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coin logic still doesn't work properly please review it and make it like it would be in icy tower
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problem with the coins remains, one cannot collect the coins after the first one as they move with the screen
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coins should appear on platforms and than disappear with the platform if not collected. right now they remain on the screen until they are collected
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there is a problem with the coin logic please fix it
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add some coins to be collected on platforms with different values keep score of the coins as well as the score of platforms passed. these scores should appear on the screen separately
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when the chracter hits the walls it should jump twice as it would jump normally
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Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(pGfx, {' Line Number: 478 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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each time the character jumps add a jumping animation to him like raise it hands and make a facial expression, also when it hits the walls it should rotate like tumble
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keep the vertical distance between platforms the same, all levels should last 20 platforms
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don't place the platforms vertically away from each other as the level increases only increase the horizontal distance between them
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no make every level the same platform number (20)
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first level lasts for more than 20 platforms
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make the level system every 20 platform and also increase the hardness by placing the platforms a bit more away from each other to make it harder to jump from one to another slowly in each level
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make the game a bit harder in each level, increase the number of levels to 10 and add some assets so that I can add more images for next levels
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sometimes the chracter does not jump to the next platform even in animation it should land on it, it falls down the platform below, please fix this bug
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every level should last until the character remains in game for 50 platforms
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there should be 3 levels and in every level platforms should change. level 1 chipwhite level 2 chipgreen and level 3 chiporange
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name caserect as chipwhite and chipwhite as chiporange
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mkae the platforms shape change every 50 platform
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In assets I should only see chipBlue as the character and platform names
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platforms are still so small in height make them bigger in height and also increase the spacing between them
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make platforms a bit bigger and wider than each other
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beggining has some problems
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preserve the platform image aspect ratio
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let's count how many platforms passed as the score on top right of the screen
