)
+                gravMultiplier = defaultGravityScale;
+            }
+            else
+            {
+                //If we're using variable jump height...)
+                if ( characterSettingsSO.variablejumpHeight )
+                {
+                    //Apply upward multiplier if player is rising and holding jump
+                    if (pressingJump && currentlyJumping)
+                    {
+                        gravMultiplier = characterSettingsSO.upwardMovementMultiplier;
+                    }
+                    //But apply a special downward multiplier if the player lets go of jump
+                    else
+                    {
+                        gravMultiplier = characterSettingsSO.jumpCutOff;
+                    }
+                }
+                else
+                {
+                    gravMultiplier = characterSettingsSO.upwardMovementMultiplier;
+                }
+            }
+        }
+
+        //Else if going down...
+        else if ( velocity.y < -0.01f ) //else if (rigid.velocity.y < -0.01f)
+        {
+
+            if (onGround)
+            //Don't change it if Kit is stood on something (such as a moving platform)
+            {
+                gravMultiplier = defaultGravityScale;
+            }
+            else
+            {
+                //Otherwise, apply the downward gravity multiplier as Kit comes back to Earth
+                gravMultiplier = characterSettingsSO.downwardMovementMultiplier;
+            }
+
+        }
+        //Else not moving vertically at all
+        else
+        {
+            if (onGround)
+            {
+                currentlyJumping = false;
+            }
+
+            gravMultiplier = defaultGravityScale;
+        }
+
+        //Set the character's Rigidbody's velocity
+        //But clamp the Y variable within the bounds of the speed limit, for the terminal velocity assist option
+        velocity.y = Mathf.Clamp( velocity.y, -characterSettingsSO.speedLimit, 100 );
+        //rigid.velocity = new Vector3(velocity.x, Mathf.Clamp(velocity.y, -speedLimit, 100));
+    }
+
+    private void DoAJump()
+    {
+        //Create the jump, provided we are on the ground, in coyote time, or have a double jump available
+        if (onGround || (coyoteTimeCounter > 0.03f && coyoteTimeCounter < characterSettingsSO.coyoteTime ) || canJumpAgain) {
+            StairMaster.ON_STAIRS = false;
+            
+            desiredJump = false;
+            jumpBufferCounter = 0;
+            coyoteTimeCounter = 0;
+
+            // Fix the gravity bug that led to double-height jumps when the timing was perfect
+            gravMultiplier = defaultGravityScale;
+            SetPhysics();
+
+            //If we have double jump on, allow us to jump again (but only once)
+            canJumpAgain = ( characterSettingsSO.maxAirJumps == 1 && canJumpAgain == false);
+
+            //Determine the power of the jump, based on our gravity and stats
+            jumpSpeed = Mathf.Sqrt(-2f * Physics2D.gravity.y * rigid.gravityScale * characterSettingsSO.jumpHeight );
+            if (jumpSpeed > 100) {
+                 Debug.LogError( "Break" );
+            }
+
+            //If Kit is moving up or down when she jumps (such as when doing a double jump), change the jumpSpeed;
+            //This will ensure the jump is the exact same strength, no matter your velocity.
+            if (velocity.y > 0f)
+            {
+                jumpSpeed = Mathf.Max(jumpSpeed - velocity.y, 0f);
+            }
+            else if (velocity.y < 0f)
+            {
+                jumpSpeed += Mathf.Abs(rigid.velocity.y);
+            }
+
+            //Apply the new jumpSpeed to the velocity. It will be sent to the Rigidbody in FixedUpdate;
+            velocity.y += jumpSpeed;
+            currentlyJumping = true;
+        }
+
+        if ( characterSettingsSO.jumpBuffer == 0)
+        {
+            //If we don't have a jump buffer, then turn off desiredJump immediately after hitting jumping
+            desiredJump = false;
+        }
+    }
+
+    public void BounceUp(float bounceAmount)
+    {
+        //Used by the springy pad
+        rigid.AddForce(Vector2.up * bounceAmount, ForceMode2D.Impulse);
+    }
+
+/*
+
+timeToApexStat = scale(1, 10, 0.2f, 2.5f, numberFromPlatformerToolkit)
+
+
+  public float scale(float OldMin, float OldMax, float NewMin, float NewMax, float OldValue)
+    {
+
+        float OldRange = (OldMax - OldMin);
+        float NewRange = (NewMax - NewMin);
+        float NewValue = (((OldValue - OldMin) * NewRange) / OldRange) + NewMin;
+
+        return (NewValue);
+    }
+
+*/
+#if UNITY_EDITOR
+    
+    [CustomEditor( typeof(CharacterJump) )]
+    public class CharacterJump_Editor : Editor {
+        private const float dashSize = 4;
+        
+        private CharacterMovement cMove;
+        private CharacterJump     cJump;
+    
+        private void OnEnable() {
+            cJump = (CharacterJump) target;
+            cMove = cJump.GetComponent<CharacterMovement>();
+        }
+    
+    
+        private void OnSceneGUI() {
+            if ( cMove                     == null ) return;
+            if ( cMove.characterSettingsSO == null ) return;
+            Character_Settings_SO csso = cMove.characterSettingsSO;
+            if ( !csso.showJumpLine ) return;
+            if ( csso.jumpSettingsType == Character_Settings_SO.eJumpSettingsType.GMTK_GameMakersToolKit ) return;
+            if (csso.jumpLinePoints == null) cMove.characterSettingsSO.CalculateJumpLine();
+            
+            Handles.matrix = Matrix4x4.Translate(cJump.transform.position); // Not needed because jump will be shown at origin.
+            Handles.color = Color.green;
+            Handles.DrawAAPolyLine(4, csso.jumpLinePoints);
+            Vector3[] jSME = csso.jumpStartMidEndPoints;
+            if ( jSME != null && jSME.Length == 3 ) {
+                Vector3 offset = Vector3.up * 0.2f;
+                Handles.DrawDottedLine( jSME[0] + offset, jSME[2] + offset, dashSize );
+                Vector3 tVec = ( jSME[0] + jSME[2] ) / 2f + offset * 4 + Vector3.left * 0.4f;
+                Handles.Label( tVec, $"Dist: {csso.maxJumpDistHeight.x:0.##}" );
+                tVec = jSME[1];
+                tVec.y = 0;
+                Handles.DrawDottedLine( tVec, jSME[1], dashSize );
+                tVec = ( tVec + jSME[1] ) / 2f + Vector3.left * 0.4f;
+                Handles.Label( tVec, $"Height: {csso.maxJumpDistHeight.y:0.##}" );
+            }
+        }
+    }    
+    
+#endif
+
+
+
+}
\ No newline at end of file
diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterJump.cs.meta b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterJump.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..488f8ed862e3302a192cb3e5dc00d067494aa76a
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterJump.cs.meta	
@@ -0,0 +1,11 @@
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diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterMovement.cs b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterMovement.cs
new file mode 100644
index 0000000000000000000000000000000000000000..9d8ee345297eeb3220f2a8f04362f720ca7f3adf
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterMovement.cs	
@@ -0,0 +1,155 @@
+using UnityEngine;
+using UnityEngine.InputSystem;
+using UnityEngine.InputSystem.Interactions;
+
+//This script handles moving the character on the X axis, both on the ground and in the air.
+[RequireComponent(typeof(CharacterGround))]
+[RequireComponent(typeof(Rigidbody2D))]
+public class CharacterMovement : MonoBehaviour
+{
+
+    [Header("Components")]
+    private Rigidbody2D body;
+    CharacterGround ground;
+
+
+    [Header( "GMTK Platformer Settings" )]
+    public Character_Settings_SO characterSettingsSO = null;
+
+    //[Header("Movement Stats")]
+    //[SerializeField, Range(0f, 20f)][Tooltip("Maximum movement speed")] public float maxSpeed = 10f;
+    //[SerializeField, Range(0f, 100f)][Tooltip("How fast to reach max speed")] public float maxAcceleration = 52f;
+    //[SerializeField, Range(0f, 100f)][Tooltip("How fast to stop after letting go")] public float maxDeceleration = 52f;
+    //[SerializeField, Range(0f, 100f)][Tooltip("How fast to stop when changing direction")] public float maxTurnSpeed = 80f;
+    //[SerializeField, Range(0f, 100f)][Tooltip("How fast to reach max speed when in mid-air")] public float maxAirAcceleration;
+    //[SerializeField, Range(0f, 100f)][Tooltip("How fast to stop in mid-air when no direction is used")] public float maxAirDeceleration;
+    //[SerializeField, Range(0f, 100f)][Tooltip("How fast to stop when changing direction when in mid-air")] public float maxAirTurnSpeed = 80f;
+    //[SerializeField][Tooltip("Friction to apply against movement on stick")] private float friction;
+
+    //[Header("Options")]
+    //[Tooltip("When false, the charcter will skip acceleration and deceleration and instantly move and stop")] public bool useAcceleration;
+
+    [Header("Calculations")]
+    public float directionX;
+    private Vector2 desiredVelocity;
+    public Vector2 velocity;
+    private float maxSpeedChange;
+    private float acceleration;
+    private float deceleration;
+    private float turnSpeed;
+
+    [Header("Current State")]
+    public bool onGround;
+    public bool pressingKey;
+
+    private void Awake() {
+        if ( characterSettingsSO == null ) {
+            Debug.LogError( "You must assign a GMTK_Settings_SO Scriptable Object to the CharacterMovement script for it to function." );
+            enabled = false;
+        }
+        //Find the character's Rigidbody and ground detection script
+        body = GetComponent<Rigidbody2D>();
+        ground = GetComponent<CharacterGround>();
+    }
+
+    public void OnMovement(InputAction.CallbackContext context)
+    {
+        //This is called when you input a direction on a valid input type, such as arrow keys or analogue stick
+        //The value will read -1 when pressing left, 0 when idle, and 1 when pressing right.
+        directionX = context.ReadValue<float>();
+    }
+
+    private void Update()
+    {
+        //Used to flip the character's sprite when she changes direction
+        //Also tells us that we are currently pressing a direction button
+        if (directionX != 0)
+        {
+            transform.localScale = new Vector3(directionX > 0 ? 1 : -1, 1, 1);
+            pressingKey = true;
+        }
+        else
+        {
+            pressingKey = false;
+        }
+
+        //Calculate's the character's desired velocity - which is the direction you are facing, multiplied by the character's maximum speed
+        //Friction is not used in this game
+        desiredVelocity = new Vector2(directionX, 0f) * Mathf.Max( characterSettingsSO.maxSpeed - characterSettingsSO.friction, 0f);
+
+    }
+
+    private void FixedUpdate()
+    {
+        //Fixed update runs in sync with Unity's physics engine
+
+        //Get Kit's current ground status from her ground script
+        onGround = ground.GetOnGround();
+
+        //Get the Rigidbody's current velocity
+        velocity = body.velocity;
+
+        //Calculate movement, depending on whether "Instant Movement" has been checked
+        if ( characterSettingsSO.useAcceleration )
+        {
+            RunWithAcceleration();
+        }
+        else
+        {
+            if (onGround)
+            {
+                RunWithoutAcceleration();
+            }
+            else
+            {
+                RunWithAcceleration();
+            }
+        }
+    }
+
+    private void RunWithAcceleration()
+    {
+        //Set our acceleration, deceleration, and turn speed stats, based on whether we're on the ground on in the air
+
+        acceleration = onGround ? characterSettingsSO.maxAcceleration : characterSettingsSO.maxAirAcceleration;
+        deceleration = onGround ? characterSettingsSO.maxDeceleration : characterSettingsSO.maxAirDeceleration;
+        turnSpeed = onGround ? characterSettingsSO.maxTurnSpeed : characterSettingsSO.maxAirTurnSpeed;
+
+        if (pressingKey)
+        {
+            //If the sign (i.e. positive or negative) of our input direction doesn't match our movement, it means we're turning around and so should use the turn speed stat.
