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A jam submission

Munchin' MonkeyView game page

FOOD CHASE GAME
Submitted by chimp collective (@ChimpCollective) — 2 days, 23 hours before the deadline
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Munchin' Monkey's itch.io page

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Comments

Submitted(+1)

A cute little arcade game, an homage to SNES games.

My only complaint would be that it seems not as engaging as I'd like. Game over scenario is when the screen overflows with items, yet its very easy to consume items since the only downside to getting items out of combo is the loss of score, which is not very engaging, at least in my experience.

But that would be my only complaint, I guess. The music is cute, the ui and spritework is cute and nails the old SNES aesthetic to the point. Good stuff!

Submitted(+2)

it was a lot of fun, very retro style. game logic and controls were easy to pick up

some things:

>needs SFX on picking up a food or breaking your combo chain

>the vending machine was basically always going from top left to bottom right, i don't think it ever went to the top right. maybe it should have more movement options. (maybe it does when you het a higher combo, but i did not see it)

>more juice? unsure what specifically, but things felt a bit too static. you have a freedom to really juice up things - make the vending machine really slam or bounce on colliding a wall, maybe a big animation on eating food, etc. 

>tactic is to just ignore food until near completion then just chain as much as you can. there should be some incentive against doing that - maybe food speeds up the more of it is around? or the vending machine speeds up? you get the idea


good job!

Submitted(+1)

Monkey eat cinnamon bun = me happy, it is as simple as that. 

Submitted (2 edits) (+2)

Loved this game. My criticism was going to be the lack of drawback to mindlessly ignoring chains while preparing a big combo, but then I saw your comment saying that failed combos increase Speed. So it's cool to see you've thought of it, but I also didn't notice the drawback. You could maybe flip it to a temporary speed loss for the player, like a tummy ache from mixing weird flavors or something like that to be thematic, instant, and noticeable. Barring that, just make the vending machine and Speed number flash red when you whiff a combo or something

Got a score of 568,600 on 00 normal and 48,000 on 10 hard

That Normal game did feel a bit drawn out, especially in the beginning as I was figuring it out, but getting that one 102,400 popup was a pretty fantastic feeling and I got nowhere close on Hard. In contrast it was a little disappointing having lower-number chains not really do much, it doesn't seem worth going for them rather than just getting repeated 1chains while stocking up your main snack. Maybe you could have a longer Stamina bar, and higher chains refill more of it? But something like a 4chain would start to max it out every time.

That and the above speed loss for whiffing would kind of flip it so chaining gameplay is the survival gameplay and scorelets would be encouraged to engage with it, much like Radiant Silvergun levels up your weapons for chaining properly.

I'm going back in for a 00 Hard run with new tactics in mind

Submitted(+3)

Monkeys are very cute, there's no way around it.

(+2)

Very comfy game. I like the balance of trying to get a high score via chaining with balancing out how many snacks are out, though I feel like I theoretically could stay alive by just eating snacks and not getting any points. Maybe an alternative end condition, like not getting 3 of a kind in enough time?

(+2)

Despite the lack of challenge it's an addicting game. Good to play when you don't feel like stressing about anything. Good work!

Developer

Thanks for the feedback Haen, always appreciated! I can assure you though that the game gets stressful if you want it to be. I suggest trying to beat my high score of 1,141,400 if you'd really like a challenge.

(+1)

I personally don't mind scores so much so it's a hard motivation TBH. Besides, how can anyone be stressed while looking at a cute monkey eat so much delicious food ? ;)

Submitted(+2)

Very comfy game. Great music and I played on the default mode, I wished the machine was a little faster. Maybe could use some more depth, but overall is a very fun experience. 

Submitted(+2)

NOOOO it could have been more points but i got too greedy by the end!!! I didn't notice i was about to die lol

It looks awesome Chilly! Super nice work!

Submitted (1 edit) (+2)

wtf looks my pic didn't embed

(+2)

I like it. Could use a little more depth and difficulty though.

Progression of spawning speed is too slow and makes the early game pretty boring.

I don't think having running  is necessary. The player moves fine enough without it and stamina decreases too quickly to make it worth trying to manage.

The game doesn't penalize the player enough for failing a combo. The goal is to collect three of a kind while avoiding other food projectiles, but the only consequence is just missing out on 100 points, which isn't significant since there's no time limit.

