Inspiration
Inspiration was from a couple of games of mine, Lost & Found and Gargoyle Hunt. I wanted a game that was fast paced and enjoyable for all.
What it does
Players select a level from Tier 1. As a friendly monster runs away, players will need to find him, but the monster finds another hiding spot. Find him enough times before the time runs out. Finish all levels in a tier to go to the next tier. Finish all tiers to defeat the boss and receive a key. Collect coins for power ups.
How we built it
I used many of my past spawn assets from my other games for the settings of the levels. Levels have an average of 40 hiding spots for the gargoyle monster, but the monster has 4 possible poses. Each pose is determined by the scale of the y value of a positioning block. 0.25 y-scale represents a standing monster, 0.20 y scale represents a sitting monster, etc. The coins were scattered throughout by using position blocks as well with the y-scale being used to determine the distance of the randomness of the coin's spread. I couldn't have coins going through trees or walls. 21 levels meant 21 worlds to build other than Hidden monsters. Each level is spawned in by request and spawns out upon completion.
Challenges we ran into
The timing was tight due to an anniversary trip with my wife in November. Not to worry, I brought my headset with me. I also knew that I had to write the main gaming scripts from the ground up.
Accomplishments that we're proud of
Hidden Monsters seems to make everyone smile. I love seeing people enjoying themselves and having fun.
What we learned
I did learn that moving around in mobile needs more ramps and assists. Parkour can be difficult for mobile users.
What's next for Hidden Monsters
I would like to add another level to every tier. I'd also like to add more powerups that would entice people to purchase coins. Wearables would be fun as well.
Built With
- codeblocks
- horizon

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