+            if (Mathf.Sign(directionX) != Mathf.Sign(velocity.x))
+            {
+                maxSpeedChange = turnSpeed * Time.deltaTime;
+            }
+            else
+            {
+                //If they match, it means we're simply running along and so should use the acceleration stat
+                maxSpeedChange = acceleration * Time.deltaTime;
+            }
+        }
+        else
+        {
+            //And if we're not pressing a direction at all, use the deceleration stat
+            maxSpeedChange = deceleration * Time.deltaTime;
+        }
+
+        //Move our velocity towards the desired velocity, at the rate of the number calculated above
+        velocity.x = Mathf.MoveTowards(velocity.x, desiredVelocity.x, maxSpeedChange);
+
+        //Update the Rigidbody with this new velocity
+        body.velocity = velocity;
+
+    }
+
+    private void RunWithoutAcceleration()
+    {
+        //If we're not using acceleration and deceleration, just send our desired velocity (direction * max speed) to the Rigidbody
+        velocity.x = desiredVelocity.x;
+
+        body.velocity = velocity;
+    }
+
+
+
+}
\ No newline at end of file
diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterMovement.cs.meta b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterMovement.cs.meta
new file mode 100644
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@@ -0,0 +1,11 @@
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+  externalObjects: {}
+  serializedVersion: 2
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diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Character_Settings_SO.cs b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Character_Settings_SO.cs
new file mode 100644
index 0000000000000000000000000000000000000000..5b69a794eb9cf7c84c0b9ade2894fc483eb340c7
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Character_Settings_SO.cs	
@@ -0,0 +1,315 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using NaughtyAttributes;
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+
+/// <summary>
+/// Created by Jeremy Bond for MI 231 at Michigan State University
+/// Built to work with a modified version of the GMTK Platformer Toolkit
+/// </summary>
+[CreateAssetMenu( fileName = "GMTK_Settings_[GameName]", menuName = "ScriptableObjects/GMTK_Settings", order = 1 )]
+public class Character_Settings_SO : ScriptableObject {
+
+    [Header( "Movement Stats" )]
+    [SerializeField, Range( 0f, 20f )] [Tooltip( "Maximum movement speed" )] public float maxSpeed = 10f;
+    [SerializeField, Range( 0f, 100f )] [Tooltip( "How fast to reach max speed" )] public float maxAcceleration = 52f;
+    [SerializeField, Range( 0f, 100f )] [Tooltip( "How fast to stop after letting go" )] public float maxDeceleration = 52f;
+    [SerializeField, Range( 0f, 100f )] [Tooltip( "How fast to stop when changing direction" )] public float maxTurnSpeed = 80f;
+    [SerializeField, Range( 0f, 100f )] [Tooltip( "How fast to reach max speed when in mid-air" )] public float maxAirAcceleration = 0;
+    [SerializeField, Range( 0f, 100f )] [Tooltip( "How fast to stop in mid-air when no direction is used" )] public float maxAirDeceleration = 0;
+    [SerializeField, Range( 0f, 100f )] [Tooltip( "How fast to stop when changing direction when in mid-air" )] public float maxAirTurnSpeed = 80f;
+    [SerializeField] [Tooltip( "Friction to apply against movement on stick" )] public float friction = 0;
+
+    [Header( "Movement Options" )]
+    [Tooltip( "When false, the charcter will skip acceleration and deceleration and instantly move and stop" )] public bool useAcceleration = true;
+
+
+
+    // NOTE: CGSK jummp math comes from Math for Game Programmers: Building a Better Jump
+    // https://www.youtube.com/watch?v=hG9SzQxaCm8&t=9m35s & https://www.youtube.com/watch?v=hG9SzQxaCm8&t=784s
+    // Th = Xh/Vx     V0 = 2H / Th     G = -2H / (Th * Th)     V0 = 2HVx / Xh     G = -2H(Vx*Vx) / (Xh*Xh) 
+    
+    [Header( "Jump Settings" )]
+    public eJumpSettingsType jumpSettingsType = eJumpSettingsType.CGSK_Time;
+    public enum eJumpSettingsType { CGSK_Distance, CGSK_Time, GMTK_GameMakersToolKit };
+
+    public bool showJumpLine = true;
+    
+    [Tooltip( "Maximum jump height" )]
+    [Range( 1f, 10f )] public float jumpHeight = 4f;
+
+    [ShowIf("jumpSettingsType", eJumpSettingsType.CGSK_Time)]
+    public CGSK_JumpSettings_Time jumpSettingsTime;
+    
+    [ShowIf("jumpSettingsType", eJumpSettingsType.CGSK_Distance)]
+    public CGSK_JumpSettings_Distance jumpSettingsDistance;
+
+    // [HideIf( "jumpSettingsType", eJumpSettingsType.GMTK_GameMakersToolKit )]
+    // [XnTools.ReadOnly][BoxGroup("CGSK Derived Jump Properties")]
+    // public float jumpDistUp, jumpDurationUp, jumpVelUp, jumpGravUp, jumpDistDown, jumpDurationDown, jumpVelDown, jumpGravDown;
+
+
+    [HideIf( "jumpSettingsType", eJumpSettingsType.GMTK_GameMakersToolKit )]
+    [BoxGroup( "CGSK Derived Jump Properties" )]
+    public CSSO_FloatUpDown jumpDist, jumpDuration, jumpVel, jumpGrav;
+
+
+    
+    
+    
+    [Header("Jump Settings - GameMakers ToolKit")]
+    [ShowIf("jumpSettingsType", eJumpSettingsType.GMTK_GameMakersToolKit)]
+    [SerializeField, Range( 1f, 10f )] [Tooltip( "How long it takes to reach that height before coming back down" )]
+    public float jumpDurationFromVideo = 5;
+    //If you're using your stats from Platformer Toolkit with this character controller,
+    // please note that the number on the Jump Duration handle does not match this stat
+    // It is re-scaled, from 0.2f - 1.25f, to 1 - 10.
+    [XnTools.ReadOnly]
+    [SerializeField, Range( 0.1f, 1.25f )][ShowIf("jumpSettingsType", eJumpSettingsType.GMTK_GameMakersToolKit)]
+    [Tooltip( "For some reason, the GMTK version of the value in the video is different from the one here, so I calculate this from the other value." )]
+    public float timeToJumpApex;
+    [ShowIf("jumpSettingsType", eJumpSettingsType.GMTK_GameMakersToolKit)]
+    [SerializeField, Range( 0f, 5f )] [Tooltip( "Gravity multiplier to apply when going up" )] public float upwardMovementMultiplier = 1f;
+    [ShowIf("jumpSettingsType", eJumpSettingsType.GMTK_GameMakersToolKit)]
+    [SerializeField, Range( 1f, 10f )] [Tooltip( "Gravity multiplier to apply when coming down" )] public float downwardMovementMultiplier = 6.17f;
+    [ShowIf("jumpSettingsType", eJumpSettingsType.GMTK_GameMakersToolKit)]
+    [SerializeField, Range( 0, 1 )] [Tooltip( "How many times can you jump in the air?" )] public int maxAirJumps = 0;
+    [ShowIf("jumpSettingsType", eJumpSettingsType.GMTK_GameMakersToolKit)]
+    [Tooltip( "Should the character drop when you let go of jump?" )] public bool variablejumpHeight;
+    [ShowIf("jumpSettingsType", eJumpSettingsType.GMTK_GameMakersToolKit)]
+    [SerializeField, Range( 1f, 10f )] [Tooltip( "Gravity multiplier when you let go of jump" )] public float jumpCutOff;
+    
+    [Header( "Jump Options" )]
+    [SerializeField] [Tooltip( "The fastest speed the character can fall" )] public float speedLimit = 26.45f;
+    [SerializeField, Range( 0f, 0.3f )] [Tooltip( "How long should coyote time last?" )] public float coyoteTime = 0.15f;
+    [SerializeField, Range( 0f, 0.3f )] [Tooltip( "How far from ground should we cache your jump?" )] public float jumpBuffer = 0.15f;
+
+
+
+
+
+    [Header( "Juice Settings - Squash and Stretch" )]
+    [SerializeField] public bool squashAndStretch;
+    [SerializeField, Tooltip( "Width Squeeze, Height Squeeze, Duration" )] public Vector3 jumpSquashSettings;
+    [SerializeField, Tooltip( "Width Squeeze, Height Squeeze, Duration" )] public Vector3 landSquashSettings;
+    [SerializeField, Tooltip( "How powerful should the effect be?" )] public float landSqueezeMultiplier;
+    [SerializeField, Tooltip( "How powerful should the effect be?" )] public float jumpSqueezeMultiplier;
+    [SerializeField] public float landDrop = 1;
+
+    [Header( "Juice Settings - Tilting" )]
+
+    [SerializeField] public bool leanForward;
+    [SerializeField, Tooltip( "How far should the character tilt?" )] public float maxTilt;
+    [SerializeField, Tooltip( "How fast should the character tilt?" )] public float tiltSpeed;
+
+
+
+
+
+    private void OnValidate() {
+        switch ( jumpSettingsType ) {
+        case eJumpSettingsType.CGSK_Time:
+            CalculateDerivedCGSKJumpValues_Time();
+            break;
+        
+        case eJumpSettingsType.CGSK_Distance:
+            CalculateDerivedCGSKJumpValues_Distance();
+            break;
+        
+        case eJumpSettingsType.GMTK_GameMakersToolKit:
+            timeToJumpApex = scale( 1, 10, 0.2f, 1.25f, jumpDurationFromVideo );
+            break;
+        }
+        
+        CalculateJumpLine();
+    }
+
+    
+    static private int       jumpLineResolution = 64; // NOTE: This must be a positive even number
+    internal       Vector3[] jumpLinePoints;
+    [HideIf( "jumpSettingsType", eJumpSettingsType.GMTK_GameMakersToolKit )]
+    [BoxGroup( "CGSK Derived Jump Properties" )][SerializeField][XnTools.ReadOnly]
+    internal       Vector2   maxJumpDistHeight;
+    internal       Vector3[] jumpStartMidEndPoints;
+    internal void CalculateJumpLine() {
+        if ( jumpSettingsType == eJumpSettingsType.GMTK_GameMakersToolKit ) {
+            jumpLinePoints = null;
+            return;
+        }
+        maxJumpDistHeight = Vector2.zero;
+        Vector3 acc = new Vector3( 0, jumpGrav.up, 0 );
+        Vector3 p = Vector3.zero;
+        jumpLinePoints = new Vector3[jumpLineResolution];
+        jumpStartMidEndPoints = new Vector3[3];
+        jumpLinePoints[0] = p;
+        jumpStartMidEndPoints[0] = p;
+        Vector3 v = new Vector3( maxSpeed, jumpVel.up, 0 );
+        int numSteps = jumpLineResolution / 2;
+        // Jumping Up
+        float timeStep = jumpDuration.up  / (float) numSteps;
+        int i = 1;
+        for ( ; i <= jumpLineResolution / 2; i++ ) {
+            SimplifiedVelocityVerletIntegration(ref p, ref v, acc, timeStep);
+            // p.x += v.x         * timeStep;
+            // v.y += jumpGrav.up * timeStep;
+            // p.y += v.y         * timeStep;
+            jumpLinePoints[i] = p;
+        }
+        jumpStartMidEndPoints[1] = p;
+        maxJumpDistHeight.y = p.y;
+        // Jumping Down
+        acc.y = jumpGrav.down;
+        timeStep = jumpDuration.down / (float) (numSteps-1);
+        for ( ; i < jumpLineResolution; i++ ) {
+            SimplifiedVelocityVerletIntegration(ref p, ref v, acc, timeStep);
+            // p.x += v.x           * timeStep;
+            // v.y += jumpGrav.down * timeStep;
+            // p.y += v.y           * timeStep;
+            jumpLinePoints[i] = p;
+        }
+        jumpStartMidEndPoints[2] = p;
+        maxJumpDistHeight.x = p.x;
+    }
+    
+    // NOTE: Simplified Velocity Verlet Integration from Math for Game Programmers: Building a Better Jump
+    // https://www.youtube.com/watch?v=hG9SzQxaCm8&t=23m2s
+    void SimplifiedVelocityVerletIntegration( ref Vector3 pos, ref Vector3 vel, Vector3 acc, float deltaTime ) {
+        pos += vel * deltaTime + acc * ( 0.5f * deltaTime * deltaTime ); // pos += vel*dT + 1/2*acc*dT*dT
+        vel += acc * deltaTime;
+    }
+
+    public float scale( float OldMin, float OldMax, float NewMin, float NewMax, float OldValue ) {
+        float OldRange = ( OldMax - OldMin );
+        float NewRange = ( NewMax - NewMin );
+        float NewValue = ( ( ( OldValue - OldMin ) * NewRange ) / OldRange ) + NewMin;
+
+        return ( NewValue );
+    }
+
+
+    [System.Serializable]
+    public class CGSK_JumpSettings_Time {
+        [Header("Classic Game Starter Kit - Time Jump Settings")]
+        [Tooltip( "The full duration of the shortest jump possible (by tapping the button)" )]
+        public float fullJumpDurationMin = 0.5f;
+        [Tooltip( "The full duration of the longest jump possible (by holding the button)" )]
+        public float fullJumpDurationMax = 1f;
+        [Tooltip("The fraction of the jump that is going up")]
+        [Range( 0.05f, 0.95f )] public float jumpApexFraction = 0.6f;
+    }
+    
+    private void CalculateDerivedCGSKJumpValues_Time() {
+        jumpDuration.up = jumpSettingsTime.fullJumpDurationMax * jumpSettingsTime.jumpApexFraction;
+        jumpDuration.down = jumpSettingsTime.fullJumpDurationMax - jumpDuration.up;
