Go Hug a Panda
Not much can be said about this little "game." Just find the panda.
All graphics are original. All code is original, except the use of jQuery and the Haxe standard library.
- Added in-game tutorials.
- Health displays as dots underneath creatures when they are hurt.
- Added "bubbles" to signify loss or gain of HP.
- Smarter AI.
- In a battle, the attacker never gets harmed (unless the defender explicitly battles them).
- Improvements to world generation. Also, there is less water now.
- A true circle is drawn around the selected creature's view radius to make it more visible.
- Achievements dialog has a short description.
Note: The game has been growing much more complex than what can be explained by the "How to Play" image. The next update will include a proper tutorial, either in-game or here on the site.
- The farther away to the player a zombie or walrus starts, the higher level it will be.
- Added an HP system, so battles are no longer instant death. This also makes combat slightly less of a gamble.
- Improvements to how keyboard focus is dealt with by dialogs. You no longer need to click the game view after closing a dialog box in order to refocus it.
- You can swap places with an adjacent walrus, so you no longer become entrapped by too many walri.
- You can give walri nicknames. The starter walrus is named Bessy.
Note: This update makes the game nearly impossible to win. This will be amended in the next update.
- Two new achievements.
- All level-ups, including NPCs', now appear in the battle log.
- The visibility cutoff is now much more distinct.
- Added the ability to wait a tick.
- Large mob of higher-level zombies around the panda.
- The player and NPCs have defined radii of visibility, which are shown when the player/NPC is selected.
- NPCs will now move towards the player even when they cannot reach the player.
- More intelligent pathfiding.
- Forests have grass and rocks.
- Several improvements to the behind-the-scenes functionality.
- A Walrus of level 1 will always generate close to the player.
- The AI uses pathfinding instead of trying to beeline.
- The view is permanently centered on the player.
- If the player is riding a walrus, it will be included in the count of walri that are following the player.