move mouse to turn around a little. tap screen to shoot. (sometimes enemys drop bonus speed or strengh. strengh=dmg; speed=X times faster) (changelogs can be found at the end) ------------------------------------------------------------------------ hey, you! are you good at making sprites? like, not recoloring, making? just make your own versions of the 3 ghost types, send me the project and maybee i`m gonna use them. (of course with credits). rules: 1. the sprite should be unique enough that it doesn`t completly look like the scratch-sprites. they must either be extremly reworked OR made from scratch (like the beginning, no blueprint to edit). 2. keep unique details like the frying pan helmet for the green ghost. they exist to make them more unique and represent their stats (high HP, fast usw.) however, they can be adjusted. (i.e. frying pan into helmet) 3. NO watermarks - i guess this explains itself. i`ll credit in the description 4. keep it simple and child-friendly. no inappropriate poses or such. 5. i WILL tell you what i think of them and if i want to use these. if i don`t like them, DON`T get mad. after all it`s my game. and if i don`t like something, then i don`t like it. you can`t force me to use them. ------------------------------------------------------------------------ changelogs: 1.1.0: *made target move slightly when looking around to increse aimable area *added 2 new ghosts (Speed & Tanky) *speed boost incresed (.2 -> .3) *made strengh and speed 50/50 instead of 66/33 *slight balance changes *spawn rate increses over time now *made projectiles into clones *nerfed HP boost from X(3% of time played) -> X(2% of time played) extra. *added spawntable-list to the spawner *added a triple version of the basic ghost. (X3 ghosts, 33% faster, 50% smaller, -50% HP) *added dev. mode/debug mode for easy testing *added little knockback on hit *reduced max amt. of moves in one direction *added little breaks after every movement ends *fixed damage-glow staying permanently, if hitting again during said glow *added a small power up selection every 25 points *incresed AoE size *greatly slowed attackspeed (.3 - .75) "i felt like, the .3 second cooldown was allready to fast, for speed to make a real impact" *speed now affects the animation speed, removing the "hardcap" of .1 seconds *replaced projectile with a laser 1.1.1: *fixed the bug, that upgrade-selections overlap sometimes *slightly adjusted target moving 1.2.0: *added 3 new upgrades for range of attack. (rare-legendary. +10; +16.666; +33.333) *reduced starting-size of attack by 25% (133 -> 100) *hit distance scales with bigger range *slightly adjusted spawn speedup *moved laser position to hit exactly the MIDDLE of the target-sprite *new debug-tool (for me XD) *changed layering slightly for better access of the upgrade-selection *shooting now also uses space as well *slightly incresed visuals for upgrade selection *new upgrade: extra-score. (increses score-gain by 100% at epic and 200% at legendary. (additive)) *triple ghost turned into quadruple ghost. (spawns 4 instead of 3) but health is reduced. score changed accordingly (.334->.275) *parralex effect now scales with the sizechanges for each type. (parralex: ([size]/[lowest size possible])X speed instead of just allways average value. as they`re supposed to be smaller/bigger. not further/closer. max size should be twice as fast as the base-speed *added progressbar to next level. (in percent; goes from the last level-score, meaning how many % between last und next level) *changed level requirements (flat 25 increse each -> +10% +25) *tweaked spawnrates a bit *made rare upgrades and higher more likley *smaller ghosts are now harder to hit *health ramp incresed 50%. (+.02X basehealth/sec -> +.03X basehealth/sec); +1 basehealth every 100 seconds *powerup drops are way weaker. (+.25 dmg -> +.1 dmg.; +.3 speed -> +.15 speed) *spawns one extra ghost per spawn every 150 sec. *gave player one starting level-up (one extra option, but greatly reduced chance for anything over common. (90% common, 6.666% rare, 2.334% epic, 1% legendary)) *added colored outlines based on effect to the power-up selection options *power-drop-chance per base-score reduced. (([base-score]*33)% -> ([base-score]*25)%) 1.2.1: *added rare level ups. rare level ups appear at specific levels and have way better raritys *incresed BaseHP of tanky ghost. (3 -> 5) *fast ghost BaseHP reduced. (1.5 -> 1) *spawnrate of ghosts reduced 20% (base: 5sec -> 4 sec.) *BaseHP scale is now multiplikativ, rather than additiv. (i.e.: 5 - 6 - 7 - 8... -> 5 - 10 - 15 - 20...)