No mobile support, but Demo Mode may be available soon (I haven't recorded an input demo for this build) You can now use full WASD, or the arrow keys, or (only in Turbowarp) the shift key to crouch. *demo mode could be broken on your device, since Scratch is not fully deterministic* coming soon more stuff guess what june 2022 0.0041 slightly enlarged map more refinements april-may 2022 0.0035 bug fixes boss 2 refinements small graphical effects 0.0034 - boss 1 made a little easier (waits longer) - rewrote scroll transitions to be less hardcoded - wall slide triggers earlier - improved boss 2 performance (smaller scanning sprite), maybe at the cost of accuracy - gave boss 2 separate collision map to player jan-march 2022 0.0033 - further boss tweaks and improvements - jump buffer bug fixed (buffering jumps after touching spikes) 0.0032 - made boss 1 harder to cheese against (collides with mercy invincibility now) - made boss 2 slightly more convenient for the player - it will intentionally bite itself if it is in that animation and there is a line of sight to itself - adding new map with free-ish scrolling 0.0031 - reduced scrolling jitter - adjusted physics: – redesigned code structure and some physics calculations – constant addition was removed (i.e, shifting player 2 pixels left/right if momentum was not 0) with velocity compensated – krunk slides feel slightly different as a result - reduced input lag known bugs: still some scroll jitter, particularly on slopes scroll speed seems to accelerate slower during mercy flash crouch animation is slightly faster if initiated while running heart animations are slightly buggy possible physics problems scrolling sometimes scrolls past the intended boundary (band-aid'd for now) nov 2021 0.003 - reduced scrolling jitter - adjusted physics: – redesigned code structure and some physics calculations – constant addition was removed (i.e, shifting player 2 pixels left/right if momentum was not 0) with velocity compensated – krunk slides feel slightly different as a result - reduced input lag oct 2021 0.0023 more graphics 0.0022 further snek refinements: rebalanced phases, can now hit itself on the stage and when not biting (with corresponding graphics/sound) still a few bugs that need fixing 0.0021 snek is much smarter now, might also be much harder to defeat (you get more health though) 0.002 redesigned code to be more broadcast based started cleaning up code - boy, am I messy tomato boss a bit jankier right now 0.0014 refining snake boss (graphics should be finished for now) more sophisticated slope detection inspired by griffpatch sep 2021 0.0013 adding new boss, more stages, new music (graphics are non existent or wip) added double jump, only accessible in code though aug 2021 0.0012 added health, collectables, game over screen (no continue feature yet) 0.0011 changed pseudo randomness optimised(?) scrolling made jump height slightly higher slightly rebalanced boss (let me know if it's too hard) 0.001 added boss! finally! added knockdown and getup animations (press k to test) improved run graphics, slide carries momentum into running, fixed a collision bug with uncrouching at the right time, added a stage graphics (still wip) improved walljump, added replay engine, fixed some bugs, added stun mechanic, added alternative controls (possibly remappable in future) feb 2021 refined walljump mechanics and added pre jump buffer july 2020 added walljump, go to the editor and click on the list block in the thumbnail sprite to give it a try fixed run animation oops 0.00053 I added more fluid scrolling late june 2020 I added another "level" but no boss yet I fixed a bunch of engine things and improved collision detection a bit I made it easier to slide hop jan 2020 I added gameplay I added stage transitions I added scrolling I added subpixel movement I added slope detection even tho it will never be used I added coyote time so you can jump a frame late more graphi 2019 I added sound efx for no reason I fixed the crouch animation when you land while moving, how significant crouch and slide got nerfed lul you can crouch and slide like in krunker.io now woot you can move with s and f cuz the z key woot you can crouch with z because there’s no shift key detector woot you can air momentum now woot you animate run now woot you can move around with wasd now woot you can hold spacebar to jump higher now woot the character has idle and jumping animations woot you can really feel the graphics woot
all graphics by me map program inspired by @hypercube34 path finder code based on Griffpatch's font used - Press Start 2P by Google Fonts report bugs in comments known bugs: layering malfunctions sometimes tomatos' blink frame briefly persists when stomped pause (p key) doesn't work all the time tomatoes can't be stomped properly sometimes scrolling is jittery when pushing a wall collision misbehaves when sliding under things sometimes scroll speed seems to accelerate slower during mercy flash crouch animation is slightly faster if initiated while running heart animations are slightly buggy possible physics problems scrolling sometimes scrolls past the intended boundary music/sound credits *all music remixed by me*, unless otherwise noted Final Fantasy 3 - Eternal Wind (Overworld) Double Dragon - Stage 1 Metal Slader Glory - Did the Cannon Work? (Ceasefire) - not remixed Joy Mech Fight - Outside The Tower 1 Blaster Master - Area 7 Phantasy Star IV - Organic Beat assorted sound effects from Kirby's Adventure, Gimmick!, Super Mario Bros. 3, Journey to Silius, Gradius II sound effect based on Snake for Google