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elf, key and room01 should fade in synchronized
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elf does not fade in correctly, make sure it fades in correctly similar to key
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delete bgclock
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bg elf bg key and bg radio must gradually fade in similar to room 01
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snap bg clock to the upper right portion of the screen
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delete monster head 01
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they shouln't fade it, they should be visible and active on screen similar to elf and key
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bg_bathroomkey, bg_clock, bg_elfenvelope01 and bg_monsterhead01 should be above room01
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instantiate bg_monsterhead01 in the playspace in the first level of the game
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instantiate bg_elfenvelope01 in the playspace in the first level of the game
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instantiate bg_clock in the playspace in the first level of the game
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instantiate bg_bathroomkey in the playspace in the first level of the game
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Please fix the bug: 'Timeout.tick error: tween is not defined' in or related to this line: 'tween(textObject, {' Line Number: 475 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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bg_room01 should be behind bg_grain and bg_scanlines
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stretch and squash for 2 seconds instead of 1
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while bg_room01 is instantiated and visible, play and loop s_Bathroom
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after bg_krampus is destroyed, wait 2 seconds and fade in bg_room01 in the center of the playspace over 3 seconds
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/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Create a Snowflake class by using the LK expand method to extend Container.
var Snowflake = Container.expand(function () {
var self = Container.call(this);
// Get and automatically addChild to self asset with id 'bg_Snowflake' with the anchor point set to .5, .5
var scale = Math.random() * 0.5 + 0.5; // Random scale between 0.5 and 1
var snowflakeGraphics = self.attachAsset('bg_Snowflake', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: scale,
scaleY: scale
});
// Set snowflake speed
self.speed = Math.random() * 0.5 + 0.5;
// This is automatically called every game tick, if the snowflake is attached!
self.update = function () {
self.y += self.speed;
// If the snowflake is off the screen, destroy it
if (self.y > 2732 || self.x < 0) {
self.destroy();
}
};
});
/****
* Initialize Game
****/
//---------------------------------------------------------------------------------------------------
//create variables for the various assets that will be loaded and unloaded and their various types
//---------------------------------------------------------------------------------------------------
//array for the elements of the menu so that we can easily destroy them or add them to the game
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Tween import
//array for the elements of the menu so that we can easily destroy them or add them to the game
//---------------------------------------------------------------------------------------------------
//create variables for the various assets that will be loaded and unloaded and their various types
//---------------------------------------------------------------------------------------------------
var menuObjects = [];
var howToObjects = [];
//elements of the narration screen so that we can easily destroy or add them to the game
var introObjects = [];
//array for the snowflakes
var snowflakes = [];
//variables for the vcr effect that will hold the various assets of the effect
var grain, scanLines;
// Create a variable to keep track of the flicker state
var is_flickerState = false;
// Define eyeFlash variable
var eyeFlash;
//variable to keep track of if we are in the mainMenu or not
var is_mainMenu = false;
//variable to keep track of the help menu
var is_helpMenuVisible = false;
// Create a variable to keep track of the time elapsed
var timeElapsed = 0;
//------------------------------------------------------------------------------------
//functions for the visual and sound effects
//------------------------------------------------------------------------------------
//function that adds the effect of a vcr screen to the game.
function vcr() {
// Add bg_Grain in the center of the playspace and set its alpha to 20%
grain = game.addChild(LK.getAsset('bg_Grain', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
alpha: 0.15
}));
// Instantiate bg_ScanLines in the center of the playspace above bg_grain
scanLines = game.addChild(LK.getAsset('bg_ScanLine', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
alpha: 0.12
}));
// Ensure bg_Grain and bg_ScanLines are always on the top layer
game.setChildIndex(grain, game.children.length - 1);
game.setChildIndex(scanLines, game.children.length - 1);
// Function to animate bg_ScanLines
function animateScanLines() {
// Randomly move up or down by a small amount
var jumpHeight = Math.random() * 600 - 300; // Random value between -25 and 25
scanLines.y += jumpHeight;
// Reposition to center after a short delay
LK.setTimeout(function () {
scanLines.x = 2048 / 2;
scanLines.y = 2732 / 2;
}, 1000); // 1 second delay
}
// Set interval to animate bg_ScanLines every few seconds
LK.setInterval(animateScanLines, 3000); // Every 3 seconds
}
//function to add snowflakes on the screen
function createSnowflake() {
var newSnowflake = new Snowflake();
// Ensure the snowflake spawns from the top of the playspace
newSnowflake.x = Math.random() * 2048;
newSnowflake.y = -50;
snowflakes.push(newSnowflake);
game.addChild(newSnowflake);
}
//function to add screams to a scene
function addScream() {
var randomSound = Math.floor(Math.random() * 4);
switch (randomSound) {
case 0:
LK.getSound('s_ManScream01').play();
break;
case 1:
LK.getSound('s_ManScream02').play();
break;
case 2:
LK.getSound('s_WomanScream01').play();
break;
case 3:
LK.getSound('s_WomanScream02').play();
break;
}
}
//--------------------------------------------------------------------------------
//functions that will be for the various loading of the game.
