Controls: WASD to move Click to "Stab" Move your mouse around to "Swing" Reset the game by pressing Space, and R three times MAKE SURE TO WAIT FOR THE LEVEL CLEAR SCREEN BEFORE RESTARTING PROJECT IF NO MORE ENEMIES APPEAR Update Log: V0.2 Changes: -Damage and Health change* -Overhauled Level 0 enemy spawning rates -Added the Mushroom enemy to Level 0 -Removed Spirits and Feral Hogs from Level 0 -Made Level 0 end at 60.1 instead of 80+ -Changed Level 0's clear requirement -Added Level 1 and 2 -Changed the music -Creature Info now always appears in the menu -Menu visual change -Changed crit sound -Menu visual change -Changed level clear screen *Player changes: Health: 5--50 Damage: 0.25--1(Weak), 1--10(Normal), 2--15(Crit) Some enemy changes: Damage: 1--10 for all enemies (except Mushroom) Spirit Health: 2--15 Feral Hog: Health: 10--70
This is a game I'm developing that I actually enjoyed playing while coding, and I hope you will too. 1000~ used blocks Music and SFX: Starting Game: Roblox Doors (Basically removed, you can only hear it for 1 frame) Music: Undertale Crit Sound: Minecraft (Just edited) Hit Sound: Minecraft Whiff Sound: Scratch Charge Prepare: some anime Charging: Geometry Dash The way you attack is decently simple. In caveman terms: Faster Mouse movement = More damage Moving = More damage Hit enemy while stabbing = More damage If you combine all three with the ability to go backwards when enemies start moving towards you, you'll be (mostly) fine. NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT NERDY STUFF AHEAD ALERT ALERT Actual Calculation: Last X, Last Y, Last Degree all update with a 1-frame delay. I take the (Abs(Abs(X) - Abs(Last X)) + Abs(Abs(Y) - Abs(Last Y)) + Abs(Abs(Direction) - Abs(Last Dir))) to calculate your base power. Then, if that power is above 50, it waits for 0.5 seconds before calculating your power again. The enemy takes this base power, and if you haven't clicked before swinging, it kinda [Set Total Knockback to ((Total Knockback of Weapons)/5)] does that, and your base power is divided by 5. If you have clicked, then your base power is multiplied by 0.8, and then accounted to in the calculations. After the calculations, Below or Equal to 6 does no damage Below or Equal to 24 but Above 6 does 1 damage Below or Equal to 60 but Above 24 does 10 damage Above 60 does 15 damage And that's not even accounting in knockback, I have coded in the most primitive knockback possible, so the enemy, theoretically, when hit hard enough, can just teleport across the screen.