Arrow keys/ASWD to move P to attack (~1 second cooldown) Space/up arrow/W to jump How many of the enemy units can you fight off? Enemy units: Guard: 7 HP, 1-10 ATK. The easiest enemy to defeat in the game. Very slow moving and rather weak. Slowly walks towards you, and attacks you once in range. Archer: 1 HP, 10-20 ATK. The archer was designed to stop players who just run back and forth and spam attack. It has no limit to its range, but if you stand close enough to it, it retreats. It will attack at least once every 2 seconds, and the arrows are very hard to dodge. It is also relatively fast, its speed being only half of the player's speed. Spawning Algorithm: Guards: At the start, 4 guards will spawn. From then on, an amount of guards equal to your score divided by 12 (prev. 4) rounded to the nearest whole number will spawn on either side of the battlefield, with a 1/10th of a second delay before the next one is spawned. Once all that is done, a 5-second timer is initiated, and afterwards, it repeats everything after the "From then on" section of this algorithmic explanation Archers: A set small amount of time after the guard wave starts spawning, an amount of archers that equals your score divided by 120 (prev. 40) rounded to the nearest whole number will spawn in. About the calculations: Subcategory 1: the Protagonist 1.1: Speed. Speed is gained upon pressing the direction keys, and has an acceleration period. It is capped at 10 pixels per second. 1.2: Jumping. Jumping is a game mechanic activated by pressing Space, W, or the up arrow key. It disables all other player controls except for attacking until the ground is touched again. It is useful for dodging enemy attacks. A jump from midair is executed at the very start of each round. 1.3: Attacking. Attacking is a game mechanic that only becomes inactive when the player dies. It is activated by pressing P. Upon activation, a sword swipe will appear in the direction the player is facing. It deals damage to enemies if it touches them, and upon finishing, activates a 2-seconds cooldown which must be completed before attacking again Subcategory 1 finish Subcategory 2: HP. HP is depleted when an entity is dealt damage to. The player loses HP only when an enemy attacks it, and vice-versa with the enemies. Enemy HP is calculated by the amount of frames that the attack sprite is touching them. This makes standing still and attacking more effective than running and attacking. Notice: this game is by Funny132. Do not post your high score in the comments unless, by any chance, it is a real world high score. I can see the data of the cloud variable, and if there is a new high score about and somebody claims to have gotten that score, I will check the cloud variable data, and I will reply to your comment with whether or not you are telling the truth. Changelog: Ver. 0.1: Created the game. •Added new enemy: Guard •Added player •Added score system and physics •Enemies now walk/run to the edge and die upon the player dying Ver. 0.2: The Spoilt Cheese Update •Changed game name from A Game Made in 48 Hours to Begin the Siege •Added new enemy: Archer •Buffed Guards •Added world's highest score cloud variable •Added 1 soundtrack: Field of Memories •Added soundtrack indicator •Added starting delay •Added starting sound effect Ver. 0.3 •Added alert when an archer spawns •Added objectives •Initial Offense: Kill 20 guards (+50 Max HP) •Shielded for a Reason: Kill 4 archers (Full heal) •Confetti Rain: Kill 10 enemies in a single attack (+50 Max HP) •HP now goes down smoothly, as opposed to changing instantly Ver. 0.4: •New Objectives: •Survive 15 seconds (+50 Max HP) •Kill 100 Guards (not functional yet) •Bug Fix: you can no longer have HP above 0 after you die •Added stage indicator •Added new backdrop for planned map: Forest •Nerfed all enemies, they now spawn much less often Roadmap: •Different Levels •New Enemy: Giant •New Enemy: Thief •New Enemy: Clubber •New Enemy: Wood Golem •New Enemy: Troll •New Map: Forest •New Map: Plains •New Map: Outside the Walls •New Map: Barracks •New Map: Inside the Walls •New Map: The Watch Tower •New Map: The Sentry Tower •New Map: The Gates •New Mechanic: Scrolling System(?) •New Mechanic: Towers(?) •New Mechanic: Thief Bushes •A couple of balance changes •Other bits and bobs •(?) means that I'm not sure on the feature Known Bugs: •You glitch into the floor at the very start of the round •world's highest score doesn't update correctly Fixed Bugs: •You can no longer have HP above 0 after you die (0.4) 3rd place - EPIC037 (488 score) 2nd place - TimTam_13 (606 score) Current record holder: typicisamang18 (687 score) World's Highest counter doesn't update correctly for some reason. Wall of Shame (liars): nobody (so far)
Coding 100% by Funny132 Music by the various authors of it Sound effects by their own various authors Scratch Team for the program that is scratch itself