Added a few things: -we got ourselves a double jump, baby! -wsad controls -higher jumping out of water -editor eyedropper (space) -made the shark a little smaller literally and physically so he can fit through tiles and his feet aren't in the ground -coyote jump (where the player can still jump a few frames after he falls off of a platform; this makes the game easier and less frustrating for the player)
-> What is our main mechanic? <- Ideas: -tile cracks (we need to do this and still somehow keep the pixel size the same as the player) -render sorting (Some water renders in front of the ground, other water renders behind. We need to make it render water first, then chunks) To-do list in "notes" sprite, feel free to suggest additions.