The Library
Detailing everything in the game so far.
Basic Skills
- General Movement: WASD (W is Up, A is Left, S is Down, D is Right)
- Jump: Press K to Jump. The longer you hold K the higher you jump, a maximum height of four blocks.
- Running: Hold J to speed up to a running pace.
- Running Jump: While you hold J and start to run, you'll jump one block higher, a maximum height of five blocks.
- Flip Jump: Press L to start front flipping. Your jump will be lower, three block max, but you'll be more hardy, able to jump on things you otherwise couldn't, like spiky enemies.
- Attack: Press semicolon to attack. This allows you to damage enemies from the side.
- Duck: Hold down to make the character duck, lowering the hit box, but stopping you from moving.
- Look Up: Hold Up/W to make the character look up. (This doesn't do anything, just looks nice).
Advanced Skills
- Triple Jump: Jump three times in a row at max running speed and you'll start flipping, jumping one block higher than a running jump, a total of 6 blocks.
- Backflip: With no horizontal speed (not moving) Duck, and then press K (jump button) to perform a back flip. This jump is almost as high as a triple jump, 5.5 blocks, with a fixed trajectory.
- Ground Pound: While in the air, press down to perform a ground pound. You'll rotate downwards, then slam towards the ground with great force. This will knock enemies out of the way while damaging them. It will also activate blocks, like ! Blocks or On-Off blocks. This is also a great way to stall momentum while in the air, granting more control of your motion mid-air.
- Ground Pound Cancel: While doing a ground pound, press up to pull yourself out of the Ground Pound animation.
- Air Float: While in the air (normal jump only), press L to suspend yourself in air for a brief moment. This gives you a little bit more time to manipulate your landings.
- Dodge Roll: Duck, then press L to perform a Dodge Roll. This allows you to pass through most enemies and dodge projectiles. This also allows you to jump after rolling away from a ledge.
Solid Blocks
These all have collision on each side, top, right, left, bottom.
- Ground: Normal friction, nothing too crazy.
- Hard Blocks: Same idea as ground, different texture.
- Ice Blocks: Less friction than normal, slippery.
- Honey Blocks: More friction than normal, sticky.
- Tar Blocks: Infinite friction, holds you in place, very stuck.
- Spikes: Red Heart damage on contact. Try not to touch.
- Sticky Spikes: Red Heart damage on contact, but it's like Tar, holds you in place.
- Death Blocks: Touching these will end your life on contact.
- Vine Blocks: Normal friction, and can always climb the bottom and sides.
- S-Blocks: Solid and Dashed (can pass through) variants. When the S-Timer is active, they switch, then switch back when it expires.
- No-Player Blocks: Blocks that the player can pass through, but enemies, items, and objects cannot.
- Only-Player Blocks: Blocks that the player cannot pass through, but enemies, items, and objects can.
- Treadmill: Left and right variants, they move you in one direction when standing on them.
- Key Block: Normal block, removed when a key makes contact with it.
- Exclamation Block: Hit from underneath to reveal hidden items, objects, or enemies. Ground Pounds can activate this as well.
- On-Off Block: Hit from underneath to change the global On-Off state of the level. This will turn solid blue/red blocks dashed, and vice versa. Ground Pounds can activate this as well.
- Kaizo Blocks: Dashed and Invisible variants. They allow you to pass through from every side but the bottom. When hit from underneath, they turn completely solid.
- Part Block: If you have 100 parts and you touch this block it disappears, taking the parts with it. Think of it like a pay gate. Enemies drop parts when defeated for you to collect.
- Teleport Block: Each block links to a designated counterpart of the same color. Standing still and pressing Up starts transport.
Platforms
All of these can be passed through from most sides.
- Semi-Solid Platform: You can stand on these, but pass through every other side.
- Falling Platform: When you land on these they start to fall, taking you with them.
- Rising Platform: When you land on these they start to rise, taking you with them.
- Left-Right Platform: These continually move left and right, on a fixed distance and speed.
- Up-Down Platform: These continually move up and down, on a fixed distance and speed.
- One-Ways: They allow you to pass through every side but the one the arrow is pointing to.
- Rope: Can climb up and under these. Jump on them from above and hold Up/W to grab hold. Press Down to dismount.
Liquids
You can swim in bodies of water, WASD for direction. Hold J to swim faster.
- Water: Pretty standard, nothing too crazy here.
- Holy Water: Like regular water, but heals red heart damage on contact.
- Poison: You continually take red heart damage while swimming in it.
- Honey: You swim much slower in honey.
- Tar: You swim even slower in tar.
- Lava: Making contact with lava will kill you instantly.
Enemies
They walk around, take damage, aggro, all that fun stuff.
- Supremo: Most basic enemy, walks off ledges, not much else going on. Will chase you when aggro'd.
- Supremah: Like the Supremo, but doesn't walk off ledges, fires diagonal projectiles. Will attempt to jump on you when aggro'd.
- Supramah: Like Supremah, but has a spiky head. You'll take damage if you jump on him. Fires horizontal projectiles. Will chase you when aggro'd.
- King Supreme: Like Supramah, but will speed up and chase you when aggro'd. Alternates between firing diagonal and horizontal projectiles.