The only way to lose is to reach maximum capacity but it's pretty hard to get to that point. As a test, I put on the hardest difficulty and highest speed and it still took a good 2 minutes to lose with me only idling in a corner since food will bounce into me.

Aesthetics and music are nice. I especially like the title logo you have. Fairly polished for a 2 week project.

Developer(+1)

Thank you for playing! If I can be Reddit lawyer for one second ACKSHULLY t there's a speed increase penalty for missing a combo. But I guess it ended up being so subtle no one noticed. Regardless, thank you so much for the feedback, always appreciated.

Submitted(+2)

i dig a lot the "arcade board" loading screen and the namco style intro music.

that said, i agree with byte tapestry that you should be allowed to chain different colors three at a time to improve the engagement long term. right now the optimal way of playing is avoiding chains like the plague and just scoring 100 points every single time, forever.

Developer(+1)

Thank you for playing and leaving feedback! I'm curious though, do you think the current combo system would work better for a VS. multiplayer game? If I make a sequel it's probably gonna be multiplayer like Super Puzzle Fighter. Like both players are trying to get large combos and sending garbage pieces over to each other that eventually become collectible.

Submitted(+1)

i feel like it would be too much luck based to be enjoyable in multiplayer

Submitted(+1)

IMO this seems pretty perfect as a VS. multiplayer game, actually

While there is inherent randomness to whether the certain snacks you need show up, that's no different from getting the right gems/breakers in Puzzle Fighter. And that small degree of randomness is necessary for casual-competitive games like this. Smash Bros with your friends stops being fun when you beat them every time, and that's why it has items and stage hazards. You could even do the thing Puzzle Fighter/Twinkle Star Sprites/Tetris do and have both players share the snack order over the course of a round

You'd maybe need more content if you wanted to keep people playing for more than a few rounds though, something like items, wacky stages, unique characters, etc.

Submitted(+2)

Very charming style.

The game starts very slowly even at high speeds. Honestly I think it would benefit from some "prewarming" where the board starts with a lot going on already.

The stamina bar is a bit pointless. And it's so short that running might as well not be an option. The board is lot large enough for running to be particularly useful in the first place. Everything bounces around, so there is no reason to rush away from the center of the screen.

The way the chains work tripped me up for a bit. In this sort of chaining system I usually expect that, once I get 3 of a kind, I can go for another kind without breaking the chain. I don't quite understand why it doesn't work that way. As-is, the game quickly becomes about waiting and hoping for good RNG, and even then, you are forced to break your chain eventually. I might be wrong but it seems that since scoring is exponential, the optimal strategy is to NOT chain, but avoid collecting a single color until the screen is full of it. Then collect all of it in one go to start the game proper with a 10+ chain to get your best shot at a super long one. That's quite a toxic waiting period to have in a game.

Developer(+1)

Thank you so much for playing! I was considering implementing the secret chain system from radiant Silvergun into this during development, do you think that would've been a worthwhile decision?

Submitted(+1)

Maybe it could work to prolong the game a bit, but I feel that would hurt the simplicity appeal it has going for it.

(+2)

Played this on Newgrounds before. The game has potential, but in its current state is quite boring. The biggets problem is the lack of challenge. Even with the most difficult settings it's easy to dodge the items that you don't want. And if you do touch the wrong item, it's not a problem. You can simply start with a new streak. Sure, you will get a lower score, but I don't really care about my score. I'd much rather have a  "how long can you survive" than a "how many points can you get in this timespan". Although I think this game has neither.

One simple change you could make is that as you have started a 3-item-streak by picking up an item, you are no longer allowed to grab other items until you finish that streak. Else it's game over. With that, there are stakes, and the game would already be a lot more fun.

Developer

Thank you for checking the game out again and leaving detailed feedback! I think your opinion is a pretty common one and I totally understand why. If you're trying to get double digit combos, the game can be somewhat difficult to manage. If you don't care about that then yeah it probably is pretty boring. And thank you for the suggestion! I'll definitely keep it in mind for later.

Developer(+2)

Short little game I made in ~2 weeks. Use the Konami code on the menu screen to play as Pero from Kyubu Kyubu Dice

Submitted(+1)

I'm gonna try that out now! :O!