AWAKENING THE OBSERVATORY

MELTYVANIA
The Sundered Observatory
An unfinished commission. A frozen observatory.
Four minutes. One life. Defeat the Custodian before time runs out.
Controller: press any button, release, then A / ✕ to confirm.
Expedition paused
The music and four-minute countdown are paused.
Leaderboards
Defeat the Custodian before 4:00. Choose Yes after victory, then enter a name to register your clear time.
| Rank | Name | Clear time |
|---|
Loading ranked times…
Your expedition
Controller controls
Connect a controller and press any button.
Melty: Up jumps. In menus, ✕ / Xbox A confirms and ○ / Xbox B returns. A+B dashes; A+D throws; A+B+C activates Heat. Dodge and Shield Bunker are not implemented.
| Xbox / PC | PlayStation | Action |
|---|---|---|
| A | ✕ | Jump · confirm in menus |
| X | □ | J · light sword |
| Y | △ | K · kick |
| B | ○ | L · heavy slash · back in menus |
| LB | L1 | Shield · hold to spend Circuit |
| RB | R1 | Dash · unlocked air dash |
| LT | L2 | Ordinary guard |
| RT | R2 | Throw · air throw |
| L3 | L3 | Heat |
| R3 | R3 | Interact · doors, shrines, relics |
| View | Share | Map |
| Menu | Options | Pause · resume |
Movement & commands
D-pad or left stick moves and crouches. Use the face button to jump.
Forward + X / □ in the air performs the wallslam strike.
Down + X / □ launches on the ground and dives straight down in the air. Air down + Y / △ dives diagonally.
↓ ↘ → + X / Y / B (□ / △ / ○) casts Frost Lance. The motion works with either the D-pad or stick. Air versions shoot down-forward. → ↓ ↘ + Y / △ casts Icicle Rise.
In menus, use the D-pad or stick to choose, A / ✕ to confirm, and B / ○ to go back.
Release held controls after connecting or closing a menu. If an active controller disconnects, the game pauses. Nintendo and other standard pads use the same physical positions; the footer follows detected labels.
Move freely. Fight deliberately.
Movement
- A / D · ← / →
- Move
- Space / W / ↑
- Jump · press again for unlocked double jump
- Shift
- Ground dash · unlocked air dash
- S / ↓
- Crouch · drop through a platform with jump
- E
- Doors, shrines, relics
- M · Esc
- Map · pause
Combat
- J · K · L
- A / light · B / high kick · C / slash
- ↓ + J
- Rising sword launcher · jump-cancel on hit
- ↓ + K / L
- Low kick / sweeping launcher
- Air J / K / L
- Air sword / air kick / heavy air sword
- Air ↓ + J / K
- Straight dive kick / diagonal dive kick · afterimages · bounce on hit
- Air forward + J
- Palm strike · knock enemies into a wallslam
- ↓ → + L
- 3C rising launcher
- Q · R
- Frost Lance (236B) · Icicle Rise (623B)
- ↓ ↘ → + J / K / L
- Motion specials · air versions shoot diagonally down · J costs 50 Circuit · L costs 100
- U / ↓ + U / air U
- Standing / crouching / airborne Shield · hold to spend Circuit
- O · I · H
- Ordinary guard · throw / air throw · Heat
- V
- Collision and frame-data overlay
The Beat System
Four-minute expedition: the soundtrack and countdown pause together whenever play pauses. At 0:00, Edelweiss freezes; defeat leaves her KO’d. The music continues. Use the lower-left Go back to title message to start again. Shrines restore full health and add 100 Circuit (maximum 300); they do not set checkpoints. Spike beds deal a flat 500 damage. Normal enemies deal double damage; the Custodian deals triple.
Chain different normals on contact. Reverse Beat lets a heavy normal cancel into a lighter unused normal. The penalty persists briefly after the chain.
Try: J → K → ↓ J → L → jump → K → L → jump → K → L → I.
Ground hitstun and air untech are separate. Long air combos lose untech time. Ordinary monsters return when you re-enter a room or rest at a shrine. Defeated bosses stay defeated. A double jump and an air dash each use one of two airborne actions after their relics are found.
Tap U within five simulation ticks before contact for Just Shield (EX): a white-gold burst and normal, special, or jump cancels. Hold U for a cyan sphere and regular Shield: it drains Circuit and cancels into specials after success. Continuing to hold resumes regular Shield after the contact window. Choose the correct standing or crouching stance. Misses leave recovery and counter-hit risk.
MBAACC-inspired mechanics, original prototype move data. Circuit / Heat and Crescent-style Reverse Beat. Move timing, Shield windows/drain/recovery, penalty decay, and enemy behavior are tuned for this sample.