+        jumpVel.up = jumpHeight   * 2 / jumpDuration.up;
+        jumpVel.down = jumpHeight * 2 / jumpDuration.down; // This is the velocity when the character lands. - GB 2023-03-10
+        jumpGrav.up = -2 * jumpHeight / ( jumpDuration.up * jumpDuration.up );
+        jumpGrav.down = -2 * jumpHeight / ( jumpDuration.down * jumpDuration.down );
+        jumpDist.up = jumpDuration.up * maxSpeed;
+        jumpDist.down = jumpDuration.down * maxSpeed;
+    }
+    
+    [System.Serializable]
+    public class CGSK_JumpSettings_Distance {
+        [Header("Classic Game Starter Kit - Distance Jump Settings")]
+        [Tooltip( "The horizontal distance at full run speed of the shortest jump possible (by tapping the button)" )]
+        public float fullJumpDistanceMin = 0.5f;
+        [Tooltip( "The horizontal distance at full run speed of the longest jump possible (by holding the button)" )]
+        public float fullJumpDistanceMax = 1f;
+        [Tooltip("The fraction of the jump that is going up")]
+        [Range( 0.05f, 0.95f )] public float jumpApexFraction = 0.6f;
+    }
+    
+    private void CalculateDerivedCGSKJumpValues_Distance() {
+        jumpDist.up = jumpSettingsDistance.fullJumpDistanceMax *
+                       jumpSettingsDistance.jumpApexFraction;
+        jumpDist.down = jumpSettingsDistance.fullJumpDistanceMax - jumpDist.up;
+        // Th = Xh / Vh
+        jumpDuration.up = jumpDist.up     / maxSpeed;
+        jumpDuration.down = jumpDist.down / maxSpeed;
+        // Vy = 2hVh / Xh
+        jumpVel.up = 2   * jumpHeight * maxSpeed / jumpDist.up;
+        jumpVel.down = 2 * jumpHeight * maxSpeed / jumpDist.down;
+        // G = -2h(Vx*Vx) / (Xh*Xh)
+        jumpGrav.up = -2   * jumpHeight * ( maxSpeed * maxSpeed ) / ( jumpDist.up   * jumpDist.up );
+        jumpGrav.down = -2 * jumpHeight * ( maxSpeed * maxSpeed ) / ( jumpDist.down * jumpDist.down );
+    }
+
+}
+
+[System.Serializable]
+public class CSSO_FloatUpDown {
+    public float up, down;
+}
+
+#if UNITY_EDITOR
+[CustomPropertyDrawer( typeof( CSSO_FloatUpDown ) )]
+public class CSSO_FloatUpDown_Drawer : PropertyDrawer {
+    static public GUIStyle styleLabelGray = null, styleLabelGrayBold = null; 
+    // SerializedProperty m_stat;
+
+    // Draw the property inside the given rect
+    public override void OnGUI( Rect position, SerializedProperty property, GUIContent label ) {
+        // Init the SerializedProperty fields
+        //if ( m_show == null ) m_show = property.FindPropertyRelative( "show" );
+        //if ( m_recNum == null ) m_recNum = property.FindPropertyRelative( "recNum" );
+        //if ( m_playerName == null ) m_playerName = property.FindPropertyRelative( "playerName" );
+        //if ( m_dateTime == null ) m_dateTime = property.FindPropertyRelative( "dateTime" );
+
+        CSSO_FloatUpDown fud = fieldInfo.GetValue( property.serializedObject.targetObject ) as CSSO_FloatUpDown;
+
+        // Using BeginProperty / EndProperty on the parent property means that
+        // prefab override logic works on the entire property.
+        EditorGUI.BeginProperty( position, label, property );
+
+        // Draw label
+        //position = EditorGUI.PrefixLabel( position, GUIUtility.GetControlID( FocusType.Passive ), GUIContent.none );// label );
+        if ( styleLabelGray == null) {
+            styleLabelGray = new GUIStyle( EditorStyles.label );
+            styleLabelGray.richText = true;
+        }
+
+        string colorString = "#606060ff";
+
+        // Don't make child fields be indented
+        var indent = EditorGUI.indentLevel;
+        EditorGUI.indentLevel = 1;
+
+        EditorGUI.LabelField(position, $"<b><color={colorString}>{property.displayName}</color></b>", styleLabelGray );
+        EditorGUI.indentLevel = 8;
+        EditorGUI.LabelField( position, $"<color={colorString}>up: {fud.up:0.0###}</color>", styleLabelGray );
+        EditorGUI.indentLevel = 14;
+        EditorGUI.LabelField( position, $"<color={colorString}>down: {fud.down:0.0###}</color>", styleLabelGray );
+
+        // Set indent back to what it was
+        EditorGUI.indentLevel = indent;
+
+        EditorGUI.EndProperty();
+    }
+}
+
+// This was a bad idea because the CSSO doesn't know who the character is. Moved to CharacterJump
+// [CustomEditor( typeof(Character_Settings_SO) )]
+// public class CSSO_Editor : Editor {
+//     private Character_Settings_SO csso;
+//
+//     private void OnEnable() {
+//         csso = (Character_Settings_SO) target;
+//     }
+//
+//
+//     private void OnSceneGUI() {
+//         if ( csso == null || csso.jumpLinePoints == null ) return;
+//         
+//         // Handles.matrix = Matrix4x4.Translate(); // Not needed because jump will be shown at origin.
+//         Handles.color = Color.green;
+//         Handles.DrawAAPolyLine(4, csso.jumpLinePoints);
+//     }
+// }
+
+
+#endif
diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Character_Settings_SO.cs.meta b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Character_Settings_SO.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..8ef6bb2ac68aa624ae0c0ba8e7802990d4647fd5
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Character_Settings_SO.cs.meta	
@@ -0,0 +1,11 @@
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diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Frictionless 2D.physicsMaterial2D b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Frictionless 2D.physicsMaterial2D
new file mode 100644
index 0000000000000000000000000000000000000000..ea4e584d8a260606f4c25d2f3813de508a6c4d43
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Frictionless 2D.physicsMaterial2D	
@@ -0,0 +1,11 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!62 &6200000
+PhysicsMaterial2D:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_Name: Frictionless 2D
+  friction: 0.4
+  bounciness: 0
diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Frictionless 2D.physicsMaterial2D.meta b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Frictionless 2D.physicsMaterial2D.meta
new file mode 100644
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+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Frictionless 2D.physicsMaterial2D.meta	
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diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/StairMaster.cs b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/StairMaster.cs
new file mode 100644
index 0000000000000000000000000000000000000000..aac51ae2e91639f0eaa13bfb221859b5e7695669
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/StairMaster.cs	
@@ -0,0 +1,135 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.InputSystem;
+
+public class StairMaster : MonoBehaviour {
+    static public StairMaster S;
+    // static public bool ON_STAIRS;
+    
+    [Header( "Inscribed" )]
+    public float stairSpeed = 5;
+    [Tooltip("How close does the player need to be to the end of the stairs to hop off of them? (Default 0.01f)")]
+    public float stairsEndLimit = 0.01f;
+    
+    [Header("Dynamic")]
+    [XnTools.ReadOnly] public float dirX = 0;
+    [XnTools.ReadOnly] public float dirY = 0;
+    [XnTools.ReadOnly] public Stairs stairs = null;
+    [XnTools.ReadOnly][SerializeField] private bool _onStairs = false;
+    [XnTools.ReadOnly] public float stairsU    = -1;
+
+    private Rigidbody2D r2D;
+
+    void Awake() {
+        S = this;
+    }
+    
+    public void OnMovement(InputAction.CallbackContext context)
+    {
+        //This is called when you input a direction on a valid input type, such as arrow keys or analogue stick
+        //The value will read -1 when pressing left, 0 when idle, and 1 when pressing right.
+        dirX = context.ReadValue<float>();
+    }
+    
+    public void OnVertical(InputAction.CallbackContext context)
+    {
+        //This is called when you input a direction on a valid input type, such as arrow keys or analogue stick
+        //The value will read -1 when pressing down, 0 when idle, and 1 when pressing up.
+        dirY = context.ReadValue<float>();
+    }
+
+    public static bool ON_STAIRS {
+        get { return (S==null) ? false : S.onStairs; }
+        set { if (S != null) S.onStairs = value; }
+    }
+    public bool onStairs {
+        get { return _onStairs; }
+        private set {
+            _onStairs = value;
+            
+            if ( r2D == null ) r2D = GetComponent<Rigidbody2D>();
+            if (r2D != null) {
+                // r2D.simulated = !value;
+                r2D.constraints = value ? RigidbodyConstraints2D.FreezeAll : RigidbodyConstraints2D.FreezeRotation;
+            }
+        }
+    }
+    
+
+    private void OnTriggerEnter2D( Collider2D col ) {
+        Stairs st = col.transform.parent.GetComponent<Stairs>();
+        if ( st != null ) {
+            stairs = st;
+            onStairs = false;
+        }
+    }
+    
+    private void OnTriggerExit2D( Collider2D col ) {
+        Stairs st = col.transform.parent.GetComponent<Stairs>();
+        if ( st == stairs ) {
+            stairs = null;
+            onStairs = false;
+        }
+    }
+
+    private void FixedUpdate() {
+        if ( !onStairs ) {
+            if ( stairs != null ) {
+                // Only up and down will attach to stairs
+                if ( dirY != 0 ) {
+                    // Move the position of the player into Stairs coordinates.
+                    Vector3 pPos = transform.position;
+                    // Find position on stairs in stairsU coordinates (i.e., relative to p0 and p1)
+                    Vector3 stairsDeltaVec = stairs.p1 - stairs.p0;
+                    // stairs.actualLength is the length from p0 to p1
+                    Vector3 stairsDirection = stairsDeltaVec.normalized;
+                    float projection = Vector3.Dot(stairsDirection, pPos - stairs.p0);
+                    // projectionU is the distance that pPos is along the stairs in terms of stairsU
+                    float projectionU = projection / stairs.actualLength;
+                    bool attachToStairs = false; // The default case when we're not near the stairs
+                    if ( projectionU < stairsEndLimit && dirY > 0) {
+                        // Only attach to bottom of stairs if going up
+                        attachToStairs = true;
+                    } else if ( projectionU > (1-stairsEndLimit) && dirY < 0 ) {
+                        // Only attach to top of stairs if going down
+                        attachToStairs = true;
+                    } else if ( stairsEndLimit < projectionU && projectionU < (1-stairsEndLimit) ) {
+                        // We must be in the middle of the stairs
+                        attachToStairs = true;
+                    } else {
+                        // attachToStairs = false; // This line isn't necessary, but it would go here.
+                    }
+
+                    if (attachToStairs) {
+                        onStairs = true;
+                        stairsU = projectionU;
+                    }
+                }
+            }
+        } else {
+            float dirUp = dirY;
+            if ( dirUp == 0 ) {
+                if ( stairs.orientation == Stairs.eOrientation.diagonalLeft ) dirUp = -dirX;
+                if ( stairs.orientation == Stairs.eOrientation.diagonalRight ) dirUp = dirX;
+            }
+
+            if ( dirUp != 0 ) {
+                float uPerSecond = stairSpeed / stairs.actualLength;
+                stairsU += uPerSecond * dirUp * Time.fixedDeltaTime;
+                if ( stairsU <= 0 ) {
+                    transform.position = stairs.p0;
+                    onStairs = false;
+                } else if ( stairsU >= 1 ) {
+                    transform.position = stairs.p1;
+                    onStairs = false;
+                } else {
+                    transform.position = Vector3.Lerp(stairs.p0, stairs.p1, stairsU);
+                }
+            }
+            
+            
+        }
+    }
+}
diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/StairMaster.cs.meta b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/StairMaster.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..5ffc6f5ec86de441082fc369a2d0ff18f77cdda5
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/StairMaster.cs.meta	
