Game with an adaptive difficulty system based on Unreal Engine 4.
- wasd - walk
- space - jump
- shift - dash
- lmb - attack
- esc - pause
Score the maximum number of points. The more enemies run after you - the greater the damage and points multiplier.
The race ends in two cases:
- HP less than 1 (defeat)
- Less than 1 enemies (victory)
Each subsequent race will differ in a number of parameters. For example: character speeds, damage, vampirism, number of enemies on the level, modifier
On the top left of the HUD you can find:
- health points
- multiplier
- dash cooldown
- points scored
At the levels you can find interactive elements:
- reduction of enemy damage
- slowing down the enemy
- player character acceleration
Player
- running and turning the camera
- jump and dash
- attack
- animations
- sounds
- visual effects
Enemy
- run, jump and attack
- navmesh and navlink system
- crowd control
- detection of the main character
- animations, sounds and visual effects
UI
- pause menu with local leaderboard
- HUD with HP, Multiplier and Score
- screen damage effects
- indication of enemy aggro and effect status
- enemy health display
Adaptive difficulty
- depends on
- number of restarts
- number of opponents at the time of loss
- last race time
- affects
- mc speed
- mc damage modifier
- mc vampirism
- speed of enemies
- enemy damage
- enemy visibility radius
- number of enemies in the level
- appears in the pause menu
Logic
- multiplier depending on opponents
- sequential launch of levels
Sound
- combat music with analysis of combat activity
- sounds of systems and various actions
- sound spars system
Levels
- Tutorial
- first level
- second level
- final level
- elements of diversity
- acceleration
- slowdown
- damage reduction