Play the most up-to-date, turbowarp enhanced version here!: https://august-creations.itch.io/leave-the-dungeon-2 Basic Controls: Use [WASD] to move. [SPACE] to open inventory. [1], [2], [3] to select item. Click to use selected item. Saving and Loading: Once your game has saved at one of the checkpoints, you can press [P] to open your save code. Triple click on the code, and press Ctrl + C to copy it to clipboard. To load your save, press the load save button on the main menu, and press Ctrl + V to paste the code that you copied Credits: Code: me Art: me Music: me (https://youtu.be/f_xBYy1qRhM) SFX: me, freesound.org, Scratch Team Playtesting: willaf, my brother, lucidity, sepesci SEE INSIDE THE "BLANK" SPRITE IN THE PROJECT FOR LIST OF CONSOLE COMMANDS ------------------------------------------------------------------------- After ~9 months, Leave the Dungeon 2 is complete. I started this project in September 2023, and finished in June 2024. This is by far the biggest and most ambitious game project i've ever completed, and I'm actually really happy with how it turned out! It feels weird to sit with a project for this long, as it's never something I've done before. But this past year or so has been a huge period of growth for me creatively. I originally wanted to finish this before the school year ended, but I guess that didn't really work out. At least it's still pretty early in the summer. This game uses a LOT of systems (weapons, enemies, inventory, items, spawning, activations, etc), so while working on the game, I would constantly have to work within these systems. I was not expecting the game to become this large of a project, so when I created most of these systems back in September, I didn't exactly take into account how much pressure would be put on them with the various unique situations throughout the game. I do somewhat regret not revamping some stuff to make development easier. For example, when I would make a level, I would have to do everything MANUALLY. So I drew the level geometry in the costume editor, meticulously typed out the X and Y spawn locations of EVERY SINGLE ITEM AND ENEMY IN THE GAME. This is obviously ridiculous. I thought multiple times of making some sort of level editor thing to make level creation much easier, but by the time that was beginning to be a major concern, I was already pretty close to finishing the game, so I decided to just chug through and deal with the awful, stupid systems that past me had created. Whatever I make next, I definitely think I should plan out everything more thoroughly to avoid this. I think I've finally started to become sick of dealing with Scratch. So many things in this game required me to do these really dumb workarounds, and I would often think to myself: "man, this would be so much easier in an actual game engine." I messed around a bit in Godot in like October, and I think I do want to keep trying it. I already have some basic knowledge about it, and turns out I can actually comprehend GDScript! If I move to Godot, it's gonna be a while until I get back to my normal output quality, because I'd have to learn a completely new piece of software that is much more advanced than Scratch. I mean hey, I actually managed to move from GarageBand to FL Studio this year, so maybe I have a shot at Godot. Either way, I'm extremely happy with the time i spent on this game, and it's been a bigger learning experience than any game I've made before. I look forward to seeing where time takes me. ----------------------------------------------------------------------- Patch Notes: v1.01 update - 7/11/24 - fixed bug where if you were hugging a wall while going into a new area, and the wall of the old area and the wall of the new area were misaligned, you would keep teleporting between the old and new area