@@ -0,0 +1,11 @@
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diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Stairs.cs b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Stairs.cs
new file mode 100644
index 0000000000000000000000000000000000000000..d5b7873f1ba5869b8a8049fcab2dc3d319491e29
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Stairs.cs	
@@ -0,0 +1,67 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using NaughtyAttributes;
+using Vector3 = UnityEngine.Vector3;
+
+[RequireComponent(typeof(Rigidbody2D))]
+public class Stairs : MonoBehaviour {
+    private SpriteRenderer    sRend;
+    private CapsuleCollider2D capC;
+    private Transform         childTrans;
+
+    public enum eOrientation { vertical=0, diagonalLeft=45, diagonalRight=-45 };
+    public eOrientation orientation = eOrientation.vertical;
+    public int        tilesLength = 2;
+    [XnTools.ReadOnly]
+    public float actualLength;
+    [XnTools.ReadOnly]
+    public Vector3 p0, p1;
+    
+    // Start is called before the first frame update
+    void Start()
+    {
+        
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        
+    }
+
+    #if UNITY_EDITOR
+    private void OnValidate() {
+        UnityEditor.EditorApplication.delayCall += DelayedValidate;
+    }
+
+    private void DelayedValidate() {
+        if ( this == null || gameObject == null || transform == null ) return;
+        // Check for required child
+        // See if there is a child named "Capsule"
+        if ( childTrans == null ) childTrans = transform.Find( "Capsule" );
+        if ( childTrans == null ) {
+            Debug.LogError( "For the Stairs to work, they must have a child named Capsule." );
+            return;
+        }
+        if ( sRend == null ) sRend = childTrans.GetComponent<SpriteRenderer>();
+        if ( capC  == null ) capC = childTrans.GetComponent<CapsuleCollider2D>();
+        if (sRend == null) Debug.LogError( "For the Stairs to work, the child named Capsule must have a SpriteRenderer." );
+        if (capC == null) Debug.LogError( "For the Stairs to work, the child named Capsule must have a CapsuleCollider2D." );
+        if ( sRend == null || capC == null ) return;
+        
+        // Now that we know everything is good, proceed
+        // Orient properly
+        transform.localEulerAngles = new Vector3( 0, 0, (int)orientation );
+        // And scale length (multiply by Sqrt(2) for diagonal orientations)
+        actualLength = tilesLength * ( ( (int)orientation         % 90 == 0 ) ? 1 : 1.414f );
+        Vector2 size = new Vector2( 1, actualLength + 1);
+        capC.size = sRend.size = size;
+        capC.offset = new Vector2( 0, (actualLength + 1)*0.5f );
+        childTrans.localPosition = new Vector3( 0, -0.5f, 0 );
+
+        p0 = transform.position;
+        p1 = p0 + ( childTrans.up * actualLength );
+    }
+    #endif
+}
diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Stairs.cs.meta b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Stairs.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..1b6353305837173249abd1c60af54fcbe8fb9b17
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Stairs.cs.meta	
@@ -0,0 +1,11 @@
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diff --git a/Assets/_Classic Game Starter Kit/Importing a Classic Level/Grid-Aligned BoxCollider2D.prefab b/Assets/_Classic Game Starter Kit/Importing a Classic Level/Grid-Aligned BoxCollider2D.prefab
index 290b505e7bad3382e15bda72606b6664ebcf0f8d..53ed178778b746fc691dc0a03c70054f8d2d271f 100644
--- a/Assets/_Classic Game Starter Kit/Importing a Classic Level/Grid-Aligned BoxCollider2D.prefab	
+++ b/Assets/_Classic Game Starter Kit/Importing a Classic Level/Grid-Aligned BoxCollider2D.prefab	
@@ -10,6 +10,7 @@ GameObject:
   m_Component:
   - component: {fileID: 4351286578092367568}
   - component: {fileID: 9064063204898215043}
+  - component: {fileID: 253357870428170957}
   m_Layer: 0
   m_Name: Grid-Aligned BoxCollider2D
   m_TagString: Untagged
@@ -47,7 +48,7 @@ BoxCollider2D:
   m_Offset: {x: 0.5, y: 0.5}
   m_SpriteTilingProperty:
     border: {x: 0, y: 0, z: 0, w: 0}
-    pivot: {x: 0.5, y: 0.5}
+    pivot: {x: 0, y: 0}
     oldSize: {x: 1, y: 1}
     newSize: {x: 1, y: 1}
     adaptiveTilingThreshold: 0.5
@@ -57,3 +58,54 @@ BoxCollider2D:
   serializedVersion: 2
   m_Size: {x: 1, y: 1}
   m_EdgeRadius: 0
+--- !u!212 &253357870428170957
+SpriteRenderer:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
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+  m_RendererPriority: 0
+  m_Materials:
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+    subMeshCount: 0
+  m_StaticBatchRoot: {fileID: 0}
+  m_ProbeAnchor: {fileID: 0}
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+  m_ImportantGI: 0
+  m_StitchLightmapSeams: 1
+  m_SelectedEditorRenderState: 0
+  m_MinimumChartSize: 4
+  m_AutoUVMaxDistance: 0.5
+  m_AutoUVMaxAngle: 89
+  m_LightmapParameters: {fileID: 0}
+  m_SortingLayerID: 960635105
+  m_SortingLayer: 1
+  m_SortingOrder: 0
+  m_Sprite: {fileID: 21300000, guid: 7691a41e1014b48e09f18d2d84a82fb3, type: 3}
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+  m_SpriteTileMode: 0
+  m_WasSpriteAssigned: 1
+  m_MaskInteraction: 0
+  m_SpriteSortPoint: 0
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new file mode 100644
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new file mode 100644
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+++ b/Assets/_Classic Game Starter Kit/Textures & Sprites/CapsuleSprite.png	
@@ -0,0 +1,3 @@
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new file mode 100644
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diff --git a/Assets/_Classic Game Starter Kit/Textures & Sprites/white_pixel.gif b/Assets/_Classic Game Starter Kit/Textures & Sprites/white_pixel.gif
new file mode 100644
index 0000000000000000000000000000000000000000..7eb52080d346a226b6725c197ae2063cbff30f5c
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/Textures & Sprites/white_pixel.gif	
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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new file mode 100644
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diff --git a/Assets/_Classic Game Starter Kit/__Scripts/BoundsCamera.cs b/Assets/_Classic Game Starter Kit/__Scripts/BoundsCamera.cs
new file mode 100755
index 0000000000000000000000000000000000000000..eafd0ec5bdf3bb5cab8346f90838eb2e5a017716
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/__Scripts/BoundsCamera.cs	
@@ -0,0 +1,127 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class BoundsCamera : MonoBehaviour {
+    static BoundsCamera S;
+    public InfoProperty info = new InfoProperty( "Using the BoundsCamera",
+        "1. <b>target</b> should be set to your main player character (or whatever you want the camera to follow).\n\n" +
+        "2. <b>camBoundsParent</b> is an empty GameObject with several BoxCollider2Ds on it or in children beneath it.\n\n" +
+        "3. Whenever the target is within one of the BoxCollider2Ds, the camera will move only within that Collider.\n\n" +
+        "4. <b>deadZoneSize</b> determines how far from the middle of the screen the target must move for the " +
+        "camera to track it. [0.5f,0.5f] means that the camera will not move until the player exits the middle 50% " +
+        "of the screen.");
+
+    [Header("Inscribed")]
+    public Transform    target;
+    public GameObject   camBoundsParent;
+    [Tooltip("Must be between 0 & 1. Determines size of area in middle of screen that will not force scroll of camera.")]
+    public Vector2      deadZoneSize = new Vector2(0.5f, 0.5f); // What border area must the target enter to force a scroll of the camera - JB
+    
+    [Header("Dynamic")]
+    [Tooltip("The distance from the center of the camera to the side of the frame.")]
+    public float        camHalfW = 8;
+    [Tooltip("The distance from the center of the camera to the top or bottom of the frame.")]
+    public float        camHalfH = 7.5f;
+    public float        camOffsetZ = -10;
+    
+    [Header("Set Dynamically")]
+    
+    public Collider2D   currColld;
+
+    private Collider2D[] camBounds;
+    private Camera       cam;
+
+	// Use this for initialization
+	void Awake () {
+        cam = GetComponent<Camera>();
+        camOffsetZ = transform.position.z;
+        S = this;
+        RefreshCamBounds();
+        
+        // Determine camHalfW and camHalfH from Camera
+        if ( cam.orthographic ) {
+            camHalfH = cam.orthographicSize;
+            camHalfW = cam.aspect * camHalfH;
+        } else {
+            Debug.LogError( "The Camera that BoundsCamera is attached to must be Orthographic to work properly." );
+        }
+    }
+
+    void RefreshCamBounds() {
+        // Get all of the camBounds colliders - JB
+        camBounds = camBoundsParent.GetComponentsInChildren<Collider2D>();
+        currColld = null;
+	}
+    public static void REFRESH_CAM_BOUNDS() {
+        S.RefreshCamBounds();
+    }    
+	
+    
+	void FixedUpdate () {
+        // Get the position of the target
+        Vector3 tPos = target.position;
+
+        // Determine whether the target is no longer still within the same Collider - JB
+        if (currColld == null || !currColld.bounds.Contains(tPos)) {
+            // Find the Collider that the target IS within - JB
+            currColld = null;
+
+            foreach (Collider2D colld in camBounds) {
+                if (colld.bounds.Contains(tPos)) {
+                    // If we find a collider, then set currColld and break out of the foreach loop – JB
+                    currColld = colld;
+                    break;
+                }
+            }
+
+            //If changing bounds, reset all enemies
+            if (currColld != null) {
+                // EnemyManager.EM.ResetSpawners();
+            }
+
+        }
+
+        // First, align the camera with the target (with a Z offset, of course) – JB
+        tPos.z += camOffsetZ;
+       
+        // Make sure that the Camera only moves if the target is outside the middle of the screen
+        Vector3 cPos = transform.position;
+        float deadZoneX = camHalfW * deadZoneSize.x;
+        float deadZoneY = camHalfH * deadZoneSize.y;
+        if ( Mathf.Abs(tPos.x - cPos.x) > deadZoneX ) {
+            if (tPos.x > cPos.x) {
+                cPos.x = tPos.x - deadZoneX;
+            } else {
+                cPos.x = tPos.x + deadZoneX;
+            }
+        }
+        if ( Mathf.Abs(tPos.y - cPos.y) > deadZoneY ) {
+            if (tPos.y > cPos.y) {
+                cPos.y = tPos.y - deadZoneY;
+            } else {
+                cPos.y = tPos.y + deadZoneY;
+            }
+        }
+		
+        // if the currColld is not null, limit movement to within the Collider – JB
+        if (currColld != null) {
+            // Account for camW and camH when judging the size of the bounds - JB
+            Vector3 min = currColld.bounds.min;
+            Vector3 max = currColld.bounds.max;
+
+            min.x += camHalfW;
+            min.y += camHalfH;
+            max.x -= camHalfW;
+            max.y -= camHalfH;
+
+            cPos.x = Mathf.Clamp(cPos.x, min.x, max.x);
+            cPos.y = Mathf.Clamp(cPos.y, min.y, max.y);
+        }
+
+        transform.position = cPos;
+	}
+
+
+
+}
diff --git a/Assets/_Classic Game Starter Kit/__Scripts/BoundsCamera.cs.meta b/Assets/_Classic Game Starter Kit/__Scripts/BoundsCamera.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..b70bc129e2463f9db9743049494bebee77a4a2bc
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/__Scripts/BoundsCamera.cs.meta	
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 4adb929dc20a748eea857d73d475572a
+MonoImporter:
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diff --git a/Assets/_Classic Game Starter Kit/__Scripts/ButtonState.cs b/Assets/_Classic Game Starter Kit/__Scripts/ButtonState.cs
index 7c517788fb3887eb656e37ab0d8f2530bbde6f64..c7e13aa00857c9b9f5c728e45f8c73b7a6d534fd 100644
--- a/Assets/_Classic Game Starter Kit/__Scripts/ButtonState.cs	
+++ b/Assets/_Classic Game Starter Kit/__Scripts/ButtonState.cs	
@@ -158,7 +158,9 @@ public override void OnGUI( Rect position, SerializedProperty property, GUIConte
         EditorGUI.indentLevel = indent;
 
