You find yourself trapped in a void prison, where only the Milky Way's worst threats are detained, although you are not without hope; the warden of the prison has created a gauntlet that leads to the light at the end of this seemingly endless tunnel.


Controls

  • A - Move Left
  • D - Move Right
  • LeftClick - Shoot
  • W - Jump
  • E - Dash
  • LeftShift - Dodge
  • Esc - Pause/Resume

Changes

Test Build 1

  • The aiming system for the weapon allows for physics-based kills.
  • The boss moves much faster now, giving the player less time to react.
  • There are now two walls that can instantly kill both the player and the enemy.
  • The HUD bar was scaled to make it fit the health and ammo text
  • The Controls were added in the How To Play section

Test Build 2

  • The 2nd boss has been added to the game and is available to toy around within the testing scene.
  • A new dash mechanic has been added to the game, press E for an upward burst of speed!
  • The How to Play section has been updated to tell the player what this mechanic is and how to use it.

Test Build 3

  • The 3rd boss has been added to the game

I never uploaded Test Build 4 because virtually nothing changed, I also got caught up in the holidays.

Test Build 5

  • There are now 3 levels, each has one of the Voidkeepers
  • I have created a win screen for trials 1 and 2, I'm still thinking about what to do for trial 3, continue would take you to that dimension's final boss, so something other than a win screen would be better, as it indicates to the player they've reached a significant part of the game

Test Build 6

  • Two out of the three trials now have guards, which are boss-like enemies that test your knowledge of the game's mechanics.
  • Trial 3 now has a game over and trial won screens.

Test Build 7

I decided to release Build 7 early because I wanted to get the tutorial out ASAP as well as some other quality of life improvements to get Refresh in a more presentable state.

  • I added a tutorial trial to help out new players as well as those returning to the game after a long period of time and would enjoy a rundown of the basic mechanics
  • Clones take one bullet rather than two on trial 1
  • I fixed a bug I found where Voidkeeper 3 would only be invulnerable for one frame after shooting the wall

Test Build 8

I decided to release Build 8 early because I wanted to have a response to my recently received feedback by Thursday.

  • The speed of the clones has been adjusted to make them visible on screen before you shoot them
  • You have half a second to react to the initial charge of the trial 1 boss
  • The far wall in the second room moves towards the wall that takes you in between rooms when you start the boss fight in trial 2
  • In trial 3, once you get the Voidkeeper to 300 health, he spawns a shield generator in front of him that when shot, makes him vulnerable once again.
  • The reload time has been made shorter, yesterday, I found it was at an atrocious five seconds and shortened it to a two-second reload time

Test Build 9

  • The final boss of dimension 1, Mali Matus is available for players to play around with! 
  • When Mali collides with a wall, it will become unsafe. I plan to put to make the walls safe once more after a few seconds in the future.
  • The AI now flips to face the direction they're moving in, this came to my mind when I was making the walls unsafe when Mali crashes into them since I'm doing that by using a ray to detect the collisions, I needed a way to flip the object so the ray collided with both walls rather than just one.
  • The health of the tutorial boss has been reduced to 100 from 300. I don't want players spending more time in the tutorial than they have to.

Test Build 10

  • You can now press left shift to dodge
  • Left shift to dodge has been added to the tutorial
  • Left shift to dodge has been added to the How To Play section in the options menu
  • The trials have been rearranged due to Voidkeeper 1 being a lot more difficult than I wanted for a first boss. Also, most of the feedback I received addressed the difficulty of the first trial and the guard directly. This and the dodge mechanic have been made to remedy that.
  • Mali Matus' second phase has been made! At half his health, his speed increases, meaning you'll need to dodge quite a bit more if you wish to survive.
  • Phase 3 has been partially coded, when Mali Matus reaches 200 health, his speed decreases exponentially, the walls turn red,  and Mali Matus becomes invulnerable. Coming up, the player will be given one second to jump onto a wall as the floor becomes untouchable for the player.
  • There's currently no way to get Mali Matus below 200 health because there's no way to make Mali Matus vulnerable once again.

Test Build 11

  • Mali Matus' phase 3 has been completed! Once you get Mali Matus to 200 health, the walls turn red, indicating to the player they can stick to them,  and the player will have three seconds to jump onto the nearest wall until the floor becomes unsafe for the player.  Mali Matus will also be invulnerable, meaning the player will have to shoot down one of the infinitely spawning shield generators. Once the player shoots one of the shield generators, they'll stop spawning and the player will be able to damage Mali Matus.
  • Once Mali Matus dies,  a portal will spawn near the right wall, for now, this portal takes the player back to the main menu, but once I find how I'll implement multiple dimensions, that will be updated.
  • The bullet collisions with the wall and floor have been improved.
  • I've added the ability to skip the tutorial.
  • Voidkeeper 1's speed has been decreased to make the trial less difficult for the player's first level.
  • Mali Matus' speed has been increased to make the boss more difficult. The size of the final level has been increased to compensate for this.
  • The material on the UI text has been changed to make the UI look less boring and crappy.