//--------------------------------------------------------------------------------
//a function to load the menu screen
function loadMenu() {
is_mainMenu = true;
// Retrieve the 'bg_TitleScreen' asset and position it at the center of the playspace
var titleScreen = game.addChild(LK.getAsset('bg_TitleScreen', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 - 100,
y: 2732 / 2
}));
// Instantiate bg_DarkNumber in the center of the playspace
var darkNumber = game.addChild(LK.getAsset('bg_DarkNumber', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 - 700,
y: 2732 / 2 + 250
}));
// Instantiate bg_DarkNumber28 in the center of the playspace
var darkNumber28 = game.addChild(LK.getAsset('bg_DarkNumber28', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 + 850,
y: 2732 / 2 + 200
}));
// Instantiate bg_DarkNumber7 in the center of the playspace
var darkNumber7 = game.addChild(LK.getAsset('bg_DarkNumber7', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 - 825,
y: 2732 / 2
}));
// Instantiate bg_DarkNumber0 in the center of the playspace
var darkNumber0 = game.addChild(LK.getAsset('bg_DarkNumber0', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 + 835,
y: 2732 / 2 - 260
}));
menuObjects.push(darkNumber);
menuObjects.push(darkNumber28);
menuObjects.push(darkNumber7);
menuObjects.push(darkNumber0);
menuObjects.push(titleScreen);
// Play s_splashscreen when the game starts
LK.setTimeout(function () {
LK.playMusic('s_SplashScreen', {
loop: true
});
}, 1000);
// Retrieve the 'bg_TornRope' asset and position it at the bottom middle of the playspace
var tornRope = game.addChild(LK.getAsset('bg_TornRope', {
anchorX: 0.5,
anchorY: 1.0,
x: 2048 / 2,
y: 2832
}));
menuObjects.push(tornRope);
// Retrieve the 'bg_eyeflash' asset, position it at the center of the playspace and set its alpha to 50%
eyeFlash = game.addChild(LK.getAsset('bg_eyeflash', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 - 75,
y: 2732 / 2 - 100,
alpha: 0.20
}));
menuObjects.push(eyeFlash);
// Retrieve the 'bg_StartButton' asset and position it at the bottom left of the playspace
var startButton = game.addChild(LK.getAsset('bg_StartButton', {
anchorX: 0.0,
anchorY: 1.0,
x: 150,
y: 2732
}));
menuObjects.push(startButton);
// Add a down event to the startButton
startButton.down = function (x, y, obj) {
// Disable how-to button
howTo.down = null;
// Close the help menu if it's open
if (is_helpMenuVisible) {
exitHowTo();
is_helpMenuVisible = false;
}
loadIntroNarrative();
};
// Retrieve the 'bg_HowTo' asset and position it at the bottom right of the playspace
var howTo = game.addChild(LK.getAsset('bg_HowTo', {
anchorX: 1.0,
anchorY: 1.0,
x: 1950,
y: 2732
}));
menuObjects.push(howTo);
// Variable to track the state of bg_HelpMenu
is_helpMenuVisible = false;
var helpMenu;
// Add a down event to the howTo button
howTo.down = function (x, y, obj) {
if (!is_helpMenuVisible) {
helpMenu = openHowToButton();
} else {
// Destroy bg_HelpMenu
if (is_helpMenuVisible == true) {
exitHowTo();
is_helpMenuVisible = false;
}
}
// Play s_CrumpledPaper sound
LK.getSound('s_CrumpledPaper').play();
};
}
//a function that will remove all objects from memory when leaving the main menu.
