[W,A,S,D] / [Arrow Keys]...........Move [Mouse].....................................Fire [Q]..............................................Alt Fire [Space]......................................Dash [R]..............................................Punch [G]..............................................Swap Arms [F]..............................................Throw Whiplash [E]..............................................Next weapon variant [1-5]...........................................Change weapon [1]..............................................Revolve Charger [2]..............................................Shot-blast [3]..............................................Nail Launcher [4]..............................................Rail Cannon [5]..............................................Rocket Launcher [o]..............................................Full Inventory -Parry any projectiles (yes, any) with a feedbacker punch, you will get full health return with a parry -You cannot dash without stamina -you can dash over ledges (dark red walls) -When an enemy is eliminated nearby, health will be gained. -Hard damage cannot be healed and will drain over time {Current patch: 0.02 (in progress) -new hud art for all -new HP numbers (super accurate) -skull keys (hopefully) -whiplash -Firestarter Rocket Launcher -Fixed room system -new enemy health with local variables (harder/balanced) -size 2 fish expect for next patch(es): -fixed (more accurate/balanced) enemies -act 2 + layer 7 enemies -ALL weapon variations (S.R.S. cannon rocket launcher) -fixed weapons (jump-start nail launcher) -im TRYING to do terminals, style, and points I promise (hopefully I can get a collaborator) -size 2 fish Thank you for playing! (^o^) <(tank u!!!!1!) #ultrascratch #game #ultrakill
CURRENT CODING ISSUE: -Sawed-on Shotblast is bugged (doesn't appear twice) code is under chainsaw -jumpstart nail launcher is bugged (time doesnt go down) code is under enemy base, it is commented -Please advise! -unfinished -very buggy -please report any glitches, I may keep them if cool enough Please tell me any ideas to convert the base game mechanics into this version sorry abt the sfx, I'll fix it when I can get the rest of the og sfx Unimplemented mechanics -style meter (conceptual issue, its too invasive imo) -S.R.S. cannon rocket launcher -conduction -many, MANY enemies (completed act 1 non-bosses) -terminals -any levels at all -size 2 fish [o] known issues -performance issues with lots of enemies/projectiles -enemies like to phase through walls even though they are told specifically not to -jump-start nail launcher doesn't work properly Credits: -PancakeDudeDaCoder {Advisor, Gave art for world Revolve-charger -Hakita {Lead developer of ULTRAKILL, Inspiration