Arcade LabXP 0

World 3 / Quest 11

Enemies & Hazards

Something that walks. Something that stabs. A hero that flinches.

About 60 minutes+150 XP

You’ll build: A platformer with patrolling enemies, spikes, and a hero that gets knocked back, blinks, and can't be hit again for a second.

You’ll learn

Briefing

You add patrolling enemies, spikes, and a hero that gets knocked back and blinks when it's hit. No new Power-Up — this is One Thing at a Time, on three hit reactions in a row.

Start prompt

Say this to Coach

/arcade-lab Start Quest 11: Enemies & Hazards. I'm in my platformer folder. Save a checkpoint first, then open the coach notes.

Steps

  1. 1

    One patrol enemy

    Give the full picture: what the enemy looks like (use your art, or a red rectangle), where it starts, and the rule: walk until the edge of the platform, then turn around. One enemy. Test it. Does it fall off? Say what you see.

    Say this to Coach

    Add one enemy on the second platform. It walks left and right at a slow speed and turns around when it reaches the edge of its platform — it never falls off. Use my enemy art if it's in assets, otherwise a red rectangle. Just one enemy for now.

  2. 2

    Touching the enemy hurts

    Now the rule: touching an enemy costs a life. Wire in the 3 hearts you know from Dodge!. One thing: just the life loss and hearts. No knockback yet. Test it — and notice how bad it feels to lose all your lives in one touch. That's the problem you fix next.

    Say this to Coach

    When the hero touches the enemy, lose 1 life. Show 3 hearts in the top-left like my Dodge! game. Don't add knockback or blinking yet — I want to feel the problem first.

  3. 3

    Make getting hit feel fair

    Three things, one at a time: (1) knockback — the hero bounces away from the enemy, (2) blink — the hero flashes for one second, (3) invincibility — while blinking, the hero can't be hit again. Do them in that order, testing each.

    Say this to Coach

    When the hero gets hit: first job, knock the hero back away from the enemy a little. I'll test. Then make the hero blink for 1 second. Then, while blinking, the hero can't be hit again.

  4. 4

    Spikes

    Hazards: put spikes somewhere sneaky (below a gap, on top of a platform you have to jump over). Same hit reaction as enemies. Decide: do spikes take one life, or all of them? That's your call as designer. Say it.

    Say this to Coach

    Add spikes — use a spike picture if I have one, or gray triangles. Put them at the bottom of the gap between the two floating platforms. Touching spikes takes 1 life. Use the same knockback and blink as enemies.

  5. 5

    Stomp? Your call.

    Design decision: can the hero defeat the enemy by jumping on its head (like Mario)? Or are enemies untouchable (like a lot of hard platformers)? Ask for options on how a stomp could work, then choose. If you add it, use your Sound Lab hit sound.

    Say this to Coach

    Give me 3 options for what happens when the hero lands on TOP of an enemy — from 'nothing special' to 'the enemy is defeated and the hero bounces'. I'll pick.

  6. 6

    Game over, then checkpoint

    When lives hit zero: your game-over screen from Juice It, with the explosion sound, best score if you have a score, and restart. Then checkpoint 'danger'.

    Say this to Coach

    When lives reach 0, show the game-over screen with the explosion sound and a restart on SPACE. Then save a checkpoint called 'danger'.

Side quests +10 XP each

0 of 3 done

Stuck?

More ways to get unstuck

Ship checklist

0 of 4 done

Bonus round

Show Dad

Let Dad get hit on purpose. Dad's question: "What happens in the one second after you get hit, and why did you build it that way?"