V 0.3 Use the arrow keys to walk around, hold up to jump higher, and you'll see why WASD doesn't work once you get the first ability. Welcome to the Lab. This project serves as a technical showcase for an advanced, speedrun-optimized movement engine. While currently a single-level demo, it features modular systems designed for scalability—enabling rapid deployment of new abilities, checkpoints, and complex boss AI. JK it sucks --------------------------------------------------------------------------------- Feedback Remember, this is just a demo, and if you liked it, be sure to let me know, and don't hesitate to tell me any mistakes I made when making this. There are going to be A LOT. ---------------------------------------------------------- Credits @Griffpatch for original movement code, @hirota1ro for boss's smoke. Check them out! @kaisantanjib, for the anchor sprite, their animation quality is insane Good Any% time: 80s + 20s for Boss Good 100% time: 130s + 20s for Boss ---------------------------------------------------------------------------- Notes This demo represents hundreds of hours of optimization and structural engineering. While currently a single-level showcase, the underlying architecture is built as a Universal Metroidvania Template. The goal was to create a "Plug-and-Play" system where adding new content—abilities, stars, parkour segments, and checkpoints—is seamless. My development roadmap targets a lean, high-polish experience: 6 core levels and 2 boss encounters, ensuring every frame of gameplay is intentional and tight. ---------------------------------------------------------------------------- This level has been precision-engineered for high-level speedrunning. Mastering the physics engine is key to shaving seconds off your personal best. Vertical Momentum Chaining: You can achieve a +158px height boost by frame-perfectly chaining a Dash into a Dive. This sequence requires 3 frame-perfect inputs but allows for significant sequence breaks. Optimal Dash Velocity: For maximum horizontal speed, initiate your Dash from a grounded state. Jumping before a Dash resets your momentum curve, resulting in a slower travel speed. The Dive mechanic is similar to Greninja’s Down-Air (Smash Bros), offering a high-risk, high-reward movement option. Dynamic Utility: The Dive has no activation cooldown, allowing you to use it at any time for vertical movement or Pogo-Bouncing off enemies and hazards. The 3-Second Cycle: To prevent infinite air-stalling, the damage hitbox and ability cooldown reset are on a 3-second internal timer. I’ve pushed the current Scratch Engine to its limits with this demo, resulting in some frame-rate fluctuations during high-density segments. --------------------------------------------------------------------------------- The Tech Challenge: If you’re an optimization specialist and spot a bottleneck in my collision loops or rendering scripts, I’d value your technical breakdown in the comments. I'm looking to maximize FPS before the Level 2 rollout. While I have a robust plan for future mechanics, I’m opening the floor to the community for unique movement tech suggestions. Drop your ideas below—the most innovative concept might just make it into the next build. --------------------------------------------------------------------------------- Updates 0.1: Music! All music by TheFatRat, check him out. 0.2: Added new physics such as Coyote frames, variable jump, max vertical velocity, different dash speeds depending on whether you're in the air or on the ground, and low gravity peak jump height. Also, the stars now change the UI 0.3: Increased boss lethality and lowered player health, but the player now has passive healing that increases when at lower health. Menu level selection added.