Retro Adventure – Day 4

Today was focused on turning the prototype into a more complete gameplay loop.

I reworked the player animations to properly use sprite flipping for side and diagonal movement, which cleaned up the animation setup a lot and reduced duplicate animations.

The player death flow is now fully implemented:

  • knockback still happens on lethal hits

  • proper directional death animations play depending on the last facing direction

  • invulnerability no longer triggers on death

  • a restart prompt appears after the death animation finishes

I also added a quick scene restart system to immediately retry the room after dying.

On the architecture side, the room was moved into its own scene so the main Game scene can later manage room loading more cleanly. This will make it easier to expand into multiple dungeon rooms and eventually an overworld.

Finally, I added a shadow sprite under the player and synced it with the invulnerability blink effect for better visual feedback.

The prototype now has a full playable loop:
fight → take damage → die → restart → retry.

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Retro Adventure – Day 3