         EditorGUI.EndProperty();
-        EditorUtility.SetDirty( property.serializedObject.targetObject ); // Repaint
+        if ( Application.isPlaying ) {
+            EditorUtility.SetDirty( property.serializedObject.targetObject ); // Repaint
+        }
     }
 }
 #endif
\ No newline at end of file
diff --git a/Assets/_Classic Game Starter Kit/__Scripts/XnTools/Compiler Attributes.meta b/Assets/_Classic Game Starter Kit/__Scripts/XnTools/Compiler Attributes.meta
new file mode 100644
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+++ b/Assets/_Classic Game Starter Kit/__Scripts/XnTools/Compiler Attributes.meta	
@@ -0,0 +1,8 @@
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diff --git a/Assets/_Classic Game Starter Kit/__Scripts/XnTools/Compiler Attributes/BoldLabelAttribute_BROKEN.cs b/Assets/_Classic Game Starter Kit/__Scripts/XnTools/Compiler Attributes/BoldLabelAttribute_BROKEN.cs
new file mode 100644
index 0000000000000000000000000000000000000000..ffafd4fd75d881680019665c684733b23421b2d0
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/__Scripts/XnTools/Compiler Attributes/BoldLabelAttribute_BROKEN.cs	
@@ -0,0 +1,35 @@
+// using UnityEngine;
+// #if UNITY_EDITOR
+// using UnityEditor;
+// #endif
+//
+// namespace XnTools {
+//     // Originally from https://assetstore.unity.com/packages/tools/physics/kinematic-character-controller-99131
+//     /// <summary>
+//     /// Causes a field to be shown grayed-out and uneditable.
+//     /// However, the field *can* be edited when the Inspector is in Debug mode. 
+//     /// </summary>
+//     public class BoldLabelAttribute : PropertyAttribute { }
+//
+// #if UNITY_EDITOR
+//     [CustomPropertyDrawer( typeof(BoldLabelAttribute) )]
+//     public class BoldLabelPropertyDrawer : PropertyDrawer {
+//         static public GUIStyle BOLD_LABEL_STYLE = null;
+//         
+//         public override float GetPropertyHeight( SerializedProperty property, GUIContent label ) {
+//             return EditorGUI.GetPropertyHeight( property, label, true );
+//         }
+//
+//         public override void OnGUI( Rect position, SerializedProperty property,
+//                                     GUIContent label ) {
+//             if ( BOLD_LABEL_STYLE == null ) {
+//                 BOLD_LABEL_STYLE = new GUIStyle();
+//             }
+//             GUIStyle storedLabelStyle = GUI.skin.label;
+//             GUI.skin.label = BOLD_LABEL_STYLE;
+//             EditorGUI.PropertyField( position, property, label, true );
+//             GUI.skin.label = storedLabelStyle;
+//         }
+//     }
+// #endif
+// }
diff --git a/Assets/_Classic Game Starter Kit/__Scripts/XnTools/Compiler Attributes/BoldLabelAttribute_BROKEN.cs.meta b/Assets/_Classic Game Starter Kit/__Scripts/XnTools/Compiler Attributes/BoldLabelAttribute_BROKEN.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..0469ce0f4a8914a820985a6cdadc3f83603f2dda
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+++ b/Assets/_Classic Game Starter Kit/__Scripts/XnTools/Compiler Attributes/BoldLabelAttribute_BROKEN.cs.meta	
@@ -0,0 +1,11 @@
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diff --git a/Assets/_Classic Game Starter Kit/__Scripts/XnTools/HiddenAttribute.cs b/Assets/_Classic Game Starter Kit/__Scripts/XnTools/Compiler Attributes/HiddenAttribute.cs
similarity index 100%
rename from Assets/_Classic Game Starter Kit/__Scripts/XnTools/HiddenAttribute.cs
rename to Assets/_Classic Game Starter Kit/__Scripts/XnTools/Compiler Attributes/HiddenAttribute.cs
diff --git a/Assets/_Classic Game Starter Kit/__Scripts/XnTools/HiddenAttribute.cs.meta b/Assets/_Classic Game Starter Kit/__Scripts/XnTools/Compiler Attributes/HiddenAttribute.cs.meta
similarity index 100%
rename from Assets/_Classic Game Starter Kit/__Scripts/XnTools/HiddenAttribute.cs.meta
rename to Assets/_Classic Game Starter Kit/__Scripts/XnTools/Compiler Attributes/HiddenAttribute.cs.meta
diff --git a/Assets/_Classic Game Starter Kit/__Scripts/XnTools/ReadOnlyAttribute.cs b/Assets/_Classic Game Starter Kit/__Scripts/XnTools/Compiler Attributes/ReadOnlyAttribute.cs
similarity index 100%
rename from Assets/_Classic Game Starter Kit/__Scripts/XnTools/ReadOnlyAttribute.cs
rename to Assets/_Classic Game Starter Kit/__Scripts/XnTools/Compiler Attributes/ReadOnlyAttribute.cs
diff --git a/Assets/_Classic Game Starter Kit/__Scripts/XnTools/ReadOnlyAttribute.cs.meta b/Assets/_Classic Game Starter Kit/__Scripts/XnTools/Compiler Attributes/ReadOnlyAttribute.cs.meta
similarity index 100%
rename from Assets/_Classic Game Starter Kit/__Scripts/XnTools/ReadOnlyAttribute.cs.meta
rename to Assets/_Classic Game Starter Kit/__Scripts/XnTools/Compiler Attributes/ReadOnlyAttribute.cs.meta
diff --git a/Assets/_Classic Game Starter Kit/__Scripts/XnTools/Editor/ProjectInfoEditor.cs b/Assets/_Classic Game Starter Kit/__Scripts/XnTools/Editor/ProjectInfoEditor.cs
index fb1b345425b093518f19b24d662fa1db1f7a6472..d24976900bde5b91d5e7854ca9269d1ea4e453bc 100644
--- a/Assets/_Classic Game Starter Kit/__Scripts/XnTools/Editor/ProjectInfoEditor.cs	
+++ b/Assets/_Classic Game Starter Kit/__Scripts/XnTools/Editor/ProjectInfoEditor.cs	
@@ -12,7 +12,7 @@
 [CustomEditor( typeof( ProjectInfo_SO ) )]
 [InitializeOnLoad]
 public class ProjectInfoEditor : Editor {
-	const string ProjectMenuHeader = "3PLE";
+	const string ProjectMenuHeader = "Help";
 