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // --- Coin class: collectible coin with value --- var Coin = Container.expand(function () { var self = Container.call(this); // Randomly pick a coin type/value var coinTypes = [{ asset: 'chipYellow', value: 1, color: 0xfacc15 }, { asset: 'chipPink', value: 3, color: 0xdb8dc0 }, { asset: 'chipCyan', value: 5, color: 0x1bd3dd }]; var idx = typeof self.coinTypeIdx === "number" ? self.coinTypeIdx : Math.floor(Math.random() * coinTypes.length); var type = coinTypes[idx]; self.value = type.value; self.assetId = type.asset; var coinGfx = self.attachAsset(self.assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.28, scaleY: 0.28, color: type.color }); // For collision self.radius = coinGfx.width / 2; // Track lastY for collision self.lastY = self.y; // Track if already collected self.collected = false; return self; }); // PokerChip class: draggable, rotatable, circular var PokerChip = Container.expand(function () { var self = Container.call(this); // Asset id and color are passed in self.assetId = self.assetId || 'chipRed'; var chip = self.attachAsset(self.assetId, { anchorX: 0.5, anchorY: 0.5 }); // For rotation handle var handle = self.attachAsset('chipOrange', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.18, scaleY: 0.18, y: -chip.height / 2 - 40 }); handle.alpha = 0.7; // For drag/rotate state self.isDragging = false; self.isRotating = false; self.dragOffsetX = 0; self.dragOffsetY = 0; self.startAngle = 0; self.startRotation = 0; // For hit testing self.radius = chip.width / 2; // Used to distinguish between drag and rotate self.down = function (x, y, obj) { var local = self.toLocal({ x: x, y: y }); // If touch is on handle, start rotating var dx = local.x - handle.x; var dy = local.y - handle.y; if (dx * dx + dy * dy < handle.width / 2 * (handle.width / 2)) { self.isRotating = true; // Angle from center to pointer var cx = self.x, cy = self.y; self.startAngle = Math.atan2(y - cy, x - cx); self.startRotation = self.rotation; } else { // Otherwise, start dragging self.isDragging = true; self.dragOffsetX = x - self.x; self.dragOffsetY = y - self.y; } // Bring to front if (self.parent) { self.parent.setChildIndex(self, self.parent.children.length - 1); } }; self.up = function (x, y, obj) { self.isDragging = false; self.isRotating = false; }; // No per-chip move handler; handled globally return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x18181b }); /**** * Game Code ****/ // Additional chip assets for more levels // --- Icy Tower Constants --- var highScore = storage.highScore || 0; var GAME_W = 2048; var GAME_H = 2732; var PLATFORM_W = 400; var PLATFORM_H = 110; var PLATFORM_SPACING_MIN = 320; var PLATFORM_SPACING_MAX = 440; var PLAYER_W = 120; var PLAYER_H = 120; var GRAVITY = 2.2; var JUMP_VELOCITY = -48; var MOVE_SPEED = 22; var PLATFORM_X_MARGIN = 120; var CAMERA_OFFSET = 900; // How far from bottom the player is kept // --- State --- var platforms = []; var player = null; var vy = 0; var vx = 0; var isJumping = false; var isTouching = false; var touchStartX = 0; var cameraY = 0; var maxHeight = 0; var gameOver = false; // --- Assets --- var playerAsset = LK.getAsset('chipBlue', { anchorX: 0.5, anchorY: 1, scaleX: PLAYER_W / 320, scaleY: PLAYER_H / 320 }); // Level themes: background color and platform asset per level // Platform color is always high-contrast with background for visibility var LEVEL_THEMES = [{ bg: 0x18181b, platformAsset: 'chipWhite', platformColor: 0xfacc15 }, // 1 { bg: 0x1e293b, platformAsset: 'chipGreen', platformColor: 0xf1f5f9 }, // 2 { bg: 0x3b1e1e, platformAsset: 'chipOrange', platformColor: 0xffffff }, // 3 { bg: 0x2d1e3b, platformAsset: 'chipPurple', platformColor: 0xffe066 }, // 4 { bg: 0x3b2d1e, platformAsset: 'chipYellow', platformColor: 0x22223b }, // 5 { bg: 0x1e3b2d, platformAsset: 'chipBlack', platformColor: 0xf8fafc }, // 6 { bg: 0x3b1e2d, platformAsset: 'chipPink', platformColor: 0x22223b }, // 7 { bg: 0x1e2d3b, platformAsset: 'chipCyan', platformColor: 0x22223b }, // 8 { bg: 0x2d3b1e, platformAsset: 'chipBrown', platformColor: 0xf8fafc }, // 9 { bg: 0x000000, platformAsset: 'chipBlue', platformColor: 0xfacc15 } // 10 ]; // Helper to get current theme index based on platformsPassed/level function getThemeIndex(score) { // Every level lasts for 20 platforms var idx = Math.floor(platformsPassed / 20); if (idx < 0) idx = 0; if (idx >= LEVEL_THEMES.length) idx = LEVEL_THEMES.length - 1; return idx; } // Helper to get