diff --git a/MrBigsock/Assets/Code/Character.cs b/MrBigsock/Assets/Code/Character.cs
index 75120bfb210fa3f8f124b0e374222f6ceb2059e4..cbed6e51c1926918ef5d0bf72d9373503ddcc1b5 100644
--- a/MrBigsock/Assets/Code/Character.cs
+++ b/MrBigsock/Assets/Code/Character.cs
@@ -88,6 +88,9 @@ namespace BigSock {
 		// The direction the character last moved.
 		protected Vector2 moveDir;
 
+		// trigger for in knockback.
+		protected bool inKnockBack = false;
+
 
 		/*
 			The inventory of the character.
@@ -178,20 +181,30 @@ namespace BigSock {
 				MovementDir = moveDir,
 			};
 		}
-
-
+		/*
+			Using a courutine to set trigger in knockback.
+		*/
+		IEnumerator knockBackTimer()
+    	{	
+			inKnockBack = true;
+			yield return new WaitForSeconds(0.15F);
+			rb.velocity = Vector2.zero;
+			inKnockBack = false; 
+    	}
 
 		/*
-			Add Knockback. 
+			Add Knockback. (used only for dash ?)
 		*/
 		public void KnockBack(float force, Vector2 difference) {
 			rb.AddForce(difference * force, ForceMode2D.Impulse);
+			StartCoroutine(knockBackTimer());
+			
+			//rb.MovePosition((Vector2)transform.position + (difference * force * Time.fixedDeltaTime));
 		}
 		public void KnockBack(IAttackStats attack) {
 			Vector2 difference = ((Vector2) transform.position - attack.Source).normalized;
-			//KnockBack(attack.Knockback, difference);
 			rb.AddForce(difference * attack.Knockback, ForceMode2D.Impulse);
-
+			StartCoroutine(knockBackTimer());
 		}
 
 		/*
@@ -199,8 +212,11 @@ namespace BigSock {
 		*/
 		protected virtual bool TryMove(Vector2 direction) {
 			moveDir = direction;
-			if(direction != Vector2.zero) {
-				rb.AddForce(direction * (float) MovementSpeed * Time.fixedDeltaTime, ForceMode2D.Impulse);
+			if(direction != Vector2.zero && !inKnockBack) {
+				//Using movePosition to get a "snappy" movement. 
+				//rb.AddForce(direction * (float) MovementSpeed * Time.fixedDeltaTime, ForceMode2D.Impulse);
+				rb.MovePosition((Vector2)transform.position + (direction * (float) MovementSpeed * Time.fixedDeltaTime));
+				//rb.velocity = (direction * (float) MovementSpeed);
 				return true;
 			}
 			return false;
@@ -299,6 +315,7 @@ namespace BigSock {
 			var res = HP + amount;
 			if(res > MaxHP) res = MaxHP;
 			HP = res;
+			AfterHeal();
 			return true;
 		}
 
@@ -310,6 +327,10 @@ namespace BigSock {
 			KnockBack(attack);
 		}
 
+
+		protected virtual void AfterHeal() {
+
+		}
 		/*
 			Method for what to do when the character dies.
 		*/
diff --git a/MrBigsock/Assets/Code/Core/Abilities/AbilityDodge.cs b/MrBigsock/Assets/Code/Core/Abilities/AbilityDodge.cs
index d3be2c1a5c405f3fd9f5415fda21837c3f90c019..cc57a2d438bbe01eed14a98d335ea23e16107947 100644
--- a/MrBigsock/Assets/Code/Core/Abilities/AbilityDodge.cs
+++ b/MrBigsock/Assets/Code/Core/Abilities/AbilityDodge.cs
@@ -13,7 +13,7 @@ namespace BigSock {
 		A basic dodge move that gives a push and a short invincibility.
 	*/
 	public class AbilityDodge : BaseAbility {
-		public static readonly float BASE_FORCE = 0.5f;
+		public static readonly float BASE_FORCE = 1f; 
 		public static readonly TimeSpan IFRAME_DURATION = new TimeSpan(0, 0, 0, 0, 500);
 		
