Full notes
Full Monster Mash update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- UI and audio
- Gameplay
So this is where it begins...
First off, if you're reading this, thank you for stopping by! My name is Paul and I'm the solo developer of this project. This game has been in development for the past year, hence me writing this introductory post a bit retroactively. These first few entries might be framed as more of recollection and documentation, but I do hope it's also somewhat of an enjoyable read (and apologies in advance for any crappy jokes). If there’s one thing I’ve learned from making Monster Mash, it’s that marketing a game is just as difficult as developing it. With my free demo releasing in just 3 days, I’m definitely playing some catch up with social media and promotional stuff.
So, this is the beginning, sort of. This is a game of high-energy, fun, experimental destruction! We’ve probably all seen a kaiju destruction VR game before, but not like this. The idea may exist already, but I believe this game takes it to a new level (pun intended) and incorporates collection and rogue-like elements. The coming demo is more of a technical showcase of mechanics within the first stage, but I have lots more coming down the pipe quickly.
I chose to release this game in Early Access to get it in front of people for feedback to help me develop Monster Mash into the best version it can be. Bugs aside, I hope you enjoy the game so far and please let me know what you think. Even if this project is monumentally stupid to you, help a small dev out and hit that wishlist button because all the numbers help at this point. You can also join our early Discord community to report bugs (or just say hi).
I have plenty of exciting things to show in the coming weeks. So stay tuned!
Source
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