Controls: [W], [A], [S], and [D] are used for movement. [SPACE] is used to jump. [LMB] is used to shoot projectiles. [P] is used to pause the game (and press a number to switch pages, such as [2] to open the shop). [J] and [L] are used to rotate the camera's yaw. [I] and [K] are used to rotate the camera's pitch. ((([W] and [S] are used to navigate through buttons.))) ((([E] is used to confirm.))) PLEASE VISIT THIS STUDIO IN ORDER TO EXPERIENCE NEWER ACCESSES: https://scratch.mit.edu/studios/29548089/ Note that the file size of this project is about 27 megabytes. This may slow down the loading of the project based on your internet connection. If you remix this 36 times, the entire project would be 1 gigabyte large! Shoutouts: https://www.youtube.com/user/lilkkgoog (for posting 3 videos of himself playing Turret Shooter 3 years ago) @haydenbla (for suggesting an enemy) THIS PROJECT IS NOT A FINAL GAME AND SHOULD NOT HAVE MAJOR ATTENTION UNTIL THE FINAL GAME IS RELEASED. YOU MAY HELP POLISH THIS PROJECT VIA FEEDBACKS. Early Access 5 (or possibly the full game) will not be released if this project is not successful. Notable Changes: Collision detection has been tweaked to prevent nonsensical movement. Current Issues: Many objects are not in the right Z-order, causing distant objects to appear in front of near objects. If you are asking, "why didn't you make regular enemies cubes," it is because cubes are quite expensive to render (A cube takes 3x longer to be rendered than a square), so they remain spheres. General features the prequel doesn't have: Third dimension Jumping Stomping on enemies Enemy stacks Enemies with their own energy Infinite world Pausing Enemies spawning consecutively instead of simultaneously Cylindrical hitboxes Coins Controllable camera Transitioning background colors New enemy types Music: Cormak - Flavors TheFatRat - Xenogenesis TheFatRat - Solitude Sounds from bfxr.net