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The Ritual
A 2D platformer game created using Whimsy Hallow assets.
About
PlatformGame is a classic platformer featuring dynamic gameplay, various enemy types, and interactive environments. The game incorporates beautifully designed pixel art and animations to deliver an engaging experience.
Credits
- Tileset & Assets: Whimsy Hallow by Crumpaloo
- Sound Effects: Dillon Becker
- Boss Sprite: Szadi art
- UI: Crusenho Agus Hennihuno
- Fireball Sprite: BDragon1727
Controls
| Key | Action |
|---|---|
| A | Move Left |
| D | Move Right |
| Shift | Run |
| Space | Jump |
| E | Shoot |
| H | Show Help Menu |
| F1 | Start from Level 0 |
| F2 | Start from Level 1 |
| F3 | Start from Current Level |
| F4 | Start from Boss Level |
| F5 | Save Current Game State |
| F6 | Load Previous Game State |
| F8 | View Button Colliders |
| F9 | View Colliders |
| F10 | Toggle God Mode |
| F11 | Limit FPS to 30 |
Features
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Player Mechanics:
- Responsive controls with animations for idle, running, jumping, and death.
- Shooting mechanics for combat.
- Health recovery via hearts, collectible items, and special power-ups.
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Enemies:
- Two types of enemies: ground-based and flying.
- Pathfinding system for both enemy types to chase the player.
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Environment:
- Fully interactive levels with precise collision detection.
- Checkpoints activated by bonfires for saving progress.
- Poison zones that instantly kill the player.
- Teleportation between bonfires of any level for faster movement.
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Bosses:
- A level 3 with a final boss featuring unique attack patterns.
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Endgame:
- A final scene after defeating the boss and crossing the gate.
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Death Screen:
- A dedicated death screen showing player stats and options to restart.
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HUD:
- HUD elements for the intro, title screen, player status, pause menu, death screen, and victory screen.
- Timer displaying elapsed gameplay time.
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Camera:
- Smooth camera system that follows the player dynamically.
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Audio and Music:
- Background music for the intro screen, levels, boss fight, and final scene.
- Sound effects for player actions (e.g., jumping, shooting) and enemy interactions.
- Audio for level transitions, user interface actions, enemies, bosses, and item pickups.
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Debug Mode:
- A mode for testing, including tools for viewing colliders and enabling god mode.
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Data Handling:
- XML-based system for loading maps, collisions, player configurations, items, enemies, and saved game data.
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Optimization:
- Frustum Culling: Prevents rendering of entities outside the screen to improve performance.
- Lazy Updates: Ensures entities outside the screen are not updated, reducing unnecessary processing.
- Pathfinding Optimization: Limits the pathfinding range for enemies, preventing excessive resource use during AI calculations.
- Performance monitoring via Tracy.
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Main Menu:
- A main menu with options for starting a new game, loading a saved game, adjusting settings, viewing credits, and exiting.
- The settings menu features sliders for adjusting music and sound effects volumes, and a checkbox for toggling fullscreen mode.
Fixes from Previous Releases
- Enemy Movement:
- Dynamic movement for enemies to make the game world feel more alive.