I never uploaded a test build 12. From what I remember though, there weren't many changes to write home about.

Test Build 13

  • I've entered Post-Production! The game will finally be updated with art, animation, music, and sound effects in time! Although I might occasionally go back to mechanics if I need to.
  • Level art has been added.
  • A backdrop has been added to the main menu. This backdrop has also been added to the other UI screens such as trial win and game over. With time, different backdrops will be added for each screen.
  • Music has been added! For now, the menu track has been added to every scene, although the game music will come with time.
  • The  UI has been updated for better color contrast.
  • The dodge bug hasn't been fixed yet, but I think I've found the solution. Hopefully, it'll be 100% fixed by the next build.

Test Build 14

I only have this out a day early because the class I'm making this for wanted me to present today rather than Friday.

  • The biggest change is that after the final boss, the player goes back to the first trial, although more difficult, healthier enemies, faster enemies, etc. I also plan small weapon upgrades with each dimension boss defeated and upgrades from not dying in each trial. So essentially New Game+ the video game.
  • The bug where the dodge would only work sometimes has been mostly fixed.

Test Build 15

  • The difficulty has been adjusted for each trial for dimensions 1-4. If they seem too difficult, especially dimension 4, remember I plan weapon upgrades down the road.
  • The dodge received a small mechanical rework. (You most likely won't notice while playing).
  • Hitboxes also got a rework to help the player dodge through enemies.
  • Your dimension was also added to the HUD bar, and the bar was scaled accordingly. (Although for now, you can't see it in the WebGL version of the game).

Test Build 16

  • The final boss of dimension two, Miriad, has been added to the game.
  • The logic of all three phases has been coded in full.
  • All known bugs related to Miriad have been dealt with, but I'd love bug reports in the comments to help with I'mptovment to the game in the future.
  • UPCOMING: I now know what parts of the final boss of the first dimension will be reworked, so now I need to figure out how to do it. The next build should be the first build that displays progress on the Mali Matus rework depending on how fast I figure out how I'll rework Mali Matus.
  • Viewport Dimensions have been adjusted so WebGL players can see the new "dimension" HUD element added in the last build.

Test Build 17

  • A bug where the AI in phase 3 didn't move because it couldn't find where it needed to be going was fixed.
  • Phase 1 and 2 of Mali Matus have been reworked. At phase 1 Mali Matus charges at the player normally, but doubles their speed at 800 health and continues charging at that speed until they reach 600 health. In phase 2, Mali Matus slows down to 15 units per second but is invulnerable to damage.  As the player kills the abominations, Mali Matus slows down by five units. When the player kills the fourth abomination, Mali Matus becomes vulnerable to damage once more.
  • A bug where none of the dimension bosses wouldn't die has been fixed.
  • A new sprite was added to the gun, now known as the Nebula Rifle.
  • A new sprite has replaced the bullet.
  • A shooting sound effect has been added.
  • A reload sound effect has been added.
  • A reload animation has been added.

Test Build 17.5

I don't want to call this build 18 because not much happened between the last build and now apart from a mouse click sound effect and a few audio cues to make figuring out trials somewhat easy rather than impossible. I wouldn't usually publish a new build this early in the week, but the school competition I am submitting this game is Thursday, and I will have no power at my house for the better half of Wednesday.

  • Invulnerable audio queue added to trial 1
  • Door open audio queue added to trial 2
  • Mouse click sound effects added to the menus as well as the game over, pause, and win screens.

Known Issues:

  • The player is still able to shoot when the game is over or paused, but this has affected the game since the pause screen was added, and is probably a very minor issue. Thus, this isn't my priority.

Test Build 17.51

Virtually nothing changed apart from the addition of the Wall Safe Audio Que to Trial 3, but I've decided to build this out because the school competition this game is being entered into is later today, and I'd like to put my best foot forward.


Download

Download
Refresh.zip 29 MB

Install instructions


Download the .zip

Extract everything from the .zip

Run the .exe file

Click play.

Enjoy!

Development log

Comments

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(-1)

the game is good at first, only the game appears to crash on chrome-books at the end of the first dimension right before the first boss, it says something to do with ‘unity error memory full’ or something similar. Please fix. also after this happens when you reload the game the first void keeper won't go below 300 health.

Also for clarification, this comment was made for test build 16 or other latest test build at the time.

great game