 	static string kShowedProjectInfoSessionStateName = "ProjectInfoEditor.showedProjectInfo";
 
@@ -41,7 +41,7 @@ static void SelectProjectInfoAutomatically() {
 	// 	method.Invoke( null, new object[] { Path.Combine( Application.dataPath, "TutorialInfo/Layout.wlt" ), false } );
 	// }
 
-	[MenuItem( ProjectMenuHeader+"/Show Project Instructions", false, 1 )]
+	[MenuItem( ProjectMenuHeader+"/——— Show Project Info ———", false, 1 )]
 	static ProjectInfo_SO SelectProjectInfo() {
 		var ids = AssetDatabase.FindAssets( "t:ProjectInfo_SO" );
 		if ( ids.Length == 1 ) {
@@ -97,7 +97,6 @@ public override void OnInspectorGUI() {
 		bool altHeld = ( Event.current.modifiers == EventModifiers.Alt );
 		if ( pInfo.showDefaultInspector || altHeld ) {
 			pInfo.showDefaultInspector = EditorGUILayout.ToggleLeft( "Show Default Inspector…", pInfo.showDefaultInspector );
-            
 		}
 
 		if ( pInfo.sections != null ) {
diff --git a/Assets/_Classic Game Starter Kit/__Scripts/XnTools/InfoComponent.cs b/Assets/_Classic Game Starter Kit/__Scripts/XnTools/InfoComponent.cs
index 4ad90a584d794ae304b46406db5c6333d7bb84ab..8d5928a61d86ea1db406e91766acebeee826dc2a 100644
--- a/Assets/_Classic Game Starter Kit/__Scripts/XnTools/InfoComponent.cs	
+++ b/Assets/_Classic Game Starter Kit/__Scripts/XnTools/InfoComponent.cs	
@@ -24,7 +24,10 @@ public class InfoComponent : MonoBehaviour {
 [CustomEditor(typeof(InfoComponent))]
 //[CanEditMultipleObjects]
 public class InfoComponentEditor : Editor {
-	static bool TURN_ON_DEFAULT_INSPECTORS = false;
+	static private bool TURN_ON_DEFAULT_INSPECTORS = false;
+
+	private const int delayGUIStart = 2;
+	private int delayGUI = 0;
 
