I've found all the bugs/glitches that I can at the moment, so it is time to get some fresh eyes involved! Take the demo for a one and a half room test drive and let me know if my game received a double helping of suck at birth, or if I'm on the right track!
DownloadThis was made in MMF2.
MANUAL -
Arrow Keys - Run, crouch
Z - Jump (press to jump, hold to increase height)
Down + Right/Left + Jump (While running) - Slide
Down + Jump (On platform) - Drop down
X - Attack
X + Up Arrow - Sub Weapon
Shift - Whip Spin (a projectile guard that can also damage enemies)
` - Restart from the beginning (in case you die)
Esc - Exit the demo
The skeletons give 10 xp per kill, with the player earning a level up at 80. Leveling up increases and re-fills the health gauge.
I've also added in some developer keys -
1 - Spawn a skeleton in the middle(ish) of the room. (Collision detection falls off at about 150+ onscreen, so be aware)
Spacebar - Unlock double jump ability
Q - Select sub-weapon axe (initially equipped)
W - Select sub-weapon dagger
E - Select sub-weapon cross
Known issues-
The music doesn't come in for about three and a half seconds after the game starts. It isn't a glitch, there is dead time on the track's lead in. I did a quick search and grabbed the first thing I found.
I know the throwing animation can get out of synch with the sub-weapons, this is because I'm just using the whip animation, sans the whip layer. I'm planning on timing out the different throwing speeds eventually. Also, and for the same reason, the character will still play the throwing animation even when there aren't enough hearts to fire the projectile. This will also be addressed.
One of the computers I tried this on was pretty laggy at first. Using the dev-key to force an application restart resolved the issue. I've only had it happen on one computer out of three, so I don't know how common of a problem it will be.