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Monster's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fan Favorite | #20 | 4.056 | 4.056 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I honestly can't believe this was done with ZERO plugins. I would have liked a little more tutorial in that it tells me what petting the monsters does for them, and that you can only catch wandering monsters (not those in the tall grass). An excellent example of a game that has zero dialog and story as well. One of my favorite entries.
Suggestion: Tell the player what petting does, and give some sort of system to hold onto monsters you’ve already captured so you don’t have to give up a powerful party to just try and get to a secret area.
Thank you for playing! :D
The petting system was an unfinished feature that I didn't have the time to take out unfortunately. In future jams I will make sure to only include finished features.
The tutorial about how you can only catch wandering monsters was put in the game, but unfortunately it turns out I implemented it wrong and therefore doesn't appear in normal playthroughs. After all the issues I saw when people playing it's definitely something I'd like to make even more clear in the future.
I did make sure to have all monster required paths be completely optional, however you bring up a good point about how players may feel the need to get everything regardless. It's not something that I thought about at the time, but it's a really important point and I'll be thinking a lot on this when I get to updating the game.
Your feedback is really appreciated, sorry for taking a while to reply!
Please see Teal's play-through video, as well as her review of the game in the video description:
Hey, thank you a bunch for playing!
I'm happy to hear you enjoyed it for the most part, thank you for the extra points of feedback. :)
Really impressive what you did here! Monster collecting is always fun, and your original character and monsters looked great. I felt like the length was just right for a jam game too.
You clearly put a lot of thought into the attacks and the battle system. Managing interest levels was really cool, and it felt rewarding to finally convince them to join. The map abilities were a cool touch as well. I never did figure out what petting did?
Downside was mostly that combat was a bit too easy. Spamming attack was usually the best and most efficient strategy for enemies, and was effective even against the boss. Felt bad that all these awesome moves were totally unnecessary.
Anyways, super impressive use of the RM engine, and what a demonstration of the inherent power and flexibility of MZ! No plugins can be tough for anyone (also why?!)
Hey, thank you for playing!
Balancing is definitely one of the biggest points I'm going to adjust when I start work on the project again. (along with an addition of more story) I hope it'll be more interesting in the future! Will definitely be doing some research on how to make battles more interesting.
Thanks for your feedback! :D
I was looking forward to this game when I saw it. It looks nice visually. There are some things I have to wonder if they were really done without plugins. Not to say that they can't be, but it is definitely harder without plugins.
I think most of the issues I found have already been addressed, such as the one gate, the repeated events (for example, if you leave the boss room to the camp, then return).
I did my run with a party of only Crawks (it was a request, even if it was a joking one).
If you use the route finder item, it marks it for all maps, not just the current one. That was a bit unexpected to me. Nice, but unexpected.
Certain skills, such as the double damage skill, seem relatively useless/unreliable. Might need some minor rebalancing, might not. Still something to look at.
You might want to consider in a 'send to base' type option so the players can swap their monsters at a tent or something. That way players can switch out if they want to keep using a monster, but need another for some map purpose.
Everything was done with 0 plugins, it took a bit of figuring out so the majority of the month was spent on the mechanics.
I agree there's a lot more balancing that needs to be done, it's definitely something I hope to improve on drastically in the future!
Thank you for all your points of feedback, I hope you enjoyed. :)
Great work here! Not much to add to what others have said, but I did do a first impressions video (among others), should you be bored and want to see how I played your game: https://www.youtube.com/watch?v=s50C5GXeQl4
Thank you for playing!
I'll make sure to check out your video. :)
Kudos for not using any plugins!
For me is one of the best game of this jam: I know that the story is not so present (almost no "real" dialogue), and maybe this aspect can be implemented in the future, but the graphics and the gameplay elements are amazing. I'm a pokemon fan so the concept behind your game that the "monster" are... well, monster, it's genius! I see a lot of potential SmashArtist, keep it up!
Really happy that you enjoyed it, thank you for playing! :D
Okay, so before I get into it I'll cover the bugs I found, get that part out of the way:
Surprising no one, SmashArtist has made a visually beautiful game. I love the concept and the Pokémon-esque nature of it, though that also introduces an issue I'll get into in a second.
The intro was cool, but a bit abstract. I wasn't entirely clear on how I got where I was or what I was doing or *why* I was collecting these monsters, but you've said you plan on expanding the story so I'm sure you'll address those points.
Tilesets, like the characters were clean and functional. There is a minor nitpicky issue I could bring up in the placement of the trees next to cliffs (you occasionally have a half-tree that goes flush against the side of a cliff edge, but realistically there wouldn't be room there for the other half of the tree) but that's a very, very minor point in a game that's almost visually flawless.
I liked the tent mechanic, though it would have been good if there were a couple more items to craft. After the Star Sword and Star Shield I didn't need to craft anything else; items were plentiful enough on the map that I never needed to make any.
Battles were, on the whole, fun, but the party system introduces a problem: being able to act with the kid and 3 monsters in battle makes you vastly overpowered compared to the enemy. After I had a full party, in every battle where I didn't want to replace a monster I just attacked with everyone and roflstomped whatever I was fighting. Pokémon gets around this by only allowing one of your monsters to act at any given time, which I think might have lent an interesting strategic element here. Though I understand that you used no plugins and this isn't something you can do easily in the default engine.
