:::::::::: Recommendations :::::::::: Play the project on turbowarp OR Gamejolt to improve performance. It is highly recommended no matter the device. Gamejolt is the definitive way to play of the 3 (Scratch, Turbowarp, and Gamejolt) Turbowarp link : turbowarp.org Gamejolt link : External links to other sites (excluding turbowarp and other project performance boosters) are against scratch regulations, so just find my gamejolt account (Lunar-Biohazard) on the web. :::::::::: Side Notes :::::::::: Sometimes the level will be off queue from the song... That is most likely because of lag or I was too lazy to get it exact. Speaking of lag, extreme lag cases can cause sync to be very off, freeze the game (for at least a few seconds) and possibly crash the game entirely. I am not responsible for any computers exploding lol. :::::::::: Credits :::::::::: Most of these people can be found on either youtube or twitter. Here some of the credits (credits that aren't told until the end of the game) : - Inception (Intro Cutscene theme) by Teminite - "Final Boss" and plant models by @Frostcatz - Wicked VIP by Avenza - Mario vector by @human-after-all - Cascade Caverns by @NetherWorks (Volcano theme) - Ember by Kubbi (Game Over Revival Theme) - Sun vector by @Keep_JSAB_Alive - @mrjellybean698 for finding a bug in "Dragonfly" - Beluga for originating the idea of "yellow mode" :::::::::: Controls :::::::::: - Use the arrow keys or WASD to move around, use the spacebar, J key, or S key to dash. - The longer you hold your spacebar, the longer and further you will dash. - Due to the limitations of scratch, a video game controller most likely won't work like the original just shapes and beats game and since this game was created on a totally different program. I haven't tested it though so even if a controller worked I didn't program it to work.. :::::::::: Player engine updates :::::::::: - The player now uses a slightly lighter color of cyan. - The player's path particles are now visible when you get hit. - When the player gets hit, they will no longer be suspended in the idle costume. - The dash has a faster cooldown (originally 0.2 seconds and now it's 0.133 seconds.) - The player's hitbox is now more polished, although, if you want to use it, you will have to manually make every attack do damage to the player. - The cooldown timer no longer affects attacks that use the pen as long as the pen is constant (ex : a forever loop of the stamp block). - Lowered the player size to be more accurate and have more room for attacks. - The cooldown timer causes less lag. - The cooldown timer was slightly nerfed to not last as long. - The cooldown timer is a slightly darker shade of white. - The cooldown timer now appears closer to the player. - The story mode level selection path is no longer broken and is finally fixed (all I had to do was use "if [ ] else" block... It was that simple the whole time.) - The hitbox is no longer "touch it by even a pixel and you die" and is more forgiving on attacks. - Player engine is more modifiable. - The player sprite is not as laggy/contains less blocks. - Pressing both a movement key and its counterpart no longer causes the player sprite to think it's moving. Some more info can be found on my latest player engine project. Everything else below is not as important, if at all :::::::::: Informative Extras :::::::::: - A no-hit run is possible on every level... The difficulty was just ramped up quite a bit. - A dashless run is probably just barely possible, but more than likely not because I didn't even know of the achievement until it was too late. :::::::::: Extras :::::::::: - Mid-way through development, I decided I was going to add a pause system... Before I realized it was a bit too late for that, because I would have to make every single script pause-compatible... Which would've probably extended the development time by a few months. Not to mention the scratch limitations. Another issue is that the pause system would cause a quite a bit of lag, which may not sound that bad at first since a lot of my games are laggy... But for this project, I tried to go for maximum optimization, and a pause system would only mess with it. Update to the above : Scratch Team has apparently "fixed" the ability to make sounds pause, and to make a sprite black and white with the color block. Before this update, you could use -1/0 on the pitch block to pause sounds and the same thing to completely drain sprites of all color using the color block. :::::::::: Tags ::::::::::