BRH

Controls:

• A & D to move left and right

• Press space or W once to jump, twice for a dash

• Mouse to aim, left click to shoot


Obstacles:

• Colliding with enemies, getting hit by an arrow, or falling off the map will kill the player

• Jump on enemy's heads to eliminate them



Goal: 

• Reach the castle at the end of the level!


Changelog:

Week 13:

  • Added tutorial scene with new tilemap layout and instructions
  • Implemented menu system with sound/difficulty modifiers
  • Created settings system to track player preferences across scenes
  • Fixed level 2 arrow warning bugs
  • Added new enemy arrow collision animations
  • Created new level 2 with enhanced difficulty and new assets

Week 12:

  • Added warning indicator for incoming arrows
  • Implemented power-up system
  • Added W key as jump alternative
  • Started level 2 development
  • Added sound effects for various actions
  • Implemented parallax effect for looping background
  • Created basic main menu
  • Fixed intro camera sequence bugs
  • Resolved double jump issues
  • Updated timer system

Week 11:

  • Implemented cinematic camera system with level intro pan
  • Added background music and sound effects system
  • Fixed Goomba movement bugs
  • Fixed level boundary issues

Week 10:

  • Added wall jump mechanic
  • Implemented shooting cooldown and recoil
  • Fixed dash counter bugs
  • Improved projectile spawn positioning
  • Enhanced player movement physics with variable jump heights

Week 9:

  • Expanded level design with more platforms
  • Added background sprites
  • Added explosion force affecting player movement
  • Fixed enemy wall collision
  • Added enemy walking animations

Week 8:

  • Implemented arrow projectile system targeting player
  • Reworked projectiles to include gravity and explosions
  • Added enemy head-stomping mechanic
  • Improved dash momentum

Week 7:

  • Revamped tilemap with new assets
  • Added enemy patrol behavior
  • Implemented player animations
  • Started controller support integration

Week 6:

  • Added level timer
  • Implemented level end condition
  • Limited jumps and dashes for balance
  • Added castle sprite and background

Week 5:

  • Added infinite air dash mechanic
  • Tuned movement physics
  • Implemented camera follow system
  • Added basic enemy interactions

Week 4:

  • Added triple jump system
  • Implemented enemy destruction system
  • Created initial WebGL build
Updated 8 days ago
StatusReleased
PlatformsHTML5
Authorsandrewh1011, kibh11
GenrePlatformer
Made withUnity

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