function exitMainMenu() {
is_mainMenu = false;
//destroy all mainMenu objects
for (var i = menuObjects.length - 1; i >= 0; i--) {
if (menuObjects[i]) {
menuObjects[i].destroy();
}
}
//destroy all snowflakes
for (var i = snowflakes.length - 1; i >= 0; i--) {
if (snowflakes[i]) {
snowflakes[i].destroy();
}
}
// Stop all sounds
LK.stopMusic();
}
//function to destroy the objects that are created once the how to menu is opened.
function exitHowTo() {
for (var i = howToObjects.length - 1; i >= 0; i--) {
if (howToObjects[i]) {
howToObjects[i].destroy();
}
}
}
//function for the functionnality of the help button
function openHowToButton() {
// Instantiate bg_HelpMenu in the center of the playspace
helpMenu = game.addChild(LK.getAsset('bg_HelpMenu', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 + 150
}));
howToObjects.push(helpMenu);
is_helpMenuVisible = true;
// Include bg_ClownKey, bg_HelpIcon01, and bg_InventoryUI
var clownKey = game.addChild(LK.getAsset('bg_ClownKey', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 - 375,
y: 2732 / 2 + 625
}));
howToObjects.push(clownKey);
var helpAnim = game.addChild(LK.getAsset('bg_HelpAnim', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 - 550,
y: 2732 / 2 + 800
}));
howToObjects.push(helpAnim);
// Animate clownKey and helpAnim
function animateClownKeyAndHelpAnim() {
tween(clownKey, {
x: clownKey.x - 400,
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
// Reset position and alpha after 1 second
LK.setTimeout(function () {
clownKey.x = 2048 / 2 - 375;
clownKey.alpha = 1;
}, 1000);
}
});
tween(helpAnim, {
x: helpAnim.x - 400,
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
// Reset position and alpha after 1 second
LK.setTimeout(function () {
helpAnim.x = 2048 / 2 - 550;
helpAnim.y = 2732 / 2 + 800;
helpAnim.alpha = 1;
}, 1000);
}
});
}
// Start the animation loop
animateClownKeyAndHelpAnim();
LK.setInterval(animateClownKeyAndHelpAnim, 3000);
// Create red text at the top center of the screen
var naughtyText = new Text2("Tap screen to interact \n with the scene \n \n \n \n \n \n Drag from inventory to \n scene to use objects", {
size: 75,
fill: 0x000000,
stroke: 0x000000,
strokeThickness: 5,
font: "Garamond"
});
naughtyText.anchor.set(0.5, 0);
naughtyText.x = 2048 / 2 + 250;
naughtyText.y = 100 + 1175;
game.addChild(naughtyText);
howToObjects.push(naughtyText);
// Include bg_ClownKey, bg_HelpIcon01, and bg_InventoryUI
var helpIcon = game.addChild(LK.getAsset('bg_HelpIcon01', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 - 375,
y: 2732 / 2
}));
howToObjects.push(helpIcon);
var inventoryUI = game.addChild(LK.getAsset('bg_InventoryUI', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 - 375,
y: 2732 / 2 + 600
}));
// Ensure clownKey and helpAnim are above inventory UI
game.setChildIndex(clownKey, game.children.length - 1);
game.setChildIndex(helpAnim, game.children.length - 1);
// Ensure bg_Grain and bg_ScanLines are always on the top layer
if (!game.children.includes(grain)) {
game.addChild(grain);
}
game.setChildIndex(grain, game.children.length - 1);
if (!game.children.includes(scanLines)) {
game.addChild(scanLines);
}
game.setChildIndex(scanLines, game.children.length - 1);
howToObjects.push(inventoryUI);
return helpMenu;
}
//function to load the intro narrative
function loadIntroNarrative() {
// Retrieve the 'bg_DarkFilter' asset, position it at the center of the playspace and set its alpha to 0
var darkFilter = game.addChild(LK.getAsset('bg_DarkFilter', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
alpha: 0
}));
// Gradually fade in bg_darkfilter
var fadeInterval = LK.setInterval(function () {
darkFilter.alpha += 0.01;
if (darkFilter.alpha >= 1) {
LK.clearInterval(fadeInterval);
}
}, 10);
// Move the destruction of all game elements inside the fadeInterval function
LK.setTimeout(function () {
// Play shutdownsound
LK.getSound('s_ShutdownSound').play();
}, 10);
var fadeInterval = LK.setInterval(function () {
darkFilter.alpha += 0.01;
if (darkFilter.alpha >= 1) {
