CONTROLS and CORE MECHANICS (read all of this before playing) Blue: wasd move, q knife, e bullet-form, x ram, z heal, f dagger throw, r bomb, c shurikens, v Midas touch, g axe spin. Red: ijkl move, u knife, o bullet-form, m ram, n heal, h dagger throw, y bomb, b shurikens, t Midas touch, p axe spin. Knive, 1 to 5 damage if touching enemy with your body or your sword + shields you for a time (your body is immune to attacks), but if they attack your sword you get hurt. recommended to damage fastly, great for spam damage, or to nullify/reflect damage (just don't let the sword touch the attack), this also heals you 1 to 3 if your lower than 50 health, so you can use it to heal in melee combat. Bullet-form, less hitbox, 10 damage (damage stacks) when touching enemy, but you move slower, you enemy will also be applied with slowness but not as much as you so it can scape, if you have less than 25hp you also heal 1hp to 3hp. recommended when you want to deal fast damage and maybe heal a bit if the enemy is not moving, dodge a bit (specially ranged and spreaded ones), or even to trap your enemy with the slowness. Ram, lose control of character, move upwards, blocking damage, if you hit the wall you will get damaged but if you touch the enemy you deal massive damage, in both cases you will get stuned for a bit. recommended when you are on lower grounds or to make heavy attack when closer, or to dodge?. Heal, heal 15 health if you have less than 86 health and not touching enemy. recommended after being dealt a lot of damage, use a bunch of times. Dagger throw, throw a dagger in the direction you are facing and poison the enemy for a bit, ranged poison deals more damage than melee poison. recommended to deal finishing blows or then the enemy is far away, or even to make difficult to block attacks. Bomb, turn into a bomb, you can be attacked easily but if the enemy is in your radius after some time you deal super-massive damage, in exchange you get stuned for a bit and lose 5 to 10 health, only usable once each 20 seconds. recommended to use close to the enemy when it cannot move. Shurikens, you teleport (you'll have to learn how it works yourself to use it at you advantage, if you are moving right shurikens go up, if you are moving left shurikens go down,if you are moving up shurikens go left, if you are moving down shurikens go right, and you teleport to the contrary position of where the shurikens go, more or less), make yourself smaller, and throw 5 shurikens they spread in many directions, the more that hit the enemy the more damage that it's dealt to it, fast small spreaded damage difficult to dodge, to code it I made each shuriken a different shade of grey and detected which of the shurikens touch the enemy. Ranged deals more than melee, damage stacks as in bullet-form, but does not apply slowness. In the end you teleport to your original position. You can heal up to 10 health if touching the enemy when you teleport to your original position, but never to more than 110 health, and you cannot move during one whole second. recommended to master before using in real matches, recommended to use when enemy least expects it, recommended to use to scape spammed attacks and heal a bit, recommended to dodge projectiles, and do surprise attacks. Midas Touch, a lot of delay, but if after that delay your enemy doesn't scape your range with slowness(It can be dodged), it becomes an invulnerable but unmovable and not able to use abilities, if you keep the key pressed the statue breaks letting you steal some health (no maximum of how much you can have) from the enemy, if you don't keep it pressed you can move and activate abilities freely until the statue breaks itself without granting you the heath steal, but yes time to charge a charged attack, or heal safely. Being in Midas form also makes you invulnenable to all attacks so you can use it also to predict-block/delay-block damage/some types enemy's healing. This ability has a cooldown of 30 seconds. Recommended to use toghether with bomb, heal, or axe, or to predict-block. Recommended to prolong enemy's time not moving. Recommended to master it before using it in real matches. Axe spin, start spinning with an axe the more you keep the key pressed the more times you spin, each spin deals more damage than the one before it, applies slowness to the enemy and makes you and your axe bigger until a certain number of spins or when you stop holding the key, then it resets you. Recommended to use when you're in the middle of the arena, and charge it while... Kill the other to win (each one starts with 100 health), local multiplayer, draw exists too. Random time intervals and initial positions!! Characters can overlap each other but touching the edges makes your character bounce. While using abilities you can't move (unless bullet mode) nor use other abilities, and some abilities are not activated instantly when the button is pressed but with a delay, and others have a cooldown.
Hope you have fun! Scroll down(UpdateLog) . . . . This whole game was created by Me, Myself, and I. . . . . UPDATE LOG (Read this if you want to know about this game's future, past, and present update!s) Updates already added: I added a new ability/attack (bomb [see more in controls and core mechanics, bomb]) to one of my best games. I made initial positions less random, by setting a fixed x value, but the y is still random. I made bullet-form a bit faster and applying slowness. Nerfed sword, it now deals random 1 to 5 damage instead of 5, but it can be still spammed and used to block. Buffed ram damage, both minimum and maximum, minimum 5-->10, maximum 35-->45. Made bomb self-harm 5 to 10 instead of 5, but kept the 65 damage burst it deals to the enemy, the 20 second cooldown is still there, unchanged. Made heal delay smaller, so you heal faster. Made the sword heal you 1hp to 3hp each hit, only if your health is lower than 50. Added a new ability/attack!: Shurikens, they spread in many directions, the more that hit the enemy the more damage that it's dealt to it, fast small spreaded damage difficult to dodge, to code it I'll make each shuriken a different shade of grey and detect which of the shurikens touch the enemy. (see more in controls and core mechanics, shurikens) Made bullet-form duration a bit larger. Increased a bit minimum sword delay. Decreased damage stack of shurikens. Now the bullet damage stack heals you if you are very low on health. Made heal animation and delay faster. Added Midas Touch!!! (see on controls and core mechanics, Midas touch) Added axe spin! each spin are 4, 90 degrees turns(see on controls and core mechanics, Axe spin) Updated controls and core mechanics explanations. Other updates, (not done yet):Sword slash [fast high damage with three damage stacks/costumes] (simple mechanic, SuperEasy to make, but I know have more important things to do, that I should not be doing as I have even more important things to do than that but I'm blocked with it so idk, I Have to do it, but idk, well I shouldn't be telling you this. ), Punches with knock back [idk, it could be cool, and wouldn't deal a lot of damage unless charged which will give it more knockback], Air-surge [knockback in all directions, loooow damage], Discoball?[let's dance!], Zombies? [yay, I'm a necromancer!], attack reflector? [yay, I'm a monk!], and many more!, also Making changing direction and other animations smother. Projectiles that follow the enemy and explode??? (Magic Wand/Orbs that you can charge by holding the key, to get more projectiles, or to fuse them into a mega projectile that deals massive damage but has a cooldown???/ [looks difficult to code with only one sprite, but it is easier than what it looks like, I already have ideas for it, pretty easy ways..., for the orbs and wand, but not for the Projectiles that follow the enemy and explode ). Commenter's ideas.(so comment your ideas!) Etc. (and many more!) (And the hardest challenge of all: Mobile Mode and Online Multiplayer, {Please Help!!})