Hello, and welcome to ‘Random Untitled Bullet Hell’! This test game was originally made by @JaydenproX and given to me to finish and make it my own. As the name suggests, the objective is obvious: dodge every bullet you can and survive as long as possible. There are three different types of projectiles in this game, and I will explain them to you. Projectiles will spawn every 0.5-1.5 seconds for the first 90 seconds of the game. It will change to 0.35-1.0 seconds until 180 seconds into the game, then 0.35-1.5 seconds until 270 seconds, and 0.35-1.0 seconds until you reach 10 minutes, where the game ends. The different projectiles are Spikeballs, which explode into spikes; Healing Spikeballs, which explode into a single special green spike; and Xs, which come from any corner and emerge slowly before directing themselves toward the player in a cone. Spikeballs will have a warning of where they will spawn before dashing onto the screen, either from the left or the right, depending on the x-value at which they spawn. They explode into 3-4 spikes that are directed in a cone toward the player, so they can miss but still be going in the general direction of the player. These spikes will do 3 or 4 health points of damage, and will only do a flat amount of 3 damage if the player has 50 or fewer health points left. They also will bounce off the walls, and only last 2.5 seconds. Healing Spikeballs also have a warning, similar to regular ones, but will take longer to explode. The green spike that explodes out of it glows and is green. It emerges more slowly than its regular variant but, in return, focuses directly on the player. Then it will dash forward in an attempt to heal the player. They last 1.5 seconds. If it touches the player, it heals them for 7 health points, but if it’s fading away, it heals for 10. Xs come from any corner of the screen and emerge slowly. Then it will direct itself in a cone towards the player, similar to spikes, but it is less accurate. They go slower than spikes but also bounce off the walls. They last 5 seconds. Projectiles also have their own green variants outside of the special Healing Spikeball. If a green spike comes out of a regular Spikeball, it goes 2x faster, but only heals 2-3 health points. If the player has 50 or fewer health points, they will heal at a flat rate of 3 health points. Green Xs also move 2x faster than their normal variant and will heal at a flat rate of 5 health points. Green variants are very rare, having a 12.5% chance of spawning, and the same applies to Healing Spikeballs themselves. The win condition of this test game is to either reach 150 health points (not implemented yet) or to survive for 10 minutes, at which point all projectiles will cease to spawn. This is only the Scratch version, with there being a snail.ide version with more features and smoother gameplay. If you wish to play that version, there are two projects of the snail.ide versions I have published. Good luck! (Text was edited heavily by Grammarly.com)