WIP - Compass: Vagabond - V0.14.8
Game Introduction
Yay new content. Have fun making new character builds :) V0.14 - Made 4 variations of "Augment" that play in different biomes, added my @finnagin5 intro and a soundtrack selection UI to the startup of the game, removed the sun for the Julia class because of LORE REASONS, edited stasis pods to have people inside, finished art for all weapons and items, added a basic version of Subject 05, added Dual Wield, HP Harvester, Aim Assist, and Julia Tangram Shard equipment, fixed 2 minor graphical bugs, optimized rendering slightly (at the cost of longer bake time), added trash slot functionality, added a buffs display, compressed project file with @Vadik1's minimizer tool, made most of the Wind section. Many other polishes, too. V0.14.1 - Added mobility buff unlocking at level 5. V0.14.2 - Polished 2 things. V0.14.3 - Did something. V0.14.4 - Fixed 4 or 5 minor bugs. V0.14.5 - Finished all variations of Notepad 01's dialogue, added a Julia variation of Old Log 01, removed notepads altogether from the Julia path, fixed some more minor visual issues. V0.14.6 - Added Old Log 06 for all classes and fixed one tiny visual bug. V0.14.7 - Major baking and rendering optimizations, as well as some fixes to text bugs in the start menu and initialization problems with the log system. Also added Julia moss tiles so that level 5 is playable in the Julia class. V0.14.8 - Greatly optimized tile and shadow rendering. V0.13 - Improved bloom effect on the logo using GIMP, improved title screen colors and effects, added a log/data system to the inventory and wrote the first few drafts of a bunch of the logs, added UI to swap between the inventory and the logs screen, fixed most if not all bugs in the inventory, added a notification system, added a basic cutscene system and a cutscene where you get the shield, polished the HP gauge, added more weapon art, made slightly more of the snow level, finished the saving/loading system for the world map so the project can save, added Tangram Shards as equipment items, added dark background vignette for higher contrast, fixed rain particles, and attempted to make some original music. V0.13.1 - Added a starter weapon for Easy mode. V0.12 - Finished Thunder level, added (currently kinda bugged) parallax background, began on Snow level, added in-world art for some guns, added art for most inventory items, made all guns fully functional, added Grenade, Molotov, Sticky Fire, Flash Grenade, Stun Grenade, and RPG projectiles, added Blindness and Stunned debuffs to enemies, converted Myra's hair physics to Verlet integration, polished some art and effects, added some random art to the backdrops, added a title screen song (Jinx - "Stay"), and created the title screen (still needs a difficulty section, but that's for later). Also added a very basic death system, finally. V0.12.1 - Fixed one bug, a balancing issue, and a visual gripe. V0.12.2 - Fixed a bug that softlocked progression, made terminals nicer to use, and tweaked the weapons' DPS measurements. V0.11 - Added the inventory, which has customizable slot support in-code, a crafting system, 35-ish items, a non-functional trash slot, 2 weapon slots, and an unused "equipment" section. Added support for 15 craftable weapons (6 more to go), made art for the boss fight, added 5 new projectiles (fire, blue fire, and firebolts lv1-3), polished some abilities, MADE A WIKI, and purged some unused code and concept art. Also fixed some bugs. V0.10 - Added the Inverted Polaris enemy, which can't fly but has a lot of health and attack power. Also fixed a few bugs, finished section 2 of the map and started on section 3, added a lightning projectile that targets and insta-kills aliens during thunderstorms, tweaked a bunch of effects, turned the "no class selected" bug into a feature, worked on the lore, and generally screwed around with the code. V0.09 - Added a universal Comfortaa-font text engine that any sprite can access, a "show player head" option, a level object system, a "simplify graphics" option, a new song ("Luna" by Tape Arcade), and a new thumbnail. Polished some graphic effects, optimized shadow rendering, added some detailing to the existing world map, polished the Bullet Time ability (OLD: 4X slow-mo at all times. NEW: 2X slow-mo normally, 5X slow-mo while using a weapon). Also added a bunch of new tiles, including a platform block that the player can drop through. Fixed a couple of old bugs. V0.08 - Added a few tiles, including a concrete tileset and a background bush that's affected by wind, added area triggers for graphical effects and seamless biome transitions, added rain and cloud systems, improved enemy spawning, conceptualized the weapon crafting system, laid out the story timeline. ...Older changelogs available in older versions. (Description too long)
How To Play
NEWEST VERSION: https://scratch.mit.edu/projects/1279659964/ Controls are listed further down. Lots of fours in this update: 4 new items, 4 total tangram shards, 4 ambient music variations, V0.1*4*, 4th map section done. Only thing that isn't "4" is the 5th map section, which is also mostly made now. Have fun! I shared this out of excitement, so I didn't re-test everything first. Specifically, Aim Assist might not be very accurate. Please let me know of any bugs you might find. Keep in mind I'm busy with college though. Is the menu sequence too long now? I think it might be... let me know if I should shorten it somehow. For speed and higher resolution: https://turbowarp.org/1203137447?hqpen&clones=Infinity&offscreen&limitless In Editor 0: T to show framerate After crafting a weapon, place it in a weapon slot. If you have 2 weapons, swap between them with 1 and 2. Hold LMB to shoot lasers, fire, or explosives Use WASD to move, jump, and fall through platforms Press Space for energy shield Press F to open your inventory/logs screen Special ability controls are shown in-game. In Editor 1: Pretty intuitive, just pick a tile, set the color, and draw using it. Press M to grab a tile's color or N to grab its type. F to grab both. Q for eraser/air tile. There are many weird quirks with this editor. I may try to remedy them in a later version. In Editor 2: Use CAM Z to zoom in/out and TIME SCALE to speed up or slow down time. Use WASD to move the character around with noclipping. Use "Character" to change the player skin between Lucas and Myra. Use "Show Player Head" to show or hide your helmet. Use "Simplify Graphics" if your computer is a potato to make the game run slightly faster. Look at the status variables to see who you're allied with. Use the "player speed" variable to change how fast you run. Credits: Music is from Electronic Gems on YouTube. The artists are Axium Waves, Tape Arcade, Ogster & Afterift, TRONICA, and Jinx. The songs I used, per artist, are "Just for a Moment," "Luna," "Atmos," "Dawn," and "Stay." The original tracks, "Augment [I, II, III, and IV]", were made by me using FL Studio 2024 and 2025. The tile engine is adapted from @griffpatch's tile scrolling YouTube tutorial series but is EXTREMELY heavily modified. Cloud and lightning PNGs are from Bing Images. All in-game SFX from Pixabay, all menu SFX made by me using FL Studio 2024. All other art, coding, and design was done by me. Programs used: Scratch, [a YouTube to mp3 conversion website], GIMP, Microsoft Copilot (for some inspiration and advice), FL Studio 2024, FL Studio 2025. Special thanks: @TERRARIAMASTER5, @Nuclear_Melon, @griffpatch, @Oceanevee, @Connor-Hayes, @anantnpapa, @Ranger_07, @axolotan, @Lurdumoloch, & everyone else who playtested, contributed to the code, helped me learn things, and/or gave helpful feedback.
Author
ChuckSploder
Category
Game Information
Game Popularity
1.4k views
Collection Count
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