v0.1.0 — Initial Playable Prototype

0

v0.1.0 — Initial Playable Prototype
October 16, 2026
The first playable release of DamnBlackLink: Ashline Relay, a browser-based 2D platformer set in an original storm-swept transit district. This version establishes the first level, core movement systems, combat, and relay-based progression.
Added
• A Black relay-runner protagonist with short locs, a teal field coat, amber scarf, copper boots, and a pulse gauntlet.
• A 4,300-pixel-wide side-scrolling level with platforms, storm gaps, and patrol drones.
• Three collectible relay cores that unlock the transit gate.
• A tracking camera, parallax city scenery, and code-drawn graphics.
• An on-screen HUD displaying armor, relay progress, dash availability, elapsed simulation time, and respawn count.
Movement and Combat
• Keyboard movement using WASD or the arrow keys.
• Variable-height jumping: release the jump button early for a shorter jump.
• Coyote time for a brief jump opportunity after leaving a platform.
• Jump buffering to register jump input shortly before landing.
• Directional dashing with a cooldown.
• Short-range pulse strikes.
• Patrolling drones that can be disabled with a pulse strike or dash.
• Three armor points and temporary invulnerability after taking damage.
Progression and Game States
• Checkpoint beacons that restore armor and save the respawn position.
• Respawning after falling into the storm or losing all armor.
• Relay activation and defeated drones retained after respawning.
• A locked exit that opens only after all three relays are restored.
• A completion screen showing elapsed simulation time and respawns.
• A restart option that resets the level and progress.
• Automatic pausing when the game loses focus or the browser tab becomes hidden.
Controls and Interface
• Play/Resume and Restart controls.
• Basic on-screen pointer controls for movement, jumping, dashing, and striking.
• Visible mission instructions and status messages.
• Responsive canvas display scaling.
Technical Foundation
• Built with JavaScript, HTML Canvas, and CSS.
• Fixed-step simulation running at 120 updates per second, with capped catch-up work after frame stalls.
• Rectangular collision detection for platforms, enemies, collectibles, and checkpoints.
• No external libraries, asset downloads, installation, or build tools required.
Packaging
• Included the complete game source and local setup instructions.
• Added an optional Node.js logic-test script and a manual browser-testing checklist.
• Included project cover artwork and publishing drafts.
Validation
• JavaScript syntax validation passed.
• All 12 automated logic checks passed.
• Checks covered movement-related logic, collisions, relay persistence, checkpoints, combat, gate unlocking, and resetting.
Known Limitations
• Initial graphics use simple geometric shapes and procedural effects.
• Automated checks use a mocked browser environment and do not verify actual browser rendering or complete playthroughs.
• End-to-end browser testing and real mobile-device testing were pending at this release.
• The working title had not undergone trademark clearance.
• This release is an early prototype, not a finished game.

Join the Discussion

Respond directly to the original thread. To respond to another member, use Reply under that response.

Join the discussion

Log in with your ProfoundSyntax account to participate.

Log In to Reply

0 Replies