Controls: Enter: Flashlight on/off L: Fire Bomb Space: Laser Up Arrow/W: Forward Down Arrow/S: Backward Left Arrow: Turn left Right Arrow: Turn right A/D: Sidestep There are 5 different types of enemies. If I do not specify how much damage the enemy does, it does 1 damage. 1: Regular, just a circle, move at 1 speed and have 1 health. 2: Fast, have two streamers from the back, move at 3 speed and have 1 health. 3: Strong, have an outline around them, move at 0.5 speed and have 5 health. They do 3 damage. 4: Bomb, have a fuse, move at 2 speed, have 3 health, and explode when killed. The explosion does 25 damage. 5: Ghost, are transparent, move at speed 1.5, have 3 health, and can pass through walls. It does 1/4 damage. These enemies are underwhelming individually, but in groups they become an unstoppable force. You start the game with 15 health, 100% battery, 20 laser ammo, and 5 bombs. You can regain resources by: Buying them at a shop, after you beat a miniboss or boss. You can also purchase extra lives or extra health. Ammunition: Refills 10 laser ammo and 1 bomb. Batteries: Refills the battery to 100%, although if you have your light on when collecting it, you might end up starting with 99.9% battery. You lose 1 battery every 2 seconds. Health Pack, or HP: Restores health to maximum and gives you 1 extra life.
Can you believe this started as a one-level maze where touching the walls meant game over? Long, long, ago, before this game takes place, the world Aetheris was bathed in permanent light from within by the Solar Heart, an embodiment of the multiverse itself. The Solar Heart was guarded by one of the most formidable entities: Eclion, the creator of this universe. He saw the Heart's current location, at the core of Aetheris, as unsafe, since anybody could tunnel down deep enough to reach the sacred chamber. Therefore, he performed a ritual that would seal the Solar Heart inside him. However, the ritual failed unfathomably. The Heart replaced Eclion's soul entirely, causing him to use light strangely, thus birthing darkness. The darkness twisted his mind and set his view upon conquering the world, because he was the only source of light. So he destroyed all forms of light powered by the Heart and inhaled them, and set himself upon a high tower waiting for the last illumination, your battery-powered flashlight, to arrive at his feet. Little do you both know, his soul lies beyond, somewhere to be reunited with him... Note: When you die, enemies reset, but items such as ammunition and batteries do not reset. This is due to the fact that people would be able to exploit deaths to get infinite items. At least you do not have infinite lives. Update Log: (Prerelease is abbreviated PR, alpha A, beta B, and complete C.) PR 3.0: The first release, after adding level 3. PR 4.0: Added level 4. PR 4.1: Added different types of enemies; this update added fast and strong enemies. PR 4.2: Bombs were added, along with health packs. PR 4.3: Solar Bombs are now in the game! Also, the lasers were retextured. PR 4.4: Lives were added. Previously, the player only had one life. PR 4.5: The new enemy type of Ghost was added. PR 5.0: Level 5 was created! PR 5.1: Added the Coin system. Also changed the level end from Treasure to Twilight Fragment, and renamed the game. PR 5.2: The damage function was changed, so now the player gets stunned when taking damage. This fixed a bug where two enemies attacking the player at the same time took away an entire life. Additionally, the damage done by the Ghost was changed from 1 HP to 1/4 HP. PR 5.3: Changed the enemy turning system so they don't just mindlessly track you down, to prepare for creating Warriors. Also, started working on Gunners. I also accidentally figured out a way to create a Mirror enemy, which should come in one of the later worlds. PR 5.4: Revamped the damage stun so you can move while stunned! Additionally, added a feature that makes the Twilight Fragments glow when you get close. PR 5.5: Completely deleted the flashlight in favor of another, raycasting, system that was added. This also contributes to the lore as now shadows are flickering... PR 5.6: Came back to the game after a year! Nerfed ghosts to 3 HP. Also completely overhauled the enemy management system to be list-based. This will prevent messiness of the if/then scripts. PR 6: Designed completely new levels based on an easier difficulty curve. Also restored the Light to the old version, now the game is actually playable.