Choose a difficulty level from the title screen.

In-game, click on the action icons on the bottom of the screen to make the player perform the specified action. 

Reach the goal portal to complete the level.


Controls:

Click on the movement buttons to move

  • left = move left
  • right = move right
  • up = jump
  • down = stop

Keyboard buttons:

  • R = restart level (debug)

Assets used:


Features implemented:

Core functionality: move right, move left, jump, stop, avatar resets on death (or pressing 'R'), goal portal implemented (with end of level screen and 2 second delay)

Extra functionality: Visual style (sort of), lives system (with game over screen), bonus life pickups

User interface: Title screen with difficulty select, lives remaining is shown

Level 1: Simple level with four actions (move right, move left, stop, and jump).

Level 2: Player can die from spikes

Level 3: Bouncy platform implemented (with no state change)

Level 4: Moving spike blocks, level resets correctly

Level 5: Invisible tilemap (no indication implemented)

Level 6: Lower gravity and player speed

Level 7: Button implemented that changes visual appearance, Cinemachine also used with look ahead enabled

Level 8: Multiple enemies seek the players position. Graphics rotate to face player. Sprite and trail renderers change colour based on proximity to player.

Level 9: Bouncing platforms & moving spike blocks.

Level 10: A bit of everything.

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