❤ and ⭐ please! Thank you. -= -= -= WASD to move LMB to attack Z to dash (makes you immune to damage while dashing) - You dash in the direction you're aiming in Move to Aim. Q to use abilities (character specific) - Abilities that would require you to aim, aim where your character is facing in Move to Aim usually. -= -= -= If a character needs a buff or a nerf, tell me why. Mobile support coming soon
Please ❤ and ⭐! I work hard on these games, and as such it helps me a lot when you put a heart and star on the project. -= -= -= This is a rogue-like horde survival game I made. All characters are original and created by me, as well as all visual art. Music is from Pixabay. If you've played the KEVLAR games (Defender, Stranded, KEVLAR), do you prefer the previous vector or new pixel style art? Let me know, if you want. -= -= -= ! YAP INCOMING ! Fixed a game-breaking bug that happened around wave 13, where the wave wouldn't end after all enemies died. Also fixed dashing (for those players who played before abilities, dashing was focused on the center of the screen and not the player). Different characters have different death animations. SHARDS characters have undertale-eqsue souls and KEVLAR characters tend to fade out. Various game systems got overhauled during private development. ESPECIALLY the movement, as the base movement didn't allow for dashing or movement modifiers. Other systems got remade from scratch, pun not intended. I also fixed damage unlike my previous games, instead of one hit potentially counting as two or three hits, or multiple hits hitting a target counting only as one (or two), one hit now counts as one hit and multiple hits count as multiple hits (when projectiles hit the target at different times). Enemy stacking has not been fixed, however, and a single hit in the stack will hit all enemies in the stack once if performed correctly. I don't have any current intention of fixing this as it has to do with the AI, which is fairly basic and I have no intention of making it more complex by adding collision or other things currently. First of my games to include a common ranged enemy (NOT a boss ranged enemy). Hopefully this spices things up, especially when fighting as a melee character. Enemy projectiles can be destroyed using your own projectiles and melee weapons, or if you dodge it and it hits the border. Some content is based on an unreleased game of my creation, called SHARDS, which would have been an RPG game, inspired by Undertale, had it been easier to actually create the art and code for. This game is one of the few games of mine that will have an ending (unique per character). KEVLAR and it's remakes do not have endings, and would technically be infinite if they weren't limited by lists. The same would apply for this game if I didn't plan to add endings.