LK.clearInterval(fadeInterval);
// Ensure bg_Grain and bg_ScanLines are always on the top layer
game.setChildIndex(grain, game.children.length - 1);
game.setChildIndex(scanLines, game.children.length - 1);
LK.setTimeout(function () {
darkFilter.destroy();
}, 2000);
// Destroy all game elements including sounds after 1 second
LK.setTimeout(function () {
exitMainMenu();
// Play s_KrampusLaugh01 2 seconds after bg_darkfilter is at 100% alpha only once
if (!this.is_laughPlayed) {
LK.setTimeout(function () {
LK.getSound('s_KrampusLaugh01').play();
// Instantiate bg_Krampus in the center of the playspace
var krampus = game.addChild(LK.getAsset('bg_Krampus', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 3732 / 2 + 700
}));
// Create red text at the top center of the screen
var krampusText = new Text2("", {
size: 200,
fill: 0xFF0000,
stroke: 0x000000,
strokeThickness: 5,
font: "Garamond"
});
krampusText.anchor.set(0.5, 0);
krampusText.x = 2048 / 2;
krampusText.y = 300;
game.addChild(krampusText);
introObjects.push(krampusText);
var textSequence = ["Hello there.", "You’ve been marked \n ‘naughty’ this year.", "But there’s hope \n left for you.", "Solve the puzzles \n before the clock \n strikes 12:00", "or face an unforgiving \n holiday spirit.", "GOOD LUCK!"];
var currentTextIndex = 0;
function shakeText(textObject, _onFinish) {
tween(textObject, {
x: textObject.x + 10
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(textObject, {
x: textObject.x - 20
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(textObject, {
x: textObject.x + 20
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(textObject, {
x: textObject.x - 20
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(textObject, {
x: textObject.x + 10
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: _onFinish
});
}
});
}
});
}
});
}
});
}
function displayNextText() {
if (currentTextIndex < textSequence.length) {
if (textSequence[currentTextIndex] === "GOOD LUCK!") {
LK.getSound('s_KrampusLaugh02').play();
tween(krampus, {
x: krampus.x + 10,
scaleX: 1.2,
scaleY: 0.8
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(krampus, {
x: krampus.x - 20,
scaleX: 0.8,
scaleY: 1.2
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(krampus, {
x: krampus.x + 20,
scaleX: 1.2,
scaleY: 0.8
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(krampus, {
x: krampus.x - 20,
scaleX: 0.8,
scaleY: 1.2
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(krampus, {
x: krampus.x + 10,
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeInOut
});
}
});
}
});
}
});
}
});
// Fade out Krampus and Krampus text 2 seconds after GOOD LUCK! is displayed
LK.setTimeout(function () {
tween(krampus, {
alpha: 0
}, {
duration: 2000
});
tween(krampusText, {
alpha: 0
}, {
duration: 2000
});
}, 2000);
// After Krampus and Krampus text fade out, fade in bg_Room01
LK.setTimeout(function () {
var room01 = game.addChild(LK.getAsset('bg_Room01', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
alpha: 0
}));
tween(room01, {
alpha: 1
}, {
duration: 3000
});
}, 2000);
}
krampusText.setText(textSequence[currentTextIndex]);
shakeText(krampusText, function () {
currentTextIndex++;
LK.setTimeout(displayNextText, 2000);
});
}
}
displayNextText();
introObjects.push(krampus);
game.setChildIndex(grain, game.children.length - 1);
game.setChildIndex(scanLines, game.children.length - 1);
}, 2000);
this.laughPlayed = true;
}
}, 1000);
}
}, 10);
}
//function to destroy the objects in the introductionscreen
function destroyIntroObj() {
for (var i = introObjects.length - 1; i >= 0; i--) {
if (introObjects[i]) {
introObjects[i].destroy();
}
}
}
//a function to load the first level of the game.
function loadLevel1() {}
//----------------------------------------------------------------------------------------------------
//the update function and the game flow
//----------------------------------------------------------------------------------------------------
//the game update function that looks at the state of the game.
