GAME DESIGN DOC:
https://docs.google.com/document/d/1m9W9J7C0_thdjeIWR7OtN8U1bu3TX0rU2QYsJRCRVjI/...

Controls:
wasd : player movement
     -> w to jump, s to fast fall
left click : select / accept 
right click : skip cutscene / throw bomb
space : give player exp
shift : run
escape : end game, don't click it

Update Log 0.0.3:
Technically speaking, there's now a game loop. Enemies will spawn at random and throw themselves at the player. Damage and game over has been implemented. Bombs deal 10 damage
Enemy Information:
Shames [40 hp, grants 20 exp]
- Have a chance to move each frame equal to their aggression (currently 5%) if the player is within 300 units, or 1/4 that if player is farther
- Upon touching player, deals between 4 and 10 damage (seemingly at random) and dies, does not grant exp

Update Log 0.0.2: 
Massive updates! Well, not many that are visible. But the entire game was refactored and for all intents and purposes fully rebuilt. Controls also feel a bit more responsive on browser, although I'm not sure how much of that is in my head.
New stuff includes:
- N_ll will 'walk' off the screen to end opening cutscene
- Awesome but visually overstimulating parallax background
- Functional collision (it was really broken before even though it didn't seem that way)
        -> There currently isn't any collision detection from below, so if you walk underneath a platform you will teleport on top of it
- Bigger, Better, and M.Regen upgrades are all now functional when you level up (Max hp, hp regen, mp regen) and properly scale with the rarities collected
- Quality of life improvements, even things that appear identical are fundamentally better under the hood

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