This game is out now! Play the full release here: https://scratch.mit.edu/projects/1374113303/ This is starting to feel more like how I want it to. Basic versions of almost all major systems are in place now. I tried making some music that I may adapt into an OST. Press i for the bad, specially made music ("Fog"), and press o for the epic, unintentionally fitting music ("Augment"). (Augment is my first time using a choir preset btw :D) The logs and notepads are very WIP and I may completely remake them in the next update, so PLEASE give feedback on these. If logs are too long or obvious or unrelated to the story, point them out in the comments. Say, "Log 04 was pointless" or "the dialogue was bad in the middle of Notepad 03" or something. I want the story to be immersive and mysterious, not too obvious or pushy. Thanks :D Also, this game has over 17,700 blocks now, and it's been in development for 8.4 months! https://turbowarp.org/1185433181?hqpen&clones=Infinity&offscreen&limitless In Editor 0: T to show framerate After crafting a weapon, place it in a weapon slot, then in-game, press the number key that corresponds to that slot to equip the weapon. Hold LMB to shoot lasers, fire, or explosives Use WASD to move, jump, and fall through platforms Press Space for energy shield Press F to open your inventory/logs screen Special ability controls are shown in-game. In Editor 1: Pretty intuitive, just pick a tile, set the color, and draw using it. Press M to grab a tile's color or N to grab its type. F to grab both. Q for eraser/air tile. There are many weird quirks with this editor. I may try to remedy them in a later version. In Editor 2: Use CAM Z to zoom in/out and TIME SCALE to speed up or slow down time. Use WASD to move the character around with noclipping. Use "Character" to change the player skin between Lucas and Myra. Use "Show Player Head" to show or hide your helmet. Use "Simplify Graphics" if your computer is a potato to make the game run slightly faster. Look at the status variables to see who you're allied with. Use the "player speed" variable to change how fast you run. Credits: Music is from Electronic Gems on YouTube. The artists are Axium Waves, Tape Arcade, Ogster & Afterift, TRONICA, and Jinx. The songs I used, per artist, are "Just for a Moment," "Luna," "Atmos," "Dawn," and "Stay." The original tracks, "Fog" and "Augment," were made by me using FL Studio 2024. The tile engine is adapted from @griffpatch's tile scrolling YouTube tutorial series but is EXTREMELY heavily modified. Cloud and lightning PNGs are from Bing Images. All in-game SFX from Pixabay, all menu SFX made by me using FL Studio 2024. All other art, coding, and design was done by me. Programs used: Scratch, [a YouTube to mp3 conversion website], GIMP, Microsoft Copilot (for some inspiration and advice), and FL Studio 2024. Special thanks: , , , , , , , , , & everyone else who playtested, contributed to the code, helped me learn things, and/or gave helpful feedback.
Note: I'm starting to suffer from overambition in these updates. To remedy this, you'll see diminishing returns in future updates. That means fewer game-changing features per update. I'm trying to finish one game, not make a new one every time I update it. Nevertheless, I will try to keep the updates substantial. V0.13 - Improved bloom effect on the logo using GIMP, improved title screen colors and effects, added a log/data system to the inventory and wrote the first few drafts of a bunch of the logs, added UI to swap between the inventory and the logs screen, fixed most if not all bugs in the inventory, added a notification system, added a basic cutscene system and a cutscene where you get the shield, polished the HP gauge, added more weapon art, made slightly more of the snow level, finished the saving/loading system for the world map so the project can save, added Tangram Shards as equipment items, added dark background vignette for higher contrast, fixed rain particles, and attempted to make some original music. V0.13.1 - Added a starter weapon for Easy mode. V0.12 - Finished Thunder level, added (currently kinda bugged) parallax background, began on Snow level, added in-world art for some guns, added art for most inventory items, made all guns fully functional, added Grenade, Molotov, Sticky Fire, Flash Grenade, Stun Grenade, and RPG projectiles, added Blindness and Stunned debuffs to enemies, converted Myra's hair physics to Verlet integration, polished some art and effects, added some random art to the backdrops, added a title screen song (Jinx - "Stay"), and created the title screen (still needs a difficulty section, but that's for later). Also added a very basic death system, finally. V0.12.1 - Fixed one bug, a balancing issue, and a visual gripe. V0.12.2 - Fixed a bug that softlocked progression, made terminals nicer to use, and tweaked the weapons' DPS measurements. V0.11 - Added the inventory, which has customizable slot support in-code, a crafting system, 35-ish items, a non-functional trash slot, 2 weapon slots, and an unused "equipment" section. Added support for 15 craftable weapons (6 more to go), made art for the boss fight, added 5 new projectiles (fire, blue fire, and firebolts lv1-3), polished some abilities, MADE A WIKI https://compass.fandom.com/wiki/Compass_Wiki (thanks @TERRARIAMASTER5), and purged some unused code and concept art. Also fixed some bugs. V0.10 - Added the Inverted Polaris enemy, which can't fly but has a lot of health and attack power. Also fixed a few bugs, finished section 2 of the map and started on section 3, added a lightning projectile that targets and insta-kills aliens during thunderstorms, tweaked a bunch of effects, turned the "no class selected" bug into a feature, worked on the lore, and generally screwed around with the code. V0.09 - Added a universal Comfortaa-font text engine that any sprite can access, a "show player head" option, a level object system, a "simplify graphics" option, a new song ("Luna" by Tape Arcade), and a new thumbnail. Polished some graphic effects, optimized shadow rendering, added some detailing to the existing world map, polished the Bullet Time ability (OLD: 4X slow-mo at all times. NEW: 2X slow-mo normally, 5X slow-mo while using a weapon). Also added a bunch of new tiles, including a platform block that the player can drop through. Fixed a couple of old bugs. V0.08 - Added a few tiles, including a concrete tileset and a background bush that's affected by wind, added area triggers for graphical effects and seamless biome transitions, added rain and cloud systems, improved enemy spawning, conceptualized the weapon crafting system, laid out the story timeline. V0.07 - Added support for in-editor background placement, added Glider, Waveblade, Flight, and Bullet Time abilities to the Red and Quicksilver classes, added some basic UI to the gameplay screen, fixed a few important bugs, added player health, added durability and a toggle for the shield. V0.06 - Polished a bunch of stuff (enemy spawning mostly), added Sentinels, restarted work on the world map, replaced old music with synthwave music from Electronic Gems on YouTube (music by Ogster, Afterift, Axium Waves, and TRONICA), added a shield and Ion abilities to the player, reworked the game loop and story, added a bunch of sound effects, added an electricity particle to the Ion enemies, added a very rudimentary start screen, and the game now automatically syncs your attacks to the music. V0.05 - Added Shell enemies (callback to the final boss from Compass: Wild World) and added an automated enemy balancing test that will make polishing combat easier. (Also removed the music for now, it was getting old.) ...Older changelogs available in older versions.