- Buzzer: Walks off ledges, is disabled when jumped on, can be picked up and thrown when disabled. Will wake up after 10 seconds of being disabled. Will chase you when aggro'd.
- Buzzah: Like the Buzzer, but is a bit smarter, won't walk off ledges. Will attempt to jump on you when aggro'd.
- Bazzah: Like the Buzzah, but has spikes on his back. You'll take damage if you jump on him. A flip jump will be safe. Will chase you when aggro'd.
- Empty Buzzer: Like the Buzzer, but has no soul. It's stationary, doesn't try to attack you, free to pick up and use.
- King Bazz: Like the Bazzah, but will aggro and spin at you when in close range.
- Stinger: Flying enemy, will hover above your head when it detects your presence. Will swoop down and bug you when aggro'd.
Consumables
- Red Heart: Fills an empty heart container, giving you more health if available.
- Max Heart: Grants you an extra empty heart container, and fills one empty heart container.
- Shield Heart: Gives you a shield heart, over your regular hearts. Protects you from simple damage.
- Waffle: A currency to place and find. Waffles found in Featured levels are usable outside of levels in the shop.
- Double Jump Gem: Gives you one more jump in the air after collected. Will stack, so you can collect ten and then have ten mid-air jumps banked up. These completely reset on death.
Gear
Equippable, one per slot.
- Double Jump Boots: Lets you jump one more time after leaving the ground.
- Wall Jump Gloves: Enables wall jumping on any surface type, as you slide down.
- Wall Climb Gloves: Enables wall climbing and ceiling climbing on any surface, faster than Vine Blocks.
Weapons
These greatly change your attack patterns and projectiles.
- Sword: Tall, short-range melee attack that can reflect enemy projectiles.
- Bow: Fires small, arching projectiles which are affected by gravity (arrows).
- Staff: Fires large sized projectiles that go in a straight line.
- Boomerang: Fires medium sized projectiles that come back to you after thrown.
Projectile Augments
These forever change your projectiles, regardless of weapon equipped.
- Mind Meld: Projectiles inherit the player's current horizontal and vertical movement.
- Gengarish: Projectiles will pass through walls.
- Shriker: Projectiles will pierce enemies.
- Ferality: Increases your attack speed.
- Pietrom: Increases the speed of your projectiles.
- Lancet: Increases the range of your projectiles.
- Evisceres: Increases your projectiles damage.
- Shatter Shot: Projectiles will split apart on impact.
Utilities
These grant special abilities. Press Spacebar to activate. Only one can be equipped at a time.
- Grappling Hook: Allows you to swing from the ceiling or rappel up a wall, like Spiderman. Can only be thrown upwards, directly and diagonally.
- Grappling Gun: Like the Grappling Hook, but the projectile fires twice as fast and there is no swinging, it pulls you to the point of contact. Can be shot in all 8 directions.
- Jet Pack: Allows you to fly through the air for a limited amount of time. Meter fills back up when you're on the ground, faster if you're running full speed.
- Buzzer Pack: Allows you to generate Empty Buzzers at will, for your use only.
- Teleport Gun: Fires an arching projectile affected by gravity. Press Spacebar while it's in the air to teleport to its current location, otherwise you teleport wherever it collides.
- Dash Pack: Allows you to perform a dash in air, in all 8 directions.
Objects
Most of these can be held and then used later.
- Spring: Will bounce you and other things up nice and high.
- Sideways Spring: Cannot be held, will bounce you and other things horizontally.
- S-Switch: When jumped on it disappears and activates a 10 second S-Timer. Will turn S-Dash Blocks solid, and Solid S Blocks not-solid when the S-Timer is active.
- On-Off Switches: When jumped on will update the global On-Off state of the level, turning Red Blocks solid when on, Blue Blocks solid when off. Does not disappear when jumped on. Can be activated by a Crate.
- Wooden Crate: Flimsy stackable object. Floats in water, burns up in Lava, activates switches. Can be broken by a Ground Pound or by a thrown enemy.
- Metal Crate: Sturdy stackable object. Sinks in water, floats in Lava. Cannot be broken.
- Key: Clears Key Blocks and completes levels by making contact with a Key Orb while held.
Goals
Static areas that float and stay still, for various purposes.
- No Weapon: Removes any held weapon you have.
- No Gloves: Removes any currently equipped gloves.
- Checkpoint: Touch to activate. You start back here on death. Every item you picked up, gear you equipped, is all saved at the time of hitting the checkpoint. This should create more of a Metroidvania style to levels. You can pick up a pair of gloves, hit the checkpoint, and then still have the gloves on restart. Object locations and enemies are reset.
- Key Orb: Make contact with this with a held key and the level will be completed. Otherwise it's inert. You can place as many 'exits' as you want.
- Orb: Finishes the level on contact. You can place as many 'exits' as you want.
Leveling System
Certain courses, like the Campaign, Endless Level, or FyreFight, will allow you to level up as you progress.
- When you pick up Parts dropped from enemies you will gain experience.
- When you have enough, you'll gain another level.
- When you level up you are offered a choice from 3 randomly generated power-ups, of varying rarities.
- Choose wisely, it will affect how you play the game.