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This is an expansion of ideas generated from the Silhouette project, and an attempt to continue on the track of making
play a flowing, smooth experience for the player. I also began to play with the idea of taking power away from the player
in exchange for ways to get around shortcomings, an idea I have been playing with ever since. In this scenario, the player
loses his or her ability to see the area around them, but gains the power of echolocation. With the power of echolocation,
however, comes a price: enemies cannot see in the dark, but they can hear your echolocation.
"Bats in the Belfry" as a title was a pun revolving around the main character's name (Belfry) species and questionable state of mental health.
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CONTROLS
To move: move your cursor and the character, Belfy, will follow it around the screen.
To see: click to use echolocation and illuminate the area around your cursor. Remember: enemies can hear this, and will run
towards the location you last used your echolocation.
To dash: use the spacebar to consume a collected moth and gain the ability to temporarily shoot quickly through the air
while invulnerable to enemies.
AIR BAR: The bar must fill all the way before you use echolocation again, encouraging the player to be patient and causing tension as the player waits to see. You may use echolocation before
the bar fills up, but it will be considerably less "loud" (bright) and it will take longer for you to regain your "breath."
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NOTES
I only managed to complete one level of the game where I would have liked to have at least 10, but unfortunately it took me
a very long time to develop the proper physics engine for the game in order to minimize lag, and afterwards to program
artificial intelligence for the enemies and moths. I am planning on continuing production of this game in the near future.
There is a major inexplicable bug in which you will be sent to the Game Over screen even when you still have lives left upon being captured by
an enemy. This problem is likely an issue with ActionScript 2, and therefore the game will have to be rewritten in ActionScript 3
in order to fix the issue.
Sound will also be incorporated into the game to make the experience more alive.