 	//static float kSpace = 16f;
 	InfoComponent info;
@@ -48,6 +51,7 @@ public class InfoComponentEditor : Editor {
 
 
 	void OnEnable() {
+		delayGUI = delayGUIStart;
 		info = (InfoComponent)target;
 		Init();
 	}
@@ -67,6 +71,11 @@ public override void OnInspectorGUI() {
 			info = (InfoComponent)target;
 			Init();
 		}
+		if ( !m_Initialized ) return;
+		if ( delayGUI > 0 ) {
+			delayGUI--;
+			return;
+		}
 
 		if (TURN_ON_DEFAULT_INSPECTORS) {
 			showDefaultInspector = true;
@@ -154,8 +163,16 @@ public override void OnInspectorGUI() {
 
 	void Init() {
 		if (m_Initialized) return;
-
-		m_BodyStyle = new GUIStyle(EditorStyles.label);
+		
+		// This is causing issues because EditorStyles.label uses EditorStyles.s_Current,
+		//  which could be null during a recompile if EditorStyles has not yet inited properly
+		try {
+			m_BodyStyle = new GUIStyle( EditorStyles.label );
+		}
+		catch {
+			return;
+		}
+		
 		m_BodyStyle.wordWrap = true;
 		m_BodyStyle.fontSize = 14;
 		m_BodyStyle.richText = true;
diff --git a/Assets/_Classic Game Starter Kit/__Scripts/XnTools/InfoInspectorDrawer.cs b/Assets/_Classic Game Starter Kit/__Scripts/XnTools/InfoProperty.cs
similarity index 94%
rename from Assets/_Classic Game Starter Kit/__Scripts/XnTools/InfoInspectorDrawer.cs
rename to Assets/_Classic Game Starter Kit/__Scripts/XnTools/InfoProperty.cs
index 45e81d21964d6fcb89102fcf3ada4200006c5fee..6ad262cb3eb16acbe3220194e6c13f1c6696345b 100644
--- a/Assets/_Classic Game Starter Kit/__Scripts/XnTools/InfoInspectorDrawer.cs	
+++ b/Assets/_Classic Game Starter Kit/__Scripts/XnTools/InfoProperty.cs	
@@ -7,16 +7,16 @@
 
 // Needs the Serializable attribute otherwise the CustomPropertyDrawer wont be used
 [System.Serializable]
-public class InfoInspectorDrawer {
+public class InfoProperty {
     //public bool showDefaultInspector = true;
-    public string title = "InfoInspectorDrawer Title";
+    public string title = "InfoProperty Title";
     [TextArea(1, 10)]
     public string text = "Set the Inspector to <b>Debug mode</b> \\n to edit this text.";
     public bool showAsFoldout = true;
     public bool foldoutOpenByDefault = false;
     
-    public InfoInspectorDrawer() { }
-    public InfoInspectorDrawer(string _title="", string _text="", bool _showAsFoldout=true, bool _foldoutOpenByDefault=false) {
+    public InfoProperty() { }
+    public InfoProperty(string _title="", string _text="", bool _showAsFoldout=true, bool _foldoutOpenByDefault=false) {
         if (_title != "") title = _title;
         if (_text != "") text = _text;
         showAsFoldout = _showAsFoldout;
@@ -32,8 +32,8 @@ public int CountLines() {
         return num;
     }
 
-    // public static explicit operator InfoInspectorDrawer(SerializedProperty sp) {
-    //     InfoInspectorDrawer info = new InfoInspectorDrawer();
+    // public static explicit operator InfoProperty(SerializedProperty sp) {
+    //     InfoProperty info = new InfoProperty();
     //     //info.icon = sp.FindPropertyRelative("icon").val
     //     //info.showDefaultInspector = sp.FindPropertyRelative("showDefaultInspector").boolValue;
     //     info.title = sp.FindPropertyRelative("title").stringValue;
@@ -46,12 +46,12 @@ public int CountLines() {
 
 
 #if UNITY_EDITOR
-[CustomPropertyDrawer(typeof(InfoInspectorDrawer))]
+[CustomPropertyDrawer(typeof(InfoProperty))]
 public class InspectorInfoDrawer : PropertyDrawer {
     private float totalPropertyHeight = EditorGUIUtility.singleLineHeight;
     private bool  foldoutOpen;
     // bool                  showFoldout;
-    // private InfoInspectorDrawer info;
+    // private InfoProperty info;
     
     
     public override float GetPropertyHeight(SerializedProperty property, GUIContent label) {
@@ -62,7 +62,7 @@ public override void OnGUI(Rect position, SerializedProperty property, GUIConten
         totalPropertyHeight = 0;
         
         if (!m_Initialized) Init( property.FindPropertyRelative( "foldoutOpenByDefault" ).boolValue );
-        // info = (InfoInspectorDrawer) property;
+        // info = (InfoProperty) property;
         
