The circles are now blobby... (Double click the green flag) General Controls: 1-6: Change Map Player 1 Controls: AD: Move W: Jump S: Crouch Z: Melee X: Shoot QE: Rotate Weapon Player 2 Controls: HK: Move U: Jump J: Crouch N: Melee M: Shoot YI: Rotate Weapon
(This section is just for people who actually care for specific information about this project.) A little less than four years ago, Umar released a small project on Scratch. One week later, I had come up with my own version claiming to be the better version. However, looking back at it now, it is clear there are many flaws. As such, I've decided to go back and release a version of this game I believe is actually the improved version. I plan to then take this prototype and then actually develop a full game on Steam, one that is way more than just two blobs fighting. Anyways, here's the changelog. (AI Disclaimer: Certain parts of the code were vibe-coded. I didn't feel like following some Griffpatch tutorial and redoing everything, so I AI'd it, and yet I still ended up redoing everything. While I don't think AI is necessarily bad for prototypes, it is so much better if you could follow a human's instructions. Also, I'm not going to be using AI for any part of the actual demo. I guess, at the very least, I now have a new platformer engine.) ____________________________________________ New Controls - Since crouching has been added, there is now a dedicated button for melee attacking alongside ranged attacking. Alongside that, you now have to manually aim your attacks using the rotation keys. Crouching - Doing this allow for coming back to the ground faster when in the air and a smaller hitbox. Health Packs - Collecting this regenerates health by a random amount like the arrow drops, although it cannot make a player's health go over 10 nor can it be collected if a player's health is already 10. Proper Physics - Players no longer clip through platforms. Pitfalls - Falling out of the map causes an instant death. Only three maps have this. Knockback - Attacks now knock you back based on the direction hit. Shrinking and Growing Based On Health - The less health you have, the smaller and faster you'll be, the higher you'll jump, and the more knockback you receive. Parrying - If an arrow hits another arrow, they both get canceled out as if they hit land (which is also a new feature). If an arrow hits a player's sword, the arrow will be redirected to the other player. Players can continue parrying the arrow in a dead man's volley until one of them doesn't parry fast enough. I was also planning to have sword-by-sword parrying where if one player attacks right after the other player attacks, their swords touching, the player who attacked last would have stunned the first player. However, this wasn't very fun to play with, so I scrapped it. Visual and Sound Upgrades - All sprites have been remastered or redone (aside from the maps and background), new sounds and original music have been added, and there is now a proper thumbnail and win screen (I'm not the best artist, though, so some stuff might not look great). 6/6/2026 - Weapon rotation speed has been slowed down a bit from 15 to 12, the sword and bow cannot be used at the exact same time anymore, and the bow will not be shown all the time when arrows are equipped anymore. Also, the notes have been edited a bit. ____________________________________________ Major Features Exclusive To Demo: Better Controls: Attacking and aiming would be handled by the mouse. It's not like that in the prototype for testing purposes. Sudden Death - After a certain amount of time, a sudden death event occurs to speed things up, signified by the coming of night. Draw - If there is not a win by the time the Sun comes back up, the round is declared a draw. Environmental Obstacles - Certain obstacles in maps can inflict damage. Sound Credits: (Bow Drawing Sound) https://www.youtube.com/watch?v=kiKOo6HQFRw (Bow Firing Sound) Pixabay