Controls
A - Left movement
D - Right Movement
Space
- Jump
Double tap Space - Spin Attack
S + Left Mouse Button
- Beyblade Attack
Left Mouse Button - Overhead Attack

If you run out of stamina, it takes a moment to recharge

Report all bugs to our Discord https://discord.gg/pRfFWXqm5d Or Donate to help us keep making great games! 

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Updates: March 3nd, 2025
โ˜‘๏ธ v0.1.31

Bug Fixes
๐Ÿ› ๏ธ Code adjustments to allow for varied speed between enemy types
๐Ÿ› ๏ธ Enemies can now bypass colliding with interactables
๐Ÿ› ๏ธ Fixed a collider issue where enemies would consider a hazard a wall
๐Ÿ› ๏ธ Added in platform targeting for variables, speed is now halved in builds vs editor.
๐Ÿ› ๏ธ Fixed some animation transitions to be interruptible by their next animation where applicable
โŒ Disabled text object creation on interactable objects, as it is no longer needed
โŒ Removed interaction and player interaction texts that were previously used for bug testing

Enemy Variants
โœ… Added SLUG & SLUG_SPIKEY variant types

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Updates: March 2nd, 2025

โ˜‘๏ธ v0.1.30

Bug Fixes
๐Ÿ› ๏ธ Fixed enemy velocity continuing when paused or game over
๐Ÿ› ๏ธ Fixed death animation not occurring ๐Ÿ› ๏ธ Animator no longer disables on game over
๐Ÿ› ๏ธ Fixed a bug with wall collisions not detecting on Armoured variants Enemy

Behaviour
โœ… Skeleton entity state handling changes: CHASE STATE

  • Now properly checks for edges, and if the player is within reach
  • If there is a void between the skeleton and the player the skeleton will move into IDLE STATE
  • If player moves within range during that IDLE state, the skeleton will properly switch to the correct state

ATTACK STATE

  • When pushed outside of the engage distance while in ATTACK state, the skeleton will now re-engage the player by switching back into the CHASE state

IDLE STATE

  • When the skeleton reaches an edge, or a wall, the skeleton enters the IDLE STATE
  • Player comes within range while in this state it switches to either ATTACK STATE, or CHASE STATE
  • Player is out of range, switches to PATROL STATE

PATROL STATE

  • When the player is not within range, the skeleton will patrol until it reaches either a wall or an edge

PARRIED STATE

  • When the enemy and the player attack at the same time, it is parried and the skeleton takes no damage. The skeleton will enter a PARRIED STATE and cannot be attack or take damage during this period
  • The skeleton will take a knockback effect

STUNNED STATE

  • Future addition for Armoured Skeleton type, can only be damaged during this state

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StatusPrototype
PlatformsHTML5
Rating
Rated 3.0 out of 5 stars
(1 total ratings)
AuthorSlothful Media
GenrePlatformer
Made withUnity
Tags2D, demo, Endless, jumping, Pixel Art, Prototype, Simple, Singleplayer, Unity
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse
LinksTwitch, Discord

Development log

Comments

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This game is on life support. GL buddy

Its a prototype, with roughly 20 hours of work thus far, mostly so my network can see what were working on. Updates every Mon/Wed/Fri. Its not even a game yet ๐Ÿ˜…

(+1)

can't wait to see what you're going to do with this game

(1 edit) (+1)

I stream development and post a new demo every Tue/Thurs 9-11 EST (12 depending on my schedule), provided I'm able to work on it those days.
You can find the stream here: https://www.twitch.tv/slothfulmedia