Knight Run 0.5
Who can set the best high score???
Design goals ->
- Create a level that emphasizes intuitive learning.
- teach the player about the core mechanics early where failing isn't punishing (first directional jumps have solid ground underneath, and the first momentum jump is right at the start)
- Add hints in level design that guide the player toward doing the right thing
- Smooth out movement and make sure that you can get satisfyingly better
- look good doing it
changelog for 0.5
- added highscores
- trees move slightly!
- Dopamine finish
- added timer that shows after 1 completion
changelog for 0.4
- More level design changes
- more doodads
- ADDED FROGGY
- Cinematic intro
changelog for 0.3
- further level design adjustments
- changed music continuing to play on death
- reduced early-level difficulty
- changed collision for player and obstacles
- added proper working out of bounds
- added a clearer indicator of when high speeds are reached
- added indications of where you need a run-up and other subtle hints
- added a decent amount of trees and doodads
Changelog for 0.2:
- Changed player and level scale
- Added adaptive camera
- added coyote time
- added input buffer
- fixed collision
- added space as an option for jumping
- added a very brief acceleration/deceleration window
- added increased speed for long running distances that resets when changing direction or falling hard
- added motion blur to indicate your increasing speed
- changed level
Status | Released |
Platforms | HTML5 |
Author | BridgesIntheSky |
Made with | Unity |
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