The options were an inevitability. About 180 games in, folk were getting fed up with the fact that I never had a Fullscreen option in my games, so when I came to redo things for 2010, I figured that an option screen should really be top priority. So, yeah, that does work nicely, but it took a lot of work getting all the audio, controls, and even resolutions to work out nicely.
I've not touched it, since, though! It's just sitting there, ready to be used by the player. I need not do a thing!
If people are glad that they can finally switch to fullscreen, then it's good enough for me!
If you head into the folder "files/241/levels/", you'll see the level's layout all drawn onto a single .png image. (Infact, if you back it up first, you can have a play around with it, and even make your own level. There's plenty of space!)
Munky can walljump within about 8 pixels, so you can clearly see on the map which bits are and aren't jumpable. Wherever there's a big gap, I've always got a secondary path leading around to the top of the gap.
It took a heck of a long time to do all that level, though. I think I might have made the level's area too big, because I even had to wimp out, and leave big white gaps at either side!
That was probably what took the longest.
During my battles with AGameAWeek, I'm finding more and more that actual design takes up the longest time.
I can spend a couple of days making a kick-ass fun little engine, but then comes the chore of having to build levels, and make the graphics all nice.
Takes AGES.
And you're right, if I went for the "gem" factor, and spent weeks and weeks working on the games, then sure... They'd be nicer.
Thing is, though. I get bored too easily!! Far too easily!!
Once I'm done to a point I generally think "enough's enough", and tend to just want to put it out there for folk to play with. I'd rather do that, than try to make the game "better", but get bored with it, and move onto something else.. I have
a lot of unfinished games that ended up like that!