Use {Arrow Keys} or {WASD} to move. Press {R} to restart the level. Destroy all enemies and collect all batteries to open the exit. Press {SPACE} to swing your sword and {M} to throw a shuriken. There are 23 levels Press {9} to show the timer Credits: Art: Me, Scratch Team Code: Me Levels/Design: Me Sounds: Scratch Team, Freesound.org, Me Playtesting: G.W, Willaf Music: xtal - aphex twin film - aphex twin alberto balsalm - aphex twin ageispolis - aphex twin colorvision - com truise dreambender - com truise julie and candy - boards of canada espirit.wav - ESPRIT 空想 mindless - davz ----------------------------------------------------------------- Developer Commands (press L to open) god - gives you invincibility (no knockback) infhealth - gives you invincibility (with knockback) refill - restores you to full health fly - lets you fly and go through walls kill - kills all enemies on screen ; - skips you to the next level hitbox - shows player hitbox* finish - disables the exit door overlay - shows both lvl geo and lvl deco at once* showvel - shows player velocity values* showcheats - shows the list of active cheats clear - disables all active cheats warp - lets you warp to any level (enter level #) fps - shows fps count* ldm - disables the level deco and gives you the raw level geometry* showaliveenemies - show the counter for how many enemies are alive inputs - shows an input viewer* score - shows final score in real time IL - enables individual level practice mode to disable a cheat code, just enter the code again. the ones that have an asterisk next to them don’t count as a cheat these are the tools i used when developing the game and i thought you would find them fun to play around with ----------------------------------------------------------------- Sunset Ninja 3 is out! I have made a lot of advancements with this game and have set a new precedent for my future games. I made skill-based movement, level overlays, slides, dev commands, new movement system, better art, and improved enemy spawning. The funny things is, every game i make, i think of how hard it will be to top. Yet every time I manage to outdo myself! (with a few exceptions, *cough* Blue World Parkour *cough*) Back when I released Sunset Ninja 2, I thought i had peaked, and i would never make a better game again, yet here we are. With this game, i did fight against quite a few issues with Scratch and my iPad. During development, I had a lot of issues with Safari crashing and costumes not loading. I have fixed this as much as i could, but despite my best efforts, i was unable to fully fix them. They only happen when I play the game on iPad, and not when I play on PC, so i don’t think it’s a huge deal, as the default way to play Scratch is on PC. I told myself that I didn’t want to release the game until i fixed these issues, but I simply dont think it’s possible. I did however find that the root cause of these crashes is the level overlays, so I created a command that lets you disable them if they’re causing issues. In future games I will have to be smarter in terms of how I approach level decoration, in order to avoid these issues. Next game will probably need to have a lot of code re-written to run better. A lot of the code in this game is based off code i wrote like almost 2 years ago, as I always build new games off of my previous games :/ As for future games, I have found a way to access Turbowarp through my school firewall, so next game will most likely be made on Turbowarp :D. And for future game ideas, i’m thinking something with guns, monsters, utility, less linear game structure, and maybe a tile system????? idk if i can do that but i might experiment with it if i can. Either way, thank you for playing my game, it means a lot to me! :D -----------------------------------------------------------------
IF YOU ARE HAVING ISSUES WITH THE LEVEL BEING INVISIBLE AND TAB CRASHES, PRESS L, AND TYPE “LDM” Patch Notes: Mar 14 23 update - game released :D Mar 15 23 update - fixed enemies not spawning at boss - made lowgraphics mode look a little bit better - made the small platforms on the last slide of level 23 slightly bigger - made platform in the last slide of level 18 slightly bigger Mar 28 23 update - improved sword reliability - turret projectiles disappear after hitting the player - added a cooldown to how fast you can take damage - decreased chance of crashing upon green flag click - updated mortar death costume Mar 30 23 update - fixed showvel command Apr 4 23 update - updated killstreak visuals - both sword and shuriken kills count towards kill streaks now - added a tutorial/explanation of killstreaks on level 6 - very minor optimizations - fixed player trail not appearing sometimes Apr 5 23 update - fixed bugs with sword - fixed HUD not becoming transparent - resetting level no longer counts as a a death - player moves more dynamically - screen pulses on enemy kill - slight graphical updates Apr 21 23 update - renamed “lowgraphics” command to “ldm” - added “showaliveenemies” command - fixed the colors in level 5 - made screen pulse on enemy kill stronger May 1 23 update - tweaked level 10 Nov 6 23 update - changed player trail to look cleaner Nov 29 23 update (BIG UPDATE) - added cool new death animations! - reworked the entire boss fight! - reworked the scoring system, with letter grades! - tweaked how player momentum is built up - fixed the mortar animation (was always in the game but was broken) - you now go higher when hit - going fast will allow you to snap to even higher ledges - added "IL" command - added "inputs" command - killstreaks now increase the health that you start with at the beginning of the level you’re currently on - you can now get killstreaks while at full health (it won’t increase your health tho) - improved hitboxes - fixed lag spike on last slide of level 19 - nerfed last slide of level 23 Dec 1 23 update - nerfed boss Dec 2 23 update - new character squash and stretch animations! (thanks griffpatch!) - tweaked character momentum animation Feb 14 24 update - made some turrets on some levels shoot slower - made sword hitbox bigger - made player damage cooldown longer - made boss be invulnerable for longer - made tooltips more visible