The Descent: https://scratch.mit.edu/projects/1202566897/ The Mod's Original Soundtrack: https://scratch.mit.edu/projects/1377539469/ The WINNER of the Modpocalypse event by @thedylan4000 :D. (TYSM!!) This mod flips the game's concept around on it's head, being primarily focused on combat and with platformer elements being a secondary focus. You play as 'Spirit', a red spirit determined to climb the mountain to discover the Beasts within. Enjoy! :D
IF SOMETHING IS BROKEN, I'M PROBABLY WORKING ON IT AT THIS EXACT MOMENT (but still write a comment just so I'm aware) Check out the OST project, I'm really proud of a lot of my work!! If you want to rewatch the title screen cutscene then press L and restart the project Only things taken from the original project are graphics. I wrote all of the code myself. Progress report (I use DD/MM because British): 08/08 - Made the title screen fully, set up player and enemy spawns 09/08 - Tweaked intro & title screen slightly, made player look cool(?), allowed the player to attack, completed lots of enemy work including spawning, movement, and attacks - added satisfying clicky sounds in the main menu - player can now get hit by and be defeated by enemies - player has different states depending on health or if in combat - player can hit enemies - player and enemies has different amounts of max hp depending on the difficulty - started work on the secondary weapon 10/08 - Got a weapon select set up, added i-frames, got basic room code functioning, stopped enemies respawning when re-entering a room, currently working on a first boss encounter, added 10 rudimentary rooms introducing all the enemies, added a cutscene introducing the first boss 11/08 - made background for 1st boss, completely remade the boss health bar system so it is much smoother and uses lots less costumes and code, made the first boss fight fit with a multitude of attacks, polished the cutscene slightly, added lots of ambience to the first boss with lots of sfx and graphics including snow and lightning 12/08 - polished the boss fight slightly, added an ending animation for the boss fight, added some sound effects and cleaned up some code 14/08 - more general cleaning / bug fixing, added an intro cutscene to the game 15/08 - more polish, added obstacles into some of the levels, added a monologue throughout the game (Went on holiday) 24/08 - added cards: made them for each boss; will pick one of two after beating each boss 25/08 - general optimisation and clean-up, preparation for the next bosses, currently working on the crystal boss's attacks (go into boss projectile sprite to see) - added large crystal explosion and a crystal barrage 29/08 - added two new soundtracks along with a (hopefully working) dynamic music system KINDA, music goes quiet out of combat, louder in combat 05/09 - two new enemy types are here, along with the finished levels (enemy wise) for the Crystal Caverns, and a start on the Flooded Valley. the work in progress OST has also been shared, and I have been working on a lot of beautiful tracks (I'm even listening to one right now!). next will come all of the traps for the C.C. 11/09 - added new type of hazard - the spinning hazard has returned from the original game (kinda still without a hitbox), new music has been added (Base music), and the project has officially been added to the Descent Studio 17/09 - I woke up to find that the project WON the Modpocalypse event! very happy about that one. feedback has been taken into account, and I will be tweaking the game accordingly - 1st area is now shorter and has different enemies 04/10 - certainly the largest content update of the past while, possibly to date, adding 2 bosses, a new soundtrack ("Flooded Fight!", took me a LONG time to make a version of this I was happy with...), and various different changes to rooms and game features, including a border to rooms during combat so you know how far you can move! hopefully I can keep this momentum for just a short while longer until everything is complete! cards will most likely be reintroduced shortly. HUGE credits to Freesound, pretty much all of the sfx come from there :D