Knightfall - ReadMe File

Author: 1E

Modified: 2026-10-11

1. itch.io link for your game:

  https://hannamy-uc.itch.io/knightfall
 

2. Description of your game:

 
Play as a knight and his trusty horse as you run through a cursed forest, navigating a dangerous trail to reach the evil witch's hut and free the forest from it's curse.

We have added in environment assets, a main character with their horse, enemies. To all work with a castle/ruins theme. The camera was also changed so it would follow both the player character, as well as the character on a horse since the original camera wouldn’t follow the character on the horse.

 

3. Are there any changes to the controls of your game? How do we play?

  We made the character be able to mount a horse by pressing the ‘Q’ key, when riding the horse the player can jump higher than the main character and move faster, however cannot attack enemies and will be killed after just two hits. We have also added fighting to defeat enemies. The right mouse key is the attack button, where when not mounted the player can swing their sword to attack enemies in their path.

 

4. What creative remix changes did you make? How can we find them?

  We have added our own music. We decided to make the characters pixel art, but made the background feel more 3D in a 2D world, giving some dimension.
A simple combat system was added with two types of enemies, ghosts and slimes. Ghosts float along a fixed path and damage the player when they collide. Slimes jump and move towards the player and can be knocked around with sword blows. Particle bursts indicate when damage is being dealt to enemies or the player. Additionally, there's a health bar at the top left of the screen.
There are two types of items that can be picked up. The first is the healing fruit, scattered throughout the level (the layout of these fruits is also used to subtly guide the player in a certain direction)
The second are three ‘Lore Scrolls’ to be collected that hint at the game’s story.
A horse riding mechanic is added to create an interesting choice. The player can attempt to barrel through the level with the swifter horse but risk being sent back to the start if they’re hit, or they can go on foot which lets them have more health and the ability to fight, but less speed and jump power. Of course, the best way is to swap between the two modes as needed.

 

5. Any assets used that you didn't create yourself?

  https://assetstore.unity.com/publishers/56686 We purchased (Tyler) assets from the unity store, by the artist ‘Neprosto Assets’.
Slime enemy sprites was sourced from Stealthix on itch.io https://stealthix.itch.io/animated-slimes
The scroll item sprite was sourced from dantepixels on itch.io: https://dantepixels.itch.io/key-items-16x16
The horse run cycle is heavily referenced from the Stardew Valley horse run cycle. However, the legs were created from scratch to create a smoother and more ‘realistic’ run.

Black is based on the original, red was added to make the movement smoother.
Otherwise, everything else was made by us- Character, enemies, music

 

6. Did you receive help from anyone outside this class or from anyone in this class that is not in a group with you?

  We used youtube to search up any problems we were having with unity, as well as online forums. Otherwise we asked for the support of our tutors and teachers.
 

7. Did you get help from any online websites, videos, or tutorials?

  Item Pickup System: https://pavcreations.com/items-and-collectibles-in-2d-unity-platformer-games/
Stuff: https://learn.unity.com/course/2D-adventure-robot-repair
Attacks: https://m-ansley.medium.com/setting-up-a-hitbox-attack-system-in-unity2d-1-animated-boxcollider2d-and-attack-script-cc97fcd3b268
Health bar: https://learn.unity.com/tutorial/make-health-bar-with-UItoolkit

PlayerRidingHorse movement
https://www.youtube.com/watch?v=pYu36PLmdq0
Text box: https://youtu.be/8oTYabhj248?si=TDA73esjZkq4QAVQ

 

8. Did you get help from any Extractive AI Code or Art Assistants?

  To our knowledge, no one used AI on this project.
 

9. What trouble did you have with this project?

 Communication and workload: Working in a large group sometimes made communication difficult, particularly when there was confusion about who was responsible for different tasks. At times, some members were also less available to contribute, which meant that a few people ended up taking on more of the workload. However, this was also partly due to the different demands of each role. For example, coding can be more complex and time-consuming, especially when someone is still learning. This meant we needed to be more aware of how we could support each other and make sure the workload was being managed as fairly as possible.
Time, skills and scope: At the beginning of the project, we had bigger plans for the game, including more levels, more enemies and a greater level of challenge. However, as we encountered technical issues and became busier with other projects, we realised that we would not have enough time to implement everything we originally wanted. This was also influenced by our limited experience with Unity, as we were still developing our skills and learning how different parts of the development process worked. Rather than trying to add too much and risk having an unfinished or unstable game, we focused on creating something functional and playable. Although the final game was not as large or complete as we initially envisioned, we did our best to create a workable project within the time and skill limitations we had.
Integration of different features: The coders in the group worked on different features in different scenes, and only towards the end did we attempt to combine them in the final level, causing some problems as the mechanics were hard to combine, for example the health system and the horse riding system.

 

10. Is there anything else we should know?

  Initially we intended for the horse to follow behind the player character when they weren’t riding it, but despite putting many hours into coding this feature, it ultimately was not working and we made the decision to not include it rather than spend extra time continuing to fight with it.
 
Published 2 days ago
StatusReleased
PlatformsHTML5
AuthorHannaMY_UC
GenrePlatformer
Made withUnity

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