This looks and sounds great! I should go play it soon.
A way you could incorporate the flooding idea is to have the player being constantly pushed to the right left (the stream of water!) and have him/her to avoid logs, ect.
//Drawing
gb.display.drawBitmap(0,44,platform);
gb.display.drawBitmap(30,28,platform2);
if(gb.collideBitmapBitmap(playerx, playery, player, 0, 44, platform) == true){
playery = 38;
playergrav = 0;
playerjump = true;
}
else if(gb.collideBitmapBitmap(playerx, playery, player, 30, 28, platform2) == true){
playery = 22;
playergrav = 0;
playerjump = true;
}
else {
playergrav = playergrav + 1;
playerjump = false;
};
if((gb.collideBitmapBitmap(meteorx, meteory, meteor, 0, 44, platform)) || (gb.collideBitmapBitmap(meteorx, meteory, meteor, 30, 28, platform2)) == true){
gb.display.drawBitmap(meteorx, meteory + 4, blow);
meteory = -6;
meteorx = random(0,76);
};
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