 		public override ulong Id => 201;
diff --git a/MrBigsock/Assets/Code/FollowPlayer.cs b/MrBigsock/Assets/Code/FollowPlayer.cs
index 89d4fe1efdecc0d0d6a6b9b3a6b9697ef787f59a..28c604e8ab58c20fb794efac2eba97ca3ef9a6e5 100644
--- a/MrBigsock/Assets/Code/FollowPlayer.cs
+++ b/MrBigsock/Assets/Code/FollowPlayer.cs
@@ -8,85 +8,61 @@ namespace Bigsock
 {
     public class FollowPlayer : MonoBehaviour
     {
-        [SerializeField]
-        private NeighbourMapGenerator neighborMapGenerator;
-        [SerializeField]
-        private CinemachineConfiner2D cameraMap;
+        [SerializeField] NeighbourMapGenerator neighborMapGenerator;
+        [SerializeField] CinemachineConfiner2D cameraMap;
+        [SerializeField] GameObject victoryScreen;
 
-        private int levels = 1;
+        //Unity varibles
+        private GameObject[] boss;
+        private GameObject player;
+        private GameObject[] enemies;
+        private GameObject[] Chest;
+        private List<GameObject> chests;
+        private GameObject stair;
 
-
-        Vector3 offset = new Vector3(0, 0, -10);
-        int i = 0;
-
-        GameObject[] boss;
-        GameObject player;
-        GameObject[] enemies;
-        GameObject[] Chest;
-        List<GameObject> chests;
-        GameObject stair;
+        //Normal variables
+        private int levels = 0;
+        private static int LEVEL_CAP = 2;
         private int roomNr = 0;
-        bool stairs_down;
+        private bool stairs_down;
+        private int victoryHold = 0;
 
         void Start()
         {
             chests = new List<GameObject>();
-            neighborMapGenerator.RunProceduralGeneration();
             player = GameObject.Find("BigSock");
-            stair = GameObject.Find("Stairs(Clone)");
-            Chest = GameObject.FindGameObjectsWithTag("Chest");
-            foreach(GameObject c in Chest)
-            {
-                chests.Add(c);
-                c.SetActive(false);
-            }
-            stairs_down = stair.GetComponent<Stairs>().stairs_touch;
-            stair.SetActive(false);
+            InitializeLevel();
         }
 
         void LateUpdate()
         {
             boss = GameObject.FindGameObjectsWithTag("Boss");
             enemies = GameObject.FindGameObjectsWithTag((roomNr).ToString());
-            if (boss.Length == 0 && levels <= 1)
+            
+            if (boss.Length == 0 && levels < LEVEL_CAP)
             {
+                if (!stair.activeInHierarchy)
+                {
+                    levels++;
+                }
                 stair.SetActive(true);
                 stairs_down = stair.GetComponent<Stairs>().stairs_touch;
+                
+            }
+            if (levels == LEVEL_CAP && victoryHold == 0)
+            {
+                VictoryScreen();
+                victoryHold++;
             }
-            
 
             if (stairs_down)
             {
-                roomNr = 0;
-                foreach(GameObject c in chests)
-                {
-                    DestroyImmediate(c);
-                }
-                DestroyImmediate(stair);
-                chests.Clear();
-                TilemapGenerator.resetMaps();
-                TilemapGenerator.SetRoomIDZero();
+                ClearScene();
                 player.transform.position = new Vector3(9,5,0);
-                neighborMapGenerator.RunProceduralGeneration();
-                Chest = GameObject.FindGameObjectsWithTag("Chest");
-                stair = GameObject.Find("Stairs(Clone)");
-                stairs_down = stair.GetComponent<Stairs>().stairs_touch;
-                foreach (GameObject c in Chest)
-                {
-                    if(c != null)
-                    {
-                        c.SetActive(false);
-                        chests.Add(c);
-                    }
-                }
-                stair.SetActive(false);
-                levels++;
+                InitializeLevel();
             }
 
