Fast Game
Character movement (2D platformer)
Running left and right (CharacterController2D)
Jumping ( space)
Crouching (shift)
State transition animations (running, jumping, crouching)
Health system
The character has HP (health) — displayed on the screen.
When colliding with an enemy, the character takes damage and is knocked back.
When HP drops to 0 → the Game Over panel appears.
Enemies
Move along the Y/X-axis between two points (patrolPointA and patrolPointB) or chase the player.
Deal damage to the player on contact
Animation of movement and rotation (sprite rotation)
Collectibles
Placed around the scene (with the ‘Collectable’ tag)
When collected:
The counter increases
The UI is updated
When the required number is reached, the winPanel appears
UI panels and menus
Start Panel with the ‘Start Game’ button
Win Panel — when all items are collected
Game Over Panel — when all HP is lost
Restart Button — restart the level
Timer
Counts the time the player takes to complete the level
Displayed in the format Time: MM:SS
Stops when you win
Sound (Audio)
AudioManager controls all sounds:
Victory sound
Defeat sound
Button press sound
Sounds are played through AudioSource
The abstract Enemy class
defines general properties: speed, patrol points, collision handling with the player, and damage sound playback via AudioManager.
The enemy deals damage to the player upon collision and plays a sound.
They move along the Y/X-axis between two points (patrolPointA and patrolPointB) or chase the player.
Gizmos are used to display the patrol path in the editor.
The inheritance-based architecture makes it easy to create new enemies with different behaviours.
Updated | 17 days ago |
Published | 23 days ago |
Status | Released |
Platforms | HTML5 |
Author | Ksenija Zinina |
Made with | Unity |
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