game.update = function () {
// Check the current state of the flicker
if (is_flickerState) {
// If the state is true, set the alpha to 0.5
eyeFlash.alpha = 0.20;
} else {
// If the state is false, set the alpha to 0
eyeFlash.alpha = 0;
}
// Flip the state of the flicker
is_flickerState = !is_flickerState;
// Increment the time elapsed every tick
timeElapsed++;
// Create a new snowflake every 90 ticks only if the main menu is on
if (is_mainMenu) {
// Play either s_manscream01, s_manscream02, s_womanscream01, s_womanscream02 every 10 to 20 seconds
if (timeElapsed % (Math.floor(Math.random() * (1200 - 600 + 1)) + 600) == 0) {
addScream();
}
//have the snowflakes effect
if (LK.ticks % 90 == 0) {
createSnowflake();
}
}
};
//the game flow starts here
loadMenu();
// Call the vcr function to initialize bg_Grain and bg_ScanLine
vcr();
Eerie Christmas-inspired toy shop The only text on screen should be the title "Krampus Lockdown" centered on the image.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a single cartoon snowflake. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a simple eerie christmas blank dirty ripped paper. Use christmas colors. Do not put text, just the dirty ripped paper so i can fill it myself with text. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. No text.
A heavily grainy screen filled with analog noise, washed-out colors, subtle scratches on the film, and a worn, nostalgic texture.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
horizontal scan lines, slightly distorted colors, subtle static noise, and faint glow around edges.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
bloody christmas elf glove tapping at screen clipart. Just the glove. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
the number 13 written in black. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
black gothic frame with a question mark inside silhouette. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a simple dirty, dark and eerie Christmas clown key. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
the number 28 written in black, make the numbers eerie. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
the number 7 written in black, make the numbers eerie. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
the number 0 written in black, make the numbers eerie. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Eerie Christmas-inspired room similar to a resident evil room Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Eerie Christmas-inspired bathroom similar to a resident evil room Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a cartoon envelope with an toy elf on it holding a questionmark. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a simple dirty, dark and eerie Christmas bathroom key. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
eerie christmas inspired krampus lock with a resident evil style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
eerie christmas inspired button as an arrow pointing right that says SKIP in a creepy font png. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Eerie Christmas-inspired garage similar to a resident evil room Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a simple fuse inspired from a resident evil puzzle graphics Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
an eerie wall fusebox Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Eerie Christmas-inspired hallway similar to a resident evil room Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
eerie creepy old rusty key with krampus face embossed on it png. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a simple dirty, dark and eerie Christmas bathroom key. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
eerie christmas inspired mistletoe lock with a resident evil style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
eerie christmas inspired tree lock with a resident evil style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a simple dirty, dark and eerie Christmas light key. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
eerie christmas inspired christmas light lock with a resident evil style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
eerie christmas inspired lump of coal with a resident evil style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Eerie flame similar to a resident evil asset, realistic Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Eerie Christmas-inspired krampus statuette similar to a resident evil asset Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a simple eerie christmas blank dirty letter envelope. Use christmas colors. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. No text.
Eerie Christmas-inspired crypt room similar to a resident evil room Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a simple dark red cartoon christmas hat Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. No text.
cartoon mulled wine. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon christmas inspired question mark Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
krampus with a christmas hat coin embossed on it png. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
mulled wine coin embossed on it png. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Eerie Christmas-inspired krampus doll sitting similar to a resident evil Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
old safe png grey with four buttons on the side. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
s_KrampusLaugh01
Sound effect
s_SplashScreen
Sound effect
s_KrampusLaugh02
Sound effect
s_WomanScream01
Sound effect
s_ManScream01
Sound effect
s_ManScream02
Sound effect
s_WomanScream02
Sound effect
s_LightBuzz
Sound effect
s_ShutdownSound
Sound effect
s_CrumpledPaper
Sound effect
s_Bathroom
Sound effect
s_GameOver
Sound effect
s_CartoonRun
Sound effect
s_GetItem
Sound effect
s_KrampusScream
Sound effect
s_UnlockSound
Sound effect
s_WindBlow
Sound effect
s_FuseBoxOn
Sound effect
s_GeneratorSound
Sound effect
s_Locked
Sound effect
s_Interior
Sound effect
s_DollDeath
Sound effect
s_Footsteps
Sound effect
s_DollLaugh01
Sound effect
s_DollLaugh02
Sound effect
s_DollDeath01
Sound effect
s_DollDeath02
Sound effect
s_EncounterMusic
Sound effect
s_FirstDollMusic
Sound effect
s_ChristmasMusic
Sound effect
s_BreakingSound
Sound effect
s_Collected
Sound effect
s_Extinguished
Sound effect
s_Appear
Sound effect
s_MulledWine
Sound effect
s_Slurping
Sound effect
s_SafeUnlocked
Sound effect
s_LockedSafe
Sound effect