-            int i = 0;
-            if(i == 0) {
-                cameraMap.InvalidateCache();
-            }
+            cameraMap.InvalidateCache();
 
             if (enemies.Length == 0)
             {
@@ -103,16 +79,57 @@ namespace Bigsock
         }
 
         private void OnDestroy()
+        {
+            ClearScene();
+        }
+
+        /*
+        *Deletes all game objects from the scene that is not the player
+        *and also resets all arrays that have been made*/
+        private void ClearScene()
         {
             roomNr = 0;
             foreach (GameObject c in chests)
             {
                 DestroyImmediate(c);
             }
+            chests.Clear();
             DestroyImmediate(stair);
             NeighbourMapGenerator.ClearRoomList();
             TilemapGenerator.SetRoomIDZero();
             TilemapGenerator.resetMaps();
         }
+
+        /*
+        *Initializes the victory screen*/
+        private void VictoryScreen()
+        {
+            Time.timeScale = 0;
+            GameObject canvas = GameObject.Find("Canvas");
+            if (canvas != null)
+            {
+                Instantiate(victoryScreen, canvas.transform);
+            }
+        }
+
+        /*
+         *Creates a level and adds objects to the different arrays */
+        private void InitializeLevel()
+        {
+            neighborMapGenerator.RunProceduralGeneration();
+            Chest = GameObject.FindGameObjectsWithTag("Chest");
+            stair = GameObject.Find("Stairs(Clone)");
+            stairs_down = stair.GetComponent<Stairs>().stairs_touch;
+            foreach (GameObject c in Chest)
+            {
+                if (c != null)
+                {
+                    c.SetActive(false);
+                    chests.Add(c);
+                }
+            }
+            stairs_down = stair.GetComponent<Stairs>().stairs_touch;
+            stair.SetActive(false);
+        }
     }
 }
diff --git a/MrBigsock/Assets/Code/Map/Data/NeigbourParameters_medium.asset b/MrBigsock/Assets/Code/Map/Data/NeigbourParameters_medium.asset
index beeec598bfa7edea1ca0672b2a5d16793b1ca70f..25dd83dc136d88dfd97a1d0f501f78a918215ec3 100644
--- a/MrBigsock/Assets/Code/Map/Data/NeigbourParameters_medium.asset
+++ b/MrBigsock/Assets/Code/Map/Data/NeigbourParameters_medium.asset
@@ -13,7 +13,7 @@ MonoBehaviour:
   m_Name: NeigbourParameters_medium
   m_EditorClassIdentifier: 
   width: 30
-  height: 24
+  height: 17
   smoothCount: 0
   empty: 0
   edgesAreWalls: 0
diff --git a/MrBigsock/Assets/Code/PlayerController.cs b/MrBigsock/Assets/Code/PlayerController.cs
index d423498a3763cb56be1333ef956ba4cb8f8b0da5..b3f633f0768031e4567843acdbb72f1d1198f8f8 100644
--- a/MrBigsock/Assets/Code/PlayerController.cs
+++ b/MrBigsock/Assets/Code/PlayerController.cs
@@ -395,6 +395,10 @@ namespace BigSock {
 			utilBar?.WithHealth(Convert.ToInt32(HP));
 		}
 
+		protected override void AfterHeal()  {
+			utilBar?.WithHealth(Convert.ToInt32(HP));
+		}
+
 		public void GainXp(float xp) {
 			GiveXp(xp * XP_SCALE_RATE);
 			CheckXp();
diff --git a/MrBigsock/Assets/Code/Slime/SlimeController.cs b/MrBigsock/Assets/Code/Slime/SlimeController.cs
index 743445cbf21abd97c6aced09311cc6fe9a8dcd90..b12f7086ed796ea2cdcf2adbf39a37633cac068d 100644
--- a/MrBigsock/Assets/Code/Slime/SlimeController.cs
+++ b/MrBigsock/Assets/Code/Slime/SlimeController.cs
@@ -47,25 +47,25 @@ namespace BigSock {
 		/*
 			Minimum time the slime should idle before it can charge.
 		*/
-		protected static readonly TimeSpan IDLE_WAIT_TIME = new TimeSpan(0, 0, 0, 1, 0);
+		protected static readonly TimeSpan IDLE_WAIT_TIME = new TimeSpan(0, 0, 0, 0, 5);
 		/*
 			Minimum time the slime should charge before it can leap.
 		*/
-		protected static readonly TimeSpan CHARGE_WAIT_TIME = new TimeSpan(0, 0, 0, 2, 0);
+		protected static readonly TimeSpan CHARGE_WAIT_TIME = new TimeSpan(0, 0, 0, 1, 0);
 		/*
 			Maximum time the slime should leap before it can idle.
 		*/
-		protected static readonly TimeSpan LEAP_WAIT_TIME = new TimeSpan(0, 0, 0, 4, 0);
+		protected static readonly TimeSpan LEAP_WAIT_TIME = new TimeSpan(0, 0, 0, 2, 0);
 
