Hotline Miami 2: Wrong Number

Hotline Miami 2: Wrong Number

The Fridge That Ran Away (5 Levels, Comedy) UPDATED 25/03/20
17 Comments
afro 16 Apr, 2023 @ 6:39am 
Except for the levels. Very nice. Story was good and funny. I enjoyed it.
Scronky ahh doo 18 Apr, 2022 @ 7:52pm 
This has been the funniest and best campaign thank you for creating this masterpiece
Heavy.Sandvich.Eater 31 Jul, 2021 @ 6:37pm 
The levels weren't that bad besides the last one, but I fucking loved this and had some good laughs. I still don't understand how people design levels so well (in terms of looking good). Bravo!
GEMSTONE CLUB TANZANIA 4 Nov, 2020 @ 10:30pm 
a fridge starts a gang war the game
s o r e k 4 Mar, 2020 @ 5:49am 
Hey dude the levels were horrible but the jokes and the funny little story got me so i loved it :D
dfat 30 Mar, 2019 @ 1:03pm 
G e n e r i c.
but good!
toad'n'toad 25 Mar, 2019 @ 10:57pm 
@「Fusilli」ahahah
Fusilli_ 25 Mar, 2019 @ 11:06am 
Hell of a lot better than another MA clone, right Maxa?
fingerless glove meter  [author] 25 Mar, 2019 @ 9:32am 
lol
toad'n'toad 25 Mar, 2019 @ 5:01am 
okay another shitpost lmao
fingerless glove meter  [author] 21 Mar, 2019 @ 12:45am 
ah, okay, thank you very much! I’ll take these to heart when making something new with the editor, or doing a really hard polish of this campaign. thanks again, much appreciated!
Fusilli_ 20 Mar, 2019 @ 3:07pm 
The levels were too cramped and often symmetrical. Two things that you should stay away from if you're trying to make challenging, engaging and fun levels. Don't be afraid to knock down some walls to combine rooms, for example the mall could have done fine without the walls surrounding the registers.
Also don't be afraid to throw offscreens at the player, they might seem unfair but the point is to make your player use their brain while playing and memorise the layout of the level and the placement of problematic enemies.

Most other basic editor tips are summed up with what Rob said below, although to add on his "no idle enemies as aesthetics" point, don't use NPCs either as they LOOK like enemies but aren't.
Watch Rob's tutorials on the editor, while they might be a tad outdated they give a good insight on to getting a good grasp of the editor's basics.
https://www.youtube.com/watch?v=7SMzppA_YCE&list=PL6MGtEX5nSR7LbbXYiuNXftoo4WVWTZCj
robracer97 20 Mar, 2019 @ 2:23pm 
some basic editor rules:
NO brick walls in the interior: use the white and brown ones.
The tiles on either side of the wall should NOT be the same tile
NO idle enemies as aesthetics (I.e. standing around a table)
NO doors perpendicular to walls
Idle enemies too close to objects will not be responsive, and just stand there forever.
Put edges under doors.
Do not spam long lines of enemies single file. Try to keep only a few enemies per room.

Look to see how the base game does levels and how they space out enemies and rooms.
fingerless glove meter  [author] 20 Mar, 2019 @ 1:13pm 
haha, i'm glad you two enjoyed the campaign, (even if you thought the levels were terrible), but what were the problems you had with some of the levels that i could change?
Fusilli_ 19 Mar, 2019 @ 6:30pm 
While the levels might be beginner-tier content, this campaign certainly makes up for that in the story department. It's just silly enough to maintain your interest while still being an overall enjoyable experience, being as close to a Puzzlebox campaign without actually being a Puzzlebox campaign.

You have potential for great things, keep working hard and you'll improve over time! Great job here.
robracer97 19 Mar, 2019 @ 5:54pm 
The levels aren't that good and have nearly every first timer mistake in them, but the story is actually pretty endearing and funny.

It was worth the 20 mins to play
понос 19 Mar, 2019 @ 4:46am 
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