User prompt
Remove knock back for bruiser by hero bullets
User prompt
A little more speed increase.
User prompt
Between tilting the bruisers Y speed should increase briefly.
User prompt
Yes that’s feeling better. Now add a little more tilt
User prompt
That’s still not it. The tilting and pausing needs to be more deliberate. Like it’s taking a little while for each foot to land because it’s so big.
User prompt
Right now the bruiser feels like it’s double stepping and then pausing. Like step, step, pause. It should feel like step, pause, step, pause.
User prompt
The pause should only come at the end of the bruisers tilt walk. The movement from one side of the tilt to the other should be smooth
User prompt
Increase pause of both sides of the tilt for bruiser.
User prompt
Increase pause between steps for bruiser.
User prompt
The bruiser step movement should be tilt all the way to one side, pause, tilt all the way to the other side, pause and keep alternating.
User prompt
Between the tilt from side to side on the bruiser there should be small burst of downward speed.
User prompt
Increase tilt slightly on bruiser movement
User prompt
Give the Bruiser a mechanical stomping movement: - Strong down-pulse every "step" (quick scale to 110% horizontal, 90% vertical) - Quick recovery to normal scale - Slight left-right tilt alternating with each step - Add small pause between steps - Movement should feel heavy and threatening
User prompt
Please fix the bug: 'TypeError: LK.effects.shakeScreen is not a function. (In 'LK.effects.shakeScreen(5, 100)', 'LK.effects.shakeScreen' is undefined)' in or related to this line: 'LK.effects.shakeScreen(5, 100); // Brief screen shake effect' Line Number: 48
User prompt
For bruiser Create an intimidating heavy mech movement: - Combine slow vertical bouncing with slight side-to-side sway - Sharp down movement followed by slow rise (like heavy steps) - Brief screen shake effect on each "step" - Slight forward lean during movement - Each step cycle should take about 1.2 seconds
User prompt
Give the Bruiser a mechanical stomping movement: - Strong down-pulse every "step" (quick scale to 110% horizontal, 90% vertical) - Quick recovery to normal scale - Slight left-right tilt alternating with each step - Add small pause between steps - Movement should feel heavy and threatening
User prompt
Add movement animation for bruisers. Add heavy mech walking effects to the Bruiser enemy: - Create slow, rhythmic up/down scale pulsing (95% to 105% vertical scale) - Time the pulses to feel like heavy footsteps (about 1 second per "step") - Add slight rotation tilt left-right opposing the scale (2-3 degrees) - Brief pause at bottom of each "step" to emphasize weight - Keep main downward movement constant but affected by the "steps"
User prompt
Create a class for Bruiser Pieces on destruction and distinguish between the two enemies
User prompt
Use the appropriate asset for bruiser pieces on destruction.
User prompt
Add Bruiser class
User prompt
For the drone movement Add robotic hover effects: - Small jerky movements side to side (like stabilizing) - Brief pauses in downward movement - Quick position corrections - Random timing for each drone - Keep overall movement predictable enough for gameplay
User prompt
Add a bobbing effect to the drones on movement.
User prompt
Add a hovering animation to drones movement.
User prompt
Make the pulse more pronounced and increase knock back slightly.
User prompt
Increase player rate of fire by 25%
===================================================================
--- original.js
+++ change.js
@@ -361,9 +361,11 @@
for (var k = enemies.length - 1; k >= 0; k--) {
if (heroBullets[j].intersects(enemies[k]) && enemies[k].y > 0) {
enemies[k].HitPoints -= heroBullets[j].Power;
// Apply an increased push back effect
- enemies[k].y -= 12; // Push the drone upwards slightly more
+ if (!(enemies[k] instanceof Bruiser)) {
+ enemies[k].y -= 12; // Push the drone upwards slightly more
+ }
enemies[k].pulseEffect = true; // Trigger pulse effect
heroBullets[j].destroy();
heroBullets.splice(j, 1);
if (enemies[k].HitPoints <= 0) {
View of a futuristic soldier from directly overhead. White armor with blue glowing cyberpunk details. Holding weapon forward.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
The lights of a futuristic city in the dark at night. Very high above it looking straight down like from an airplane or a map. Background for an endlessly scrolling game.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A big button that say Play to start playing a game. Use neon cyberpunk style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Overhead view. A hovering robot with a tapered midsection with two bulky arms with claw like hands and a giant red “eye” on top of its body. Looking straight down. Cyberpunk, black with red glowing highlights.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Overhead view. A heavily armored attack robot. Two arms with large gauntlet type fists. Four large red glowing eyes. Three distinct parts, body and two arms. Symmetrical design. Birds Eye view above them looking down on their head. Simple shapes. Low detail. Cyberpunk, black with red glowing highlights.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A red glowing line. Bright red core with subtle outer glow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A blue transparent dome type shield. Simple graphics. Low details. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A ring of nuclear fire seen from overhead. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A thin robot with goggles riding a hover-bike. Twin blaster guns mounted on front. Top down view. Birds Eye view. Cyberpunk with red glowing highlights... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Battle drone, circular. White with blue glowing highlights. Birds Eye view from overhead. Cyberpunk. Simple shapes.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
GameTheme
Music
TitleTheme
Music
HeroBlaster
Sound effect
Explosion
Sound effect
PowerUp
Sound effect
CloneSoldier
Sound effect
WeaponPowerUp
Sound effect
Drone
Sound effect
BinaryStorm
Sound effect
LaserCharge
Sound effect
LaserFire
Sound effect
BruiserStomp
Sound effect
RaiderSwoop
Sound effect
ShieldLevelUp
Sound effect
HeroHit
Sound effect
HeroScream
Sound effect