 		/*
 			The force the slime leaps at.
 		*/
-		public double LeapForce => MovementSpeed * 4;
+		public double LeapForce => MovementSpeed * 10;
 
 		
 		//void Start() {
 		//	rb = GetComponent<Rigidbody2D>();
-		//	m_Animator = gameObject.GetComponent<Animator>();
+		// m_Animator = gameObject.GetComponent<Animator>();
 		//	followCollider = transform.Find("followCollider").GetComponent<EmptyCollider>();
 		//	followCollider.OnColliderEnter2D_Action += Move_OnColliderEnter2D;
 		//	followCollider.OnColliderStay2D_Action += Move_OnColliderStay2D;
@@ -90,7 +90,7 @@ namespace BigSock {
 					// Update the state.
 					State = SlimeState.Charging;
 					NextTimeStateCanChange = DateTime.Now + CHARGE_WAIT_TIME;
-					m_Animator.SetTrigger("walk");
+					m_Animator.SetTrigger("idle");
 				}
 			} 
 			
@@ -117,7 +117,7 @@ namespace BigSock {
 					// Update the state.
 					State = SlimeState.Idle;
 					NextTimeStateCanChange = DateTime.Now + IDLE_WAIT_TIME;
-					m_Animator.SetTrigger("idle");
+					m_Animator.SetTrigger("walk");
 
 				}
 			}
diff --git a/MrBigsock/Assets/Code/orc/Enemy_orc_range.cs b/MrBigsock/Assets/Code/orc/Enemy_orc_range.cs
index 023fb2b17d29795fc67b7443be4074c4bdaf0e79..b542f4b3a04bd5ffe2572590a03499e5159b05d6 100644
--- a/MrBigsock/Assets/Code/orc/Enemy_orc_range.cs
+++ b/MrBigsock/Assets/Code/orc/Enemy_orc_range.cs
@@ -29,15 +29,15 @@ namespace BigSock {
 		/*
 			Minimum idle time.
 		*/
-		protected static readonly TimeSpan IDLE_WAIT_TIME = new TimeSpan(0, 0, 0, 1, 0);
+		protected static readonly TimeSpan IDLE_WAIT_TIME = new TimeSpan(0, 0, 0, 0, 400);
 		/*
 			Minimum animation time.
 		*/
-		protected static readonly TimeSpan CHARGE_WAIT_TIME = new TimeSpan(0, 0, 0, 2, 0);
+		protected static readonly TimeSpan CHARGE_WAIT_TIME = new TimeSpan(0, 0, 0, 0, 400);
 		/*
 			Maximum time the slime should attack before it can idle.
 		*/
-		protected static readonly TimeSpan ATTACK_WAIT_TIME = new TimeSpan(0, 0, 0, 4, 0);
+		protected static readonly TimeSpan ATTACK_WAIT_TIME = new TimeSpan(0, 0, 0, 1, 0);
 
 		protected Animator m_Animator_bow;
 
