Posted December 19, 2019 by Taska
#mothtothemoon #update #gameplay #features #bugfixes
Hello, everyone! It's been a little while since I last made an update to this page, but I've been working on making all sorts of improvements to Moth to the Moon in order to push the project closer to my original vision for it. There's all sorts of new content here for everyone to enjoy, including a very special boss encounter taking the form of a mini-game! The best part is that this demo produces a save file that will be compatible with future versions of the game, so don't be afraid to play hard and set your best records!
I've added a few simple cutscenes in the vein of my other project, Dark Space, to assist in conveying the story and Sue's personality. I also added multiple new level themes and backgrounds to try and keep the game visually interesting; three of the themes appear in the current main scenario, but all six are available for use in the level editor. Multiple new sound effects have also been added to stop the game from being totally silent and boring.
The difficulty curve of the game has been rebalanced so new mechanics and ideas are gradually introduced over the course of the main scenario without becoming too demanding too quickly. Some objects that previously appeared only in the level editor now show up in the main scenario, but there are still a few items unique to the editor at this point in time. Even if you find some puzzles too challenging to figure out right away, there's no need to finish them all in order; you will be able to ascend to new sections of the tower while leaving a few floors uncleared.
This update also brings in some features requested by players of the original demo. It's now easier to reset and back out of levels if you find yourself making a critical mistake or just getting sick of a particular puzzle. All of the objects on the screen will also now remain in place instead of vanishing completely when the game is paused to give you a safe way to size up a situation where you're being pressured by enemies or the timer.