current theme object function getCurrentTheme(score) { return LEVEL_THEMES[getThemeIndex(score)]; } // Used for initial platform asset (will be replaced in createPlatform) var platformAsset = LK.getAsset('chipWhite', { anchorX: 0.5, anchorY: 0.5, scaleX: PLATFORM_W / 1100, scaleY: PLATFORM_H / 700 }); // --- UI --- // Platform pass counter var platformsPassed = 0; // --- Coin state --- var coins = []; var coinScore = 0; // Score text (platforms passed) - top right var scoreTxt = new Text2('0', { size: 90, fill: 0xffffff }); scoreTxt.anchor.set(1, 0); // right aligned scoreTxt.x = GAME_W - 60; scoreTxt.y = 60; LK.gui.top.addChild(scoreTxt); // Coin score text (top left, but not in menu area) var coinScoreTxt = new Text2('Coins: 0', { size: 90, fill: 0xfacc15 }); coinScoreTxt.anchor.set(0, 0); coinScoreTxt.x = 120; // leave 100px for menu coinScoreTxt.y = 60; LK.gui.top.addChild(coinScoreTxt); var highScoreTxt = new Text2('Best: ' + highScore, { size: 60, fill: 0xfacc15 }); highScoreTxt.anchor.set(1, 0); highScoreTxt.x = GAME_W - 60; highScoreTxt.y = 160; LK.gui.top.addChild(highScoreTxt); // --- Helper: create a platform at (x, y) --- function createPlatform(x, y, width) { var plat = new Container(); // Make each new platform a bit harder as level increases // Find the last platform's width if any, otherwise use PLATFORM_W var lastPlat = platforms.length > 0 ? platforms[platforms.length - 1] : null; var prevW = lastPlat && lastPlat.width ? lastPlat.width : PLATFORM_W; var level = getThemeIndex(platformsPassed); // Platform width shrinks with level, min 220, max 1100 // Make width decrease more gradually per level (every 20 platforms) var baseW = 820 - level * 40; if (baseW < 220) baseW = 220; var w; if (typeof width === "number") { w = width; } else { // Each new platform is 4% wider than the previous, but capped by baseW for the level w = Math.min(prevW * 1.04, baseW); } // Determine theme based on platformsPassed for new platforms var theme = getCurrentTheme(platformsPassed); var assetId = theme.platformAsset; var platformColor = theme.platformColor; // Get original asset size for aspect ratio var assetInfo = LK.getAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); var origW = assetInfo.width; var origH = assetInfo.height; var scaleX = w / origW; var scaleY = PLATFORM_H / origH; // To preserve aspect ratio, use the smaller scale var scale = Math.min(scaleX, scaleY); var platGfx = plat.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: scale, scaleY: scale, color: platformColor }); plat.x = x; plat.y = y; plat.width = w; plat.height = PLATFORM_H; plat.PLATFORM_H = PLATFORM_H; game.addChild(plat); platforms.push(plat); // --- Add coin to platform (not first platform, and not every platform) --- if (typeof createPlatform.coinSeed === "undefined") createPlatform.coinSeed = 0; createPlatform.coinSeed++; if (platforms.length > 1 && createPlatform.coinSeed % 2 === 1) { // 50% chance, randomize coin type var coin = new Coin(); // Place coin above platform, centered (relative to platform) coin.x = 0; coin.y = -PLATFORM_H / 2 - 50; // Randomize coin type for variety coin.coinTypeIdx = Math.floor(Math.random() * 3); // Re-apply asset for type var coinTypes = [{ asset: 'chipYellow', value: 1, color: 0xfacc15 }, { asset: 'chipPink', value: 3, color: 0xdb8dc0 }, { asset: 'chipCyan', value: 5, color: 0x1bd3dd }]; var type = coinTypes[coin.coinTypeIdx]; coin.value = type.value; coin.assetId = type.asset; // Remove old child, add new asset if (coin.children.length > 0) coin.removeChild(coin.children[0]); var coinGfx = coin.attachAsset(coin.assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.28, scaleY: 0.28, color: type.color }); coin.radius = coinGfx.width / 2; coin.collected = false; // Add coin as child of platform so it moves with platform plat.addChild(coin); // Store reference to parent platform for later removal coin.platform = plat; coins.push(coin); } return plat; } // --- Helper: find a safe X for a new platform, given previous platform --- function getSafePlatformX(prevPlat, width) { // Always keep new platform horizontally reachable from previous var minX = Math.max(PLATFORM_X_MARGIN + width / 2, prevPlat ? prevPlat.x - 400 : PLATFORM_X_MARGIN + width / 2); var maxX = Math.min(GAME_W - PLATFORM_X_MARGIN - width / 2, prevPlat ? prevPlat.x + 400 : GAME_W - PLATFORM_X_MARGIN - width / 2); if (minX > maxX) minX = maxX = prevPlat ? prevPlat.x : GAME_W / 2; return minX + Math.random() * (maxX - minX); } // --- Helper: reset game state --- function resetGame() { // Remove old platforms for (var i = 0; i < platforms.length; ++i) { platforms[i].destroy(); } platforms = []; // Remove old coins for (var i = 0; i < coins.length; ++i) { coins[i].destroy(); } coins = []; coinScore = 0; if (typeof coinScoreTxt !== "undefined") coinScoreTxt.setText('Coins: 0'); // Remove player if (player) player.destroy(); // Create player player = new Container(); var pGfx = player.attachAsset('chipBlue', { anchorX: 0.5, anchorY: 1, scaleX: PLAYER_W / 320, scaleY: PLAYER_H / 320 }); player.x = GAME_W / 2; player.y = GAME_H - 400; player.width = PLAYER_W; player.height = PLAYER_H; game.addChild(player); vy = 0; vx = 0; isJumping = false; isTouching = false; cameraY = 0; maxHeight = 0; gameOver = false; // Create initial platforms var y = GAME_H - 200; // First platform: centered and wide, guaranteed under player var firstPlat = createPlatform(GAME_W / 2, y, 820); y -= 140; // Shorter spacing for first jump // Place player directly above first platform player.x = firstPlat.x; player.y = firstPlat.y - PLATFORM_H / 2 - PLAYER_H / 2 + 10; // Center player above platform, slightly above // Make platforms much wider and closer for easy jumps, but scale with level var level = getThemeIndex(platformsPassed); var EASY_PLATFORM_W = 820 - level * 40; if (EASY_PLATFORM_W < 220) EASY_PLATFORM_W = 220; // Keep vertical spacing constant for all levels var EASY_PLATFORM_SPACING = 240; var prevPlat = firstPlat; for (var i = 1; i < 12; ++i) { var px = getSafePlatformX(prevPlat, EASY_PLATFORM_W); var plat = createPlatform(px, y, EASY_PLATFORM_W); prevPlat = plat; y -= EASY_PLATFORM_SPACING; } // Sort platforms by y platforms.sort(function (a, b) { return a.y - b.y; }); // Score platformsPassed = 0; scoreTxt.setText('0'); highScoreTxt.setText('Best: ' + highScore); // Reset theme and background game.lastThemeIndex = -1; game.setBackgroundColor(getCurrentTheme(platformsPassed).bg); } // --- Helper: check collision between player and platform --- function playerOnPlatform() { for (var i = 0; i < platforms.length; ++i) { var plat = platforms[i]; // Only check if player is falling if (vy >= 0) { var px = player.x; var py = player.y; var platTop = plat.y - (plat.PLATFORM_H ? plat.PLATFORM_H : PLATFORM_H) / 2; var platLeft = plat.x - plat.width / 2; var platRight = plat.x + plat.width / 2; // Use previous player y for more reliable collision if (typeof player.lastY === "undefined") player.lastY = py - vy; // Check if player's feet crossed the platform top this frame if (player.lastY <= platTop && py >= platTop) { // Require player to be horizontally within platform bounds (with a small margin) if (px > platLeft + 10 && px < platRight - 10) { player.lastY = py; // update for next frame return plat; } } } } if (typeof player !== "undefined") player.lastY = player.y; return null; } // --- Touch controls: left/right jump --- game.down = function (x, y, obj) { if (gameOver) return; isTouching = true; touchStartX = x; // If player is on ground/platform, jump if (!isJumping) { vy = JUMP_VELOCITY; // Animate player: raise hands and change face (simulate with scale/rotation/tint) // Raise hands: scaleY shorter, scaleX wider, rotate slightly, tint happy color if (player && player.children && player.children.length > 0) { var pGfx = player.children[0]; tween(pGfx, { scaleY: 0.7, scaleX: 1.2, rotation: 0.2, tint: 0x00e0ff }, { duration: 120, onFinish: function onFinish() { // Restore to normal after jump tween(pGfx, { scaleY: PLAYER_H / 320, scaleX: PLAYER_W / 320, rotation: 0, tint: 0xffffff }, { duration: 120 }); } }); } // Direction: left or right half of screen if (x < GAME_W / 2) { vx = -MOVE_SPEED; } else { vx = MOVE_SPEED; } isJumping = true; } }; game.up = function (x, y, obj) { isTouching = false; vx = 0; }; game.move = function (x, y, obj) { // Optionally, allow swiping to control direction if (isTouching && !gameOver) { if (x < GAME_W / 2) { vx = -MOVE_SPEED; } else { vx = MOVE_SPEED; } } }; // --- Main update loop --- game.update = function () { if (gameOver) return; // Physics vy += GRAVITY; player.x += vx; player.y += vy; // Clamp player to screen and tumble on wall hit if (player.x < PLAYER_W / 2) { player.x = PLAYER_W / 2; // Tumble: rotate player quickly if (player && player.children && player.children.length > 0) { var pGfx = player.children[0]; tween(pGfx, { rotation: pGfx.rotation - Math.PI * 2 }, { duration: 400, onFinish: function onFinish() { pGfx.rotation = 0; } }); } // Double jump when hitting the wall vy = JUMP_VELOCITY * 2; isJumping = true; } if (player.x > GAME_W - PLAYER_W / 2) { player.x = GAME_W - PLAYER_W / 2; // Tumble: rotate player quickly if (player && player.children && player.children.length > 0) { var pGfx = player.children[0]; tween(pGfx, { rotation: pGfx.rotation + Math.PI * 2 }, { duration: 400, onFinish: function onFinish() { pGfx.rotation = 0; } }); } // Double jump when hitting the wall vy = JUMP_VELOCITY * 2; isJumping = true; } // Platform collision var plat = playerOnPlatform(); if (plat && vy > 0) { player.y = plat.y - PLATFORM_H / 2; vy = JUMP_VELOCITY; isJumping = false; } else { isJumping = true; } // Camera follows player upward if (player.y < GAME_H - CAMERA_OFFSET) { var diff = GAME_H - CAMERA_OFFSET - player.y; cameraY += diff; // Move all platforms and player down by diff for (var i = 0; i < platforms.length; ++i) { platforms[i].y += diff; } player.y += diff; maxHeight += diff; } // Always keep player in front of platforms if (player.parent && player.parent.children.indexOf(player) !== player.parent.children.length - 1) { player.parent.setChildIndex(player, player.parent.children.length - 1); } // Remove platforms that are off screen, add new ones at top for (var i = platforms.length - 1; i >= 0; --i) { if (platforms[i].y > GAME_H + 100) { // Remove any coins that are on this platform (within a small x/y range) for (var j = coins.length - 1; j >= 0; --j) { var coin = coins[j]; // Coin is considered "on" the platform if its x is close and its y is just above the platform if (Math.abs(coin.x - platforms[i].x) < platforms[i].width / 2 + 10 && Math.abs(coin.y - (platforms[i].y - PLATFORM_H / 2 - 50)) < 60 && !coin.collected) { coin.destroy(); coins.splice(j, 1); } } platforms[i].destroy(); platforms.splice(i, 1); platformsPassed++; scoreTxt.setText(platformsPassed.toString()); } } // --- Coin collection and cleanup --- for (var i = coins.length - 1; i >= 0; --i) { var coin = coins[i]; // Remove coin if its platform is destroyed (platform not in platforms array) if (coin.platform && platforms.indexOf(coin.platform) === -1) { if (coin.parent) coin.destroy(); coins.splice(i, 1); continue; } // Calculate coin's world position (since it's a child of platform) var coinWorld = coin.platform ? { x: coin.platform.x + coin.x, y: coin.platform.y + coin.y } : { x: coin.x, y: coin.y }; // Remove coin if off screen if (coinWorld.y > GAME_H + 200) { if (coin.parent) coin.destroy(); coins.splice(i, 1); continue; } // Check collision with player (circle-rect) if (!coin.collected) { var dx = player.x - coinWorld.x; var dy = player.y - PLAYER_H / 2 - coinWorld.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < PLAYER_W * 0.5 + coin.radius * 0.7) { // Collect coin coin.collected = true; coinScore += coin.value; if (typeof coinScoreTxt !== "undefined") coinScoreTxt.setText('Coins: ' + coinScore); // Animate coin: scale up and fade out, then destroy var coinGfx = coin.children[0]; (function (coin, i) { tween(coinGfx, { scaleX: coinGfx.scaleX * 1.7, scaleY: coinGfx.scaleY * 1.7, alpha: 0 }, { duration: 220, onFinish: function onFinish() { if (coin && coin.parent) coin.destroy(); } }); })(coin, i); coins.splice(i, 1); } } } // Add new platforms if needed while (platforms.length < 12) { var topY = platforms[0].y; // Make platform width and spacing harder as level increases var level = getThemeIndex(platformsPassed); var EASY_PLATFORM_W = 820 - level * 40; if (EASY_PLATFORM_W < 220) EASY_PLATFORM_W = 220; // Keep vertical spacing constant for all levels var EASY_PLATFORM_SPACING = 240; var newY = topY - EASY_PLATFORM_SPACING; var prevPlat = platforms[0]; var px = getSafePlatformX(prevPlat, EASY_PLATFORM_W); var plat = createPlatform(px, newY, EASY_PLATFORM_W); platforms.sort(function (a, b) { return a.y - b.y; }); } // Score: based on platforms passed scoreTxt.setText(platformsPassed.toString()); // Change background color if level changes var themeIndex = getThemeIndex(platformsPassed); if (game.lastThemeIndex !