diff --git a/MrBigsock/Assets/Resources/Prefabs/Enemy_Slime.prefab b/MrBigsock/Assets/Resources/Prefabs/Enemy_Slime.prefab
index bcb42954b8e9e3258b13b2847f57e0e2fd0b6430..120d64008f039798ee05fb3e853a958385385cb5 100644
--- a/MrBigsock/Assets/Resources/Prefabs/Enemy_Slime.prefab
+++ b/MrBigsock/Assets/Resources/Prefabs/Enemy_Slime.prefab
@@ -79,7 +79,7 @@ SpriteRenderer:
   m_SortingLayerID: 0
   m_SortingLayer: 0
   m_SortingOrder: 2
-  m_Sprite: {fileID: 21300000, guid: dfb75b4c193e2994dabfcb50c3cf64e5, type: 3}
+  m_Sprite: {fileID: 1784894595, guid: 2bbb85d06a94d0d478b4c0707a9805c4, type: 3}
   m_Color: {r: 1, g: 1, b: 1, a: 1}
   m_FlipX: 0
   m_FlipY: 0
@@ -121,7 +121,7 @@ Animator:
   m_GameObject: {fileID: 2996495149472241661}
   m_Enabled: 1
   m_Avatar: {fileID: 0}
-  m_Controller: {fileID: 9100000, guid: 87d00f377b8992e4092c2ea820422659, type: 2}
+  m_Controller: {fileID: 9100000, guid: 311b011bc4e42144abcc058ae333ad8d, type: 2}
   m_CullingMode: 0
   m_UpdateMode: 0
   m_ApplyRootMotion: 0
@@ -148,7 +148,7 @@ BoxCollider2D:
   m_SpriteTilingProperty:
     border: {x: 0, y: 0, z: 0, w: 0}
     pivot: {x: 0.5, y: 0.5}
-    oldSize: {x: 1, y: 1.25}
+    oldSize: {x: 1, y: 1}
     newSize: {x: 0.16, y: 0.2}
     adaptiveTilingThreshold: 0.5
     drawMode: 0
@@ -176,8 +176,8 @@ MonoBehaviour:
   baseMovementSpeed: 2
   baseDamage: 1
   knockbackForce: 3
-  baseHP: 20
-  baseMaxHP: 20
+  baseHP: 7
+  baseMaxHP: 7
   dropXP: 20
   xp: 0
   maxXp: 0
@@ -285,7 +285,7 @@ Transform:
   m_PrefabAsset: {fileID: 0}
   m_GameObject: {fileID: 8620845285361089561}
   m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
-  m_LocalPosition: {x: 0.04, y: 0, z: 0}
+  m_LocalPosition: {x: 0.04, y: -0.171, z: 0}
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
   m_Children: []
@@ -307,7 +307,7 @@ CircleCollider2D:
   m_UsedByComposite: 0
   m_Offset: {x: 0, y: 0}
   serializedVersion: 2
-  m_Radius: 0.7
+  m_Radius: 0.4
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   m_ObjectHideFlags: 0
diff --git a/MrBigsock/Assets/Resources/Prefabs/UI/VictoryScreen.prefab b/MrBigsock/Assets/Resources/Prefabs/UI/VictoryScreen.prefab
new file mode 100644
index 0000000000000000000000000000000000000000..719cc90668dbe814f5a7268aeb1c43e94f2138e1
--- /dev/null
+++ b/MrBigsock/Assets/Resources/Prefabs/UI/VictoryScreen.prefab
@@ -0,0 +1,591 @@
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new file mode 100644
index 0000000000000000000000000000000000000000..087c4f4e93956d736f7de5ac2bcab002dcbf3eeb
--- /dev/null
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index 755780d9fadcf25b2090c0d47f430cea2577396a..6f63f4a57970e47e29e33c2610a9c820e9d59ca2 100644
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+++ b/MrBigsock/Assets/Resources/Sprites/Enemy/Animations/small_demon/small_demon.controller
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---- !u!1102 &-7420391728588106811
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@@ -91,7 +111,19 @@ AnimatorController:
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@@ -131,29 +163,3 @@ AnimatorState:
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diff --git a/Submission.md b/Submission.md
index 98a5b88321765b14482b3d783886264dd050705f..f6b7269313f2ddb46f3c2c40208835f3742c2c21 100644
--- a/Submission.md
+++ b/Submission.md
@@ -49,4 +49,46 @@ If you claim “Half” then others cannot claim “All” or “Most”, but on
 | Touched | N || 1 | 1 | 2 | N | N |
 
 
+# The Adventures of BigSock Submission
+
+## Members
+
+* Julius Fredrik Einum 
+* Robin Ruud Kristensen 
+* Robin Sandvik 
+* Alexander Gatland 
+* Gard Furre
+
+## Gameplay Video
+
+## Code Video
+
+
+
+## Work Distribution Matrix
+
+| Category| Julius |Robin R|Robin S|Alexander|Gard|
+|----|----|----|----|----|----|
+| Physics| - | - | - | - | - |
+| UI | - | - | - | - | - | 
+| Audio | - | - | - | - | - | 
+| Procedural generation | - | - | - | - | - | 
+| Sprites | - | - | - | - | - | 
+| Items | - | - | - | - | - | 
+| Enemies | - | - | - | - | - | 
+| Abilities | - | - | - | - | - | 
+| Bosses | - | - | - | - | - | 
+| Gameplay mechanics | - | - | - | - | - | 
+| Design| - | - | - | - | - | 
+
+## Group discussion
+
+### The engine
+
+### Process and Comunication during development
+
+### Use of Version Controll
+
+
+