Brisk but Tactical Monster-Smashing – Playable Link
It seems I’ve created a popcorn monster-smashing game!
Each level takes something like 5-15 seconds and it doesn’t waste any time getting right on to the next one. But you’d better use the few seconds of break to study the layout of the next challenge!
http://ricefrog.com/LD28/WIP/3/hammercontrol.html
This build improves on the personality of the monsters and introduces two new ones, the snake and the skeleton. And now you actually die when you get hit.
Pictured here is the recurring tension moment that I was shooting for in my design… when you’ve thrown your hammer across the room, and you need to get past the monsters to retrieve it.
The difficulty ramps up quite a bit in this build and probably needs some real smoothing out.
TECH TALK:
I also really need to fix a bug where once in a while the hammer hit doesn’t register! The hammer bounces off the enemy, but no OnCollisionEnter2D event is fired by Unity. It’s occasional but very frustrating if it causes you to die. It seems mostly to happen when the enemy is touching other monsters, as if the monster-on-monster collisions are crowding out the hammer collision, which gets skipped somehow.
Or it could be related to the way I toggle the hammer between a trigger and a normal collider. That’s how I made the player able to carry it on his back, and why spinning around and touching monsters with the hammer while you carry it does nothing.
