(-o^_^)-o <3 Level Design!!!
I’ll be honest, the level design for the early levels is pretty simple and was mainly built to teach players the rules of the game world. Only after I started making level 5 did I start to get truly imaginitive with what I could do in the game. I’m particularly happy with the proof of concept that level 7 represents, in which you must use the Hug Monster to complete the level, but it made me look back at other levels and feel like they were lacking… especially level 4!
Level 4 was just a straight copy of level 3 but with the ability to knock the home platform out of reach. I like the floating platform idea, but I felt like I should have been more imaginitive with the rest of the design… so I revamped it completely. It’s not as tricky or complex as levels 5, 6, or 7, but it’s finally worthy of being its own distinct level.
I also had to spend some time working out the kinks in my smooth camera following algorithm… in that there *is* one now. ๐
(-o^_^)-o PLAY THE HUGMONSTER DEMO – with a newly imagined Level 4 o-(^_^o-)
Additionally I took care of a couple of stages in which falling out of bounds didn’t actually kill you when it should have.