== themeIndex) { game.setBackgroundColor(getCurrentTheme(platformsPassed).bg); game.lastThemeIndex = themeIndex; } // High score logic (still based on maxHeight climbed) var score = Math.floor(maxHeight / 10); if (score > highScore) { highScore = score; storage.highScore = highScore; highScoreTxt.setText('Best: ' + highScore); } // Game over: fall below screen if (player.y > GAME_H + 200) { gameOver = true; LK.setTimeout(function () { LK.showGameOver(); }, 800); } }; // --- Start game --- resetGame();
===================================================================
--- original.js
+++ change.js
@@ -603,10 +603,19 @@
}
// --- Coin collection and cleanup ---
for (var i = coins.length - 1; i >= 0; --i) {
var coin = coins[i];
- // Calculate coin's world position (since it's now a child of platform)
- var coinWorld = coin.parent ? coin.parent.toGlobal(coin.position) : {
+ // Remove coin if its platform is destroyed (platform not in platforms array)
+ if (coin.platform && platforms.indexOf(coin.platform) === -1) {
+ if (coin.parent) coin.destroy();
+ coins.splice(i, 1);
+ continue;
+ }
+ // Calculate coin's world position (since it's a child of platform)
+ var coinWorld = coin.platform ? {
+ x: coin.platform.x + coin.x,
+ y: coin.platform.y + coin.y
+ } : {
x: coin.x,
y: coin.y
};
// Remove coin if off screen
@@ -614,14 +623,8 @@
if (coin.parent) coin.destroy();
coins.splice(i, 1);
continue;
}
- // Remove coin if its platform is destroyed (platform not in platforms array)
- if (coin.platform && platforms.indexOf(coin.platform) === -1) {
- if (coin.parent) coin.destroy();
- coins.splice(i, 1);
- continue;
- }
// Check collision with player (circle-rect)
if (!coin.collected) {
var dx = player.x - coinWorld.x;
var dy = player.y - PLAYER_H / 2 - coinWorld.y;
icy tower guy. In-Game asset. 2d. High contrast. No shadows
mario or icy tower like platforms. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
icy tower advanced level platform. In-Game asset. 2d. High contrast. No shadows
diamond. In-Game asset. 2d. High contrast. No shadows
dollar. In-Game asset. 2d. High contrast. No shadows
Design a single floating 2D game platform made of levitating crystal shards, connected by glowing magical runes or light energy. No ice or snow. The platform should feel arcane and unique. No background.. In-Game asset. 2d. High contrast. No shadows
rectangle shape jumping platform for a simple 2D game. In-Game asset. 2d. High contrast. No shadows
super mario facing camera. In-Game asset. 2d. High contrast. No shadows
blue transparent cloud. In-Game asset. 2d. High contrast. No shadows
bright transparent cloud. In-Game asset. 2d. High contrast. No shadows
fluffy transparent cloud. In-Game asset. 2d. High contrast. No shadows
orange transparent cloud. In-Game asset. 2d. High contrast. No shadows
grey transparent cloud. In-Game asset. 2d. High contrast. No shadows
star. In-Game asset. 2d. High contrast. No shadows
icy tower background without platforms, just walls. In-Game asset. 2d. High contrast. No shadows
just a start line without any text. In-Game asset. 2d. High contrast. No shadows
stuart little jumping and raised its arms. In-Game asset. 2d. High contrast. No shadows. facing camera
shout
Sound effect
fall
Sound effect
darara
Music
garavel-1
Sound effect
garavel-2
Sound effect
garavel-3
Sound effect
garavel-4
Sound effect
garavel-5
Sound effect
death-1
Sound effect
death-2
Sound effect
opening-sound
Sound effect
opening-music
Music
game-theme-song-1
Music
game-theme-song-2
Music
game-theme-song-3
Music
game-theme-song-4
Music