soulborn
uhh really early prototype. a roguelike
hollow knight inspired movement
w to look up, s to look down, ad to move, space to jump, e to dash, left click to attack, right click to secondary attack.
for now 3 of the 7 classes have been done (not with super)
you spawn as revenant class. basically, you have left and right m1, and when ur in air and u press s+lmb u can do a dive, which removes 10 health. secondary, is like you can sacrifice 50 hp for a projectile, and when that projectile kills enemies, u regain health.
1) Vanguard (Momentum Fighter) — close-range, dash-heavy
Movement identity:
momentum/building speed, dash in 4 directions
Core abilities
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Primary Attack: 4-directional melee (up / side / down determined by mouse quadrant; side attacks flip sprite)
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Secondary (Lunge): charge forward toward mouse (capped distance, damages enemies in path)
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Dash: short burst (left/right default, or toward mouse if configured), temporarily overrides movement
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Passive: Momentum builds while running on ground and increases effective speed/damage
Special: Impact Nova — absorb current momentum and release as large AOE slash (knockback)
Implementation notes: class scene holdsAnimatedSprite2D+ disabledCollisionShape2D; setsplayer.velocityfor dashes; hasupdate_stats()for momentum modifiers.
2) Occultist (Reality Manipulator) — slow, tactical, anchor/teleport play
Movement identity:
blink/teleport based; anchors change platforming geometry
Core abilities
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Primary Attack: slow but powerful spells around anchors / near anchors apply slow/reverse effects
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Place Anchors: place up to 2 anchors in world; anchors are points you can teleport between
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Blink (teleport): teleport between anchors — teleport damages enemies on the path (or along a line)
Special: Echo Rift — leave a phantom clone at teleport origin; both phantom + player attack in sync for a time
Implementation notes: class stores 2 anchor nodes, teleport applies area damage & optionally time-slow; anchors can alter boss attack timing.
3) Revenant (Risk Junkie) — self-destruct / life-trade combat
Movement identity:
bursty; HP-powered mobility (burst jump consumes HP)
Core abilities
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Primary Attack: HP-cost melee — low HP → boosted damage
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Secondary: high-damage HP-cost moves that restore HP on kill
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Burst Jump: consumes HP to gain extra jump height / midair burst
Special: Overkill Surge — temporarily remove HP cap; huge damage output but if timer ends you die (high-risk timer mechanic)
Implementation notes: trackcurrent_hp/max_hp, clamp; attacks decrement HP; killing enemies restore HP; GUI warning for Overkill timer.
4) Silksworn (Mobility Artist) — grappling, aerial combat, thread tethers
Movement identity:
grappling/swinging physics; attacks tether to enemies/surfaces
Core abilities
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Primary Attack: throws a thread that tethers to an enemy or surface; pulling you toward it or pulling enemy into air
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Swing / Grapple: attach to surfaces to swing; string-based movement changes platforming feel
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Secondary: targeted tether to lift enemies or hold them in place
Special: Threadstorm — latch threads to all enemies in range and pull yourself through them in a spinning multi-hit chain
Implementation notes: needs rope/constraint logic (a simple spring-based pull or kinematic interpolation); collision shape tall/thin while swinging.
5) Chanter (Rhythm Brawler) — beat-based combat and hybrids (ipod/boombox idea)
Movement identity:
rhythm-timed boosts; inputs tied to beat windows
Core abilities
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Primary Attack: beat-timed strikes — perfect timing gives crits / buffs
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Secondary: switch music (ipod mechanic) — different tracks alter attack type (ranged beat-shots vs boombox melee)
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Beat Platforming: jump boosts or speed boosts when you act on-beat
Special: Resonant Fury — hijack boss soundtrack rhythm to amplify combos massively (timed window)
Implementation notes: implement a small tempo manager; each track is a mode with different projectile / melee behavior; use timing window (±X ms) to judge perfect hits.
6) Arcanist (Aimed Ranged Caster) — aim-mechanic, charged projectile that grows and explodes
Movement identity:
air/aim emphasis; hold-to-aim slows movement while charging
Core abilities
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Primary Attack: aimed bolt (hold to aim — if in air and hold, player slows and can aim precisely)
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Secondary (Charged Orb): projectile that grows while firing; when it reaches a threshold it explodes (AoE)
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Special: 360° burst — large radial spell, short cooldown
Implementation notes: charging increases projectile size and explosion radius; aim mode sets aplayer.aimingstate and reduces horizontal influence.
7) Gunner / Mechanist (Turret Ranged) — heavy ranged with stationary turret special
Movement identity:
less vertical mobility (can’t jump or limited jump), reliance on ground positioning and turret placement
Core abilities
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Primary Attack: shotgun/short-range blast (ammo-like mechanic if desired)
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Secondary: deploy a turret (normal ability places turret that auto-fires)
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Dash / Mobility: limited or replaced by recoil mechanics when firing down for boosts
Special: mount the turret for sustained machine-gun fire + shield while mounted; turret stays until shield breaks or time ends
Implementation notes: turret is a separate node with its own firing loop; mounting toggles player movement lock and aim to turret.
| Status | Prototype |
| Platforms | HTML5 |
| Author | fastestkyo2_Real |
| Genre | Platformer |
| Made with | Godot |
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