The third entry in the series! All new obstacles! Obstacles: *Regular - travels straight across the screen at normal speed. *Wave - similar to the regular, but moves up and down in a "wave". *Long - spins either clockwise or counter-clockwise. *Triangle - similar to the regular, but it slowly moves to the height of the player. *Blue - twice as fast as the regular, so watch out! *Spikes - they seem to block your path, but open up when you reach them. *Sword - appears on either the top or the bottom, but will strike the opposite side and send shards or the border flying out! This is the hardest obstacle. *Lightning - similar to the regular, but it zaps into existance closer to the player. This requires a fast reaction! Collectables: Coin - adds 3 points to score Diamond - adds 7 points to score Ghost powerup - offers a short time of invincibility
Additions: -Sound Toggle -Re-added Blue Platform -Added Ghost Powerup (four seconds of invincibility) -Added View Block that acts like the narrowing borders -How to play is more interactive Changes: -Long platform now can rotate both ways and has a pin in the center -wave platform is now green -triangle now moves up or down depending on your position -new looks to border shards from the sword -made the back button on "how to play" look nicer* Exept for I didn't because then I redid the entire tutorial -added +3 and +7 pop-ups for collectables (original idea was to bring it to the top when collected but it ended up being too distracting) -Adjusted many textures: -lightning now has two small chips on either side -sword now cracks the border when it strikes -as listed above, added new border shards -adjusted spikes so that they line up perfectly -made tips of spikes green to reference when I was working on float v1 where the spikes were green -darkened coins and sized up collectables slightly -border narrowing is smoother (before it was instant, now the extension is drawn out slightly) -border shards no longer follow gravity nor are they random meaning they fly out the same every time -adjusted timing of border shards to avoid inconsistencies when lag occurs