My compo entry for LD#22 was a little game called Hug Monster, and it was seven levels of ASCII art fun. A reasonable number of people played it, and their comments were a mix of happy praise and criticism. I am really happy that I received both, and have taken to heart the feedback. Therefore, over the past few weeks, I’ve done a number of thing with the game.
- The player’s momentum and inertia is toned down, and his top speed a bit slower.
- Many of the bugs related to jumping (particularly double jumping) are squashed
- More cutscenes! It’s not just the title and ending that have little movies now.
- More levels! And in fact, some of the levels from the compo build that were rather weak have been tossed out.
- Local storage – The game remembers how far you got and lets you start from where you left off
- More focus on puzzle solving
- Even more ways to trick the Hug Monster into helping you escape a level
- Hug Monster shouldn’t get stuck in certain walls any longer
And I’m not done yet! I still have plenty of ideas for levels, puzzles, and even plan on adding music to the final build eventually.
I want to thank everyone who took the time to play the compo game and leave feedback, as you have all helped to make Hug Monster (-o^_^)-o a very happy creature, and a ridiculously fun game.