         //if (info.showDefaultInspector) {
         //    //base.OnGUI(position, property, label);
@@ -211,9 +211,9 @@ public override float GetPropertyHeight (SerializedProperty property, GUIContent
 
 /*
 // _____________________ Everything in comments under here is largely broken, but I wanted it in case I tried this craziness again - JGB 2022-10-04
-[CustomPropertyDrawer(typeof(InfoInspectorDrawer))]
+[CustomPropertyDrawer(typeof(InfoProperty))]
 public class InspectorInfoDrawer : PropertyDrawer {
-    private InfoInspectorDrawer info;
+    private InfoProperty info;
     float propertyHeight = EditorGUIUtility.singleLineHeight;
 
     //public override float GetPropertyHeight(SerializedProperty property, GUIContent label) {
@@ -222,7 +222,7 @@ public class InspectorInfoDrawer : PropertyDrawer {
     //}
     public override float GetPropertyHeight(SerializedProperty property, GUIContent label) {
         if (info == null) {
-            info = (InfoInspectorDrawer)property;
+            info = (InfoProperty)property;
             Init();
         }
 
@@ -234,7 +234,7 @@ public override float GetPropertyHeight(SerializedProperty property, GUIContent
         totalHeight += info.CountLines() * m_BodyStyle.lineHeight;
 
 
-        ////SerializedObject childObj = new UnityEditor.SerializedObject(property.objectReferenceValue as InfoInspectorDrawer);
+        ////SerializedObject childObj = new UnityEditor.SerializedObject(property.objectReferenceValue as InfoProperty);
         ////SerializedProperty ite = childObj.GetIterator();
         //var enumerator = property.GetEnumerator();
         //float totalHeight = EditorGUI.GetPropertyHeight(property, label, true) + EditorGUIUtility.standardVerticalSpacing;
@@ -250,7 +250,7 @@ public override float GetPropertyHeight(SerializedProperty property, GUIContent
 
     public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) {
         if (info == null) {
-            info = (InfoInspectorDrawer)property;
+            info = (InfoProperty)property;
             Init();
         }
 
diff --git a/Assets/_Classic Game Starter Kit/__Scripts/XnTools/InfoInspectorDrawer.cs.meta b/Assets/_Classic Game Starter Kit/__Scripts/XnTools/InfoProperty.cs.meta
similarity index 100%
rename from Assets/_Classic Game Starter Kit/__Scripts/XnTools/InfoInspectorDrawer.cs.meta
rename to Assets/_Classic Game Starter Kit/__Scripts/XnTools/InfoProperty.cs.meta
diff --git a/Assets/_Classic Game Starter Kit/___ Classic Game Starter Kit - Info ___.asset b/Assets/_Classic Game Starter Kit/___ Classic Game Starter Kit - Info ___.asset
index 858bbb719579956c57e9087e16d72d0ddd10abdb..78c776fe6c913ac947bbc5d77a1a07ef65f8029f 100644
--- a/Assets/_Classic Game Starter Kit/___ Classic Game Starter Kit - Info ___.asset	
+++ b/Assets/_Classic Game Starter Kit/___ Classic Game Starter Kit - Info ___.asset	
@@ -17,17 +17,13 @@ MonoBehaviour:
   title: "<b>Classic Game Starter Kit</b>\nMI 231 \u2013\_Game and Interactive Media
     Dev\n\u2013 games.MSU.edu \u2013"
   sections:
-  - heading: This is all built on code from the Dungeon Delver project in my book.
-    text: 
-    linkText: '   For more info on the book, see http://book.prototools.net'
-    url: http://book.prototools.net
   - heading: <b>Instructions Document</b>
     text: You can find a link to detailed instructions for using this starter kit
       at the following Google Doc. You cannot edit the document, but you can make
       comments if you would like me to clarify anything or add any information.
     linkText: '   <b>Link to Instructions Google Doc</b>'
     url: https://docs.google.com/document/d/1MME9SmiOWbESyZiEHRC7WudysBDrGfxm5lMhPg_3e0o/edit?usp=sharing
-  - heading: Contents of this Starter Kit
+  - heading: <b>Contents of this Starter Kit</b>
     text: "Most things can be found in the <b><i>_Classic Game Starter Kit</i></b>
       folder.\n\u2022 <b>Importing a Classic Level</b> - Contains the tools for converting
       an image of a map from somewhere like spriters-resource.com into a working
@@ -44,6 +40,15 @@ MonoBehaviour:
       your own player character controller."
     linkText: '   More information is available in the Instructions Doc'
     url: https://docs.google.com/document/d/1MME9SmiOWbESyZiEHRC7WudysBDrGfxm5lMhPg_3e0o/edit?usp=sharing
+  - heading: Importing a Classic Level Tilemap Code
+    text: This is mostly built on code from the Dungeon Delver project in my book.
+    linkText: '   For more info on the book, see <b>http://book.prototools.net</b>'
+    url: http://book.prototools.net
+  - heading: Character Controller Code
+    text: The character platformer code is a modified version of the GMTK Platformer
+      Toolkit.
+    linkText: '   For more info, watch this GMTK video'
+    url: https://www.youtube.com/watch?v=zWi0jgghGcI
   - heading: NaughtyAttributes - Unity Asset
     text: This project includes the <b>excellent</b> and <b>free</b> NaughtyAttributes
       asset from the Unity Asset Store. NaughtyAttributes was created by Denis Rizov
diff --git a/Assets/_Classic Game Starter Kit/___Demo Level.meta b/Assets/_Classic Game Starter Kit/___Demo Level.meta
new file mode 100644
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diff --git a/Assets/_Classic Game Starter Kit/___Demo Level/CGSK_Settings_SuperMarioBros.asset b/Assets/_Classic Game Starter Kit/___Demo Level/CGSK_Settings_SuperMarioBros.asset
new file mode 100644
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diff --git a/Assets/_Classic Game Starter Kit/___Demo Level/CGSK_Settings_SuperMarioBros.asset.meta b/Assets/_Classic Game Starter Kit/___Demo Level/CGSK_Settings_SuperMarioBros.asset.meta
new file mode 100644
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new file mode 100644
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diff --git a/Assets/_Classic Game Starter Kit/___Demo Level/GMTK_Settings_SuperMarioBros1.asset.meta b/Assets/_Classic Game Starter Kit/___Demo Level/GMTK_Settings_SuperMarioBros1.asset.meta
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new file mode 100644
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diff --git a/Assets/_Classic Game Starter Kit/___Demo Level/_Scene_Demo.unity.meta b/Assets/_Classic Game Starter Kit/___Demo Level/_Scene_Demo.unity.meta
new file mode 100644
index 0000000000000000000000000000000000000000..a92775473e52a40100b8d4bacc806b2ff1636ba8
--- /dev/null
+++ b/Assets/_Classic Game Starter Kit/___Demo Level/_Scene_Demo.unity.meta	
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 772dc338fda584e959520486754fb3e3
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Packages/manifest.json b/Packages/manifest.json
index b09c9acef4842c5c14665eff525aeedae11ba273..1adec273e05d57d05f490ae5c57e678090813397 100644
--- a/Packages/manifest.json
+++ b/Packages/manifest.json
@@ -2,6 +2,7 @@
   "dependencies": {
     "com.unity.2d.sprite": "1.0.0",
     "com.unity.2d.tilemap": "1.0.0",
+    "com.unity.ide.rider": "3.0.18",
     "com.unity.ide.visualstudio": "2.0.17",
     "com.unity.ide.vscode": "1.2.5",
     "com.unity.inputsystem": "1.4.4",
diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json
index 60360c3a935e84bb5afdbdd49d660c86683f20e8..564521e5ac493bb6806b8b07d7f69f80fe6d348a 100644
--- a/Packages/packages-lock.json
+++ b/Packages/packages-lock.json
@@ -14,11 +14,20 @@
     },
     "com.unity.ext.nunit": {
       "version": "1.0.6",
-      "depth": 2,
+      "depth": 1,
       "source": "registry",
       "dependencies": {},
       "url": "https://packages.unity.com"
     },
+    "com.unity.ide.rider": {
+      "version": "3.0.18",
+      "depth": 0,
+      "source": "registry",
+      "dependencies": {
+        "com.unity.ext.nunit": "1.0.6"
+      },
+      "url": "https://packages.unity.com"
+    },
     "com.unity.ide.visualstudio": {
       "version": "2.0.17",
       "depth": 0,
diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset
index 1c92a7840ec11895c76785f65d949a3d20d53355..177eef7deb8113743ff26d5d1380516cf4c6d15a 100644
--- a/ProjectSettings/TagManager.asset
+++ b/ProjectSettings/TagManager.asset
@@ -8,10 +8,10 @@ TagManager:
   - Default
   - TransparentFX
   - Ignore Raycast
-  - 
+  - Player
   - Water
   - UI
-  - 
+  - Ground
   - 
   - 
   - 
@@ -41,3 +41,6 @@ TagManager:
   - name: Default
     uniqueID: 0
     locked: 0
+  - name: Collision
+    uniqueID: 960635105
+    locked: 0