My game is called Curse of the Hodag!
Curse of the Hodag is a classic arcade block breaking game with a slight twist. Dodge turtle shells and snakes flung at you from the mysterious and mischievous hodags. It features two gameplay modes: regular and hardcore. In regular mode, you progress along a map and the game will save your progress between levels. In hardcore mode, you only have 10 lives to make it all the way through the map, achieving as high a score as possible.
All art and music was created by me. Sound effects were found in free Unity assets, which are credited in game. The font I found on dafont and is also credited in game and on the game page.
Post Mortem
Wow, feature creep is a very real thing. This game is still only about 3/5s of what I wanted to do, even after culling the many ideas that came to mind as I was building it.
The art took me a very long time, but was very enjoyable. I’m not an artist, so I spent probably 3 days working on a pixel-art background, which was terrible. So I started over, and this time it took 2 days and was much better, but still terrible. So I started again, ditched the pixel art style, and finally came up with something I actually kind of liked. It took me a full day to finish it. I then created 4 more backgrounds in the same style, all of which only took about two days (it was much easier once I knew what I was doing).
The animation presented another hurdle, and I wrestled with it for a few days before it finally made sense. Part of the issue was that I wanted everything to be automated. So instead of manually placing 3 hodags in a level, I wanted a controller with a “numberOfHodags.” All of this took longer than I’d like to admit to figure out, but I finally got it working well.
The map was a huge issue. Building arrays to cycle through all the buttons so I could automate unlocking levels, again instead of completing it manually. There was a lot of simple logic that once again, took me a very long time to figure out. That and actually compiling the arrays of levels probably took as much time as if I had just scripted out each one separately.
By the end, it was a massive jenga tower and I could feel that the more I poked and prodded, the more likely it was to topple down. I was ready to call it finished, ship it, and start the next project with a mind full of new logic and knowledge. This is why the end screen is so basic. I just didn’t want to spend another week polishing off something that would have looked truly good.
At the end of the day, Curse of the Hodag was a beginner project that took far too long, but I got to learn tons along the way. It won’t win any awards or garnish dozens of players, but my family got to play it and have fun, and that honestly made every second of work worth it.
I can’t wait to do this to myself all over again
Thanks,
Rob