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A jam submission

MaestroMonView game page

A Musical Monster Catcher!
Submitted by KendallFire, kipperskipp, WilliamScoones, pllrs — 5 days, 15 hours before the deadline
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MaestroMon's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#114.1254.125
Overall#413.7813.781
Gameplay#473.5003.500
Presentation#574.0004.000
Engagement#673.5003.500

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Super cool! Would love to know how you did the battle QTE's. 

Submitted

I love the use of the monster capture plugin and the vibes here. 

Having colored icons next to the basically monochrome aesthetic was pretty jarring.

I also didn't realize I had to do the QTE to raise expectations.

Otherwise a lovely title that takes the Beyond Expectations theme quite literally. Awesome job.

Submitted

Cool aesthetic and the Pokemon-inspired gameplay is compelling!

A pet peeve of mine is that the original GameBoy aesthetic doesn't feel fully committed to. It seems like there are too many different color values per sprite than the original GameBoy would allow, which isn't necessarily a bad thing, but does cause the game's style to fall short of fully evoking the feel of the hardware it's referencing. I think it might benefit from either reducing number of color values, or embracing a GBC or GBA style.

Otherwise, I think the gameplay works solidly well, though I do feel that the QTEs become disruptive of the game flow after a certain point. I've also noticed some sprites in the world aren't on the correct layer, with my player character being able to walk under a fountain that was supposed to be level with them.

I think the collect and battle rpg approach is almost always fun, so tapping into that gameplay for this jam was a good move! Incorporating the theme directly into the gameplay was a clever choice as well! 

Submitted (1 edit)

Hello! I streamed the game just today, so here's the opinions I gave on the game summarized:

The pokémon format is really powerful, since with it you made the gameplay easily recognizable and increased the engagement. Unfortunately it also comes with a lot of "expectations" (i said it!)

The musical triangle of weaknesses is a very smart choice, since helps a lot distinguish the monsters and creates some matchups. Though after putting a supereffective monster against the opponent, the battle is already won, since you just use some skills, charge the bar, and do even more damage. And if your monster falls low on hp or mp, you just use an item and they're back to full. I felt that the challenge was almost absent.

I think that part of it is due to the skills you can use: all of them are a variation of "do damage and charge the bar", so there's not a lot of variety, both for you and the enemy - that's why the enemy will never have a chance against the player: they'll lose since they can't switch and can't use items.
The combo of buttons to press for the skill seemed kinda pointless, since didn't contribute to the battle mechanics at all, and after the first battles it started becoming repetitive.

I don't have much to say about the story, since it's simple even in pokémon games, but could've been a nice opportunity to try something less standard.

The pokémon formula though had a positive effect in the game: you can consider this a pocket Pokémon. It still was an enjoyable experience, but the problems made it become repetitive after the first half. Yet it's impressive for the work of one month.
VOD: 

Submitted(+1)

I had a fun time playing this! I loved the names of the MaestroMon, the cities/towns, and the art style was very spot on with the Pokémon vibes. I love Banjowl so much. The music was phenomenal, Ampsterdam was definitely my favorite track. The musical theme is done very well and flows into the setting of the game very organically. 

My only issue is that the combat gets repetitive towards the end, and it feels like some of the Maestromons you fight are a bit spongy. The QTEs are fun, but I feel they should have a shorter sequence, and then some variety would be nice as well. It also felt a bit grindy to level up your current Maestromons and was just better to get new ones. I am a big fan of elemental triangles, so the concept of Classical vs Rock vs Folk was very creative and unique. If you guys had more time, since there are so many different types of music genres, I could see there being an elemental chart similar to how Pokémon works. 

Overall, great experience, great work, and I would love to see more of this! I also hope that Nintendo doesn't send you a cease and desist, lol! 

Developer(+1)

We are conceptualizing a full version with more genres and wayyy more qte variety. Thank you for playing our game and I'm glad you enjoyed it!

Submitted(+1)

i really love the art of this game! very  close to the old pokemon R/B/G games, i love the creature designs too! very nice pun play on them and of course with the game about music i much enjoyed the tracks in game too!

my biggest comment points are in the battle system, i feel like because you rely on the expectations bar to deal big damage, fights tend to slow down until you can fill it up which can drag fights a lot unless you've done a bit of grinding to straight up overpower your opponents. the attacks could have a little bit of variety too instead of just the same QTE again and again.

overall a fun take on a pokemon like game! banjowl best maestromon.

Developer

So glad you liked the music - took a long time to work on it all. Well done on your submission!

Submitted (1 edit) (+1)

This was a fun game. I loved the quick time events incorporated in the battle system because it makes sense with the musical theming. Also, the way that 'Expectations' were used in the game was pretty creative. One thing I wish was also in the game was some form of evolution(since its a pokemon like game) and I wasn't the biggest fan of the mostly black and white color scheme. Over all, I ranked the game an overall 4/5 and enjoyed really enjoyed it.

Submitted(+3)

It was an honor to help edit the plugins for this jam entry. 

Developer

Yes! Thank you so much for your help!

Submitted (1 edit) (+1)

I really liked how you incorporate the music elements, pun names and even its overall themes into the game and cover the "beyond expectations" theme in such a creative manner. Helps provide a cohesive sort of whole throughout the experience. The monster designs are adorable. I liked the octopus drum one.

That being said, there's not much variety of element changes once you figure out the mechanics. And I basically grinded with 1 monster and it sweeps the rest of the game for me. Of course, playstyles vary from person to person. I'm a bit of a grinder.

Post Update: I tried it again, there is a little more strategy added into the whole mix. Now you can't wholly rely on one monster because of the music style affinities. This makes some game elements have more complexity, which may be a bit better even if it meant being slightly less easier.

Developer

Thank you so much for your feedback! I decided to add an elemental weakness system in last minute. It seems to balance and pace a lot better now.