The additional on-map ability of each monster is also engaging and fun, but the nature of how the party functions works against it. It's difficult to get attached to a particular monster when you end up having to replace it for no other reason than to bring in a monster that lets you access a part of the map you don't have the ability for yet, and the distribution of these areas meant that on a couple of occasions I had to backtrack just to replace a monster to get the item and then go and replace it again with the monster I had originally because I only wanted that one for its map ability. But again, without plugins that's not something you could easily do anything about so I don't count it against you.
It may be because I ended up partially power-levelling, but I have to disagree with Drifty about the boss being perfectly balanced. With a stun ability, the Star Sword, and a couple of 20+ damage attacks on my other monsters, I made mincemeat out of it. I think it got one attack off the entire fight and it dealt hardly any damage to my monster. I think you could definitely have gotten away with tuning it a bit higher.
Overall, though, this is definitely among my favourite entries played so far, and I think you've done a phenomenal job that stands a very good chance of going far in the contest. Well done!
Hello, thanks for playing!
I will take note of those issues, thank you for pointing them out.
In terms of crafting, originally I wanted you to be craft and change equipment for monsters as well, but time constraints cut out that plan. So there should be plenty of room for more items to craft in a later version!
I agree, your party can get very powerful when facing enemies, as those enemies would have the monster base stats. I had hoped to allow for battles with multiple enemies to counteract this, however again I ran out of time and didn't have the time to implement it. (I had to make sure the interest system would work with multiple enemies)
The boss was a big struggle during development, with every playthrough it's difficulty would change drastically based on your party and the boss's RNG. It will be something I will work on improving a lot in the future and hopefully be more interesting to fight.
I'm happy you enjoyed it despite it's flaws, thank you a bunch for the feedback! :D
My second time through I made the star sword and shield and was a bit higher level with better creatures. It was much easier. The first time through I didn't get the upgrades and levels and it was actually very challenging.
Ah, yeah, if you didn't have those it makes sense that you found it more difficult.
One thing I originally had in my notes was that "Do Nothing" was pointless when your monsters can Defend every turn, but what I didn't notice was that doing so results in the interest meter going down, which can mess up your taming efforts. It does in fact become a bit of a strategic element where you can keep the bar exactly where you want it through a combination of Agitate and either defending or Doing Nothing, which I eventually found quite fun.
Oh what a relief that someone else forgot that Defend reduces interest. That's another note to dev - seeing instant increases and decreases in interest would help people like us remember the effects of attacks and skills. A bunch of battles went by where I thought that some moves were broken because interest wouldn't go up (But it was really because I defended twice and used the +2 interest move).
Thank you for another great point!
Originally I had a bit of tutorial dialogue that explained how monster "attack" and "defend" moves also effect the fight, however I implemented it wrong and therefore it doesn't appear through the intended way to play.
The way I implemented the interest meter made it so that I didn't have a way to have an instant effect on the meter (possibly I completely missed the way to implement it like that). This will be really helpful feedback though, I'll have to make a note of it!
I thought the art and music were perfect for the game, and I really liked the cutscene at the beginning. I also liked the crafting system, but though the description of the medium star said it could be crushed, but I couldn't actually do it in the crafting menu. The monster adoption system was cool too, but I wasn't sure if I could adopt more than one of the same monster, and sometimes "Agitate" didn't seem to increase a monster's interest so I ended up with only two followers. But I thought it was fun how each monster gave you a different ability on the map (in addition to their battle skills).
By the way, when Skeyedar uses Glare skill, the description comes up as "Kidundefined is..." and "Crawkundefined is...". Also for the Quick jab skill, there's a typo for "Guaranteed". I would suggest either adding diagonal movement or changing the way the trees are mapped because some of the forests were a little difficult to navigate. Oh, and I crafted the better weapon but it did only 1 damage to the boss each time which was disappointing - not sure if that was intentional?
Overall, I thought this game felt very nice stylistically and had some interesting mechanics. As mentioned by others, a more fleshed-out storyline would be a nice improvement if you decide to work on it more. :)
Thanks for checking it out!
I will take note of the issues you've found and address them as soon as I start development again. As for the interest system, I failed to mention your monsters' "attack" and "defend" abilities also affect the meter. So if you used "attack" but your monster used "defend" they would cancel each other and not change the meter. I will make sure to explain this or change those mechanics in the future.
Your feedback will be very helpful, so thank you for that. I hope I can improve Monster and make a more polished experience. :)
Beautiful introduction? Just clueless on the term Monster and Him sleeping in the bed? Is he dreaming or just being transported to another world. Feel that should've been mentioned instead of aimlessly wandering around in the forest. Great mechanics and the battle is very unique. Not sure how to properly use the Affection mechanic because it felt to be random upon usage. Great music and crafting system. Visually appealing to the eyes and the color scheme is calming.
Thank you for playing!
I went with a very bare-bones with the story, but I do hope to create a deeper story in future versions.
The interest system can take a while to get the hang of, something to keep in mind is that your monsters' "attack" and "defend" moves also add/subtract points. So if you used "Agitate" but your monster used "defend" it would only go up one point. I hope to explain the system better in the future as well.
Good to know you enjoyed the artwork, and thank you for the feedback. :)
Starting off I noticed a lot of showing and very little telling which is exactly what I would hope for in an RPG. I love the pixel art and the overall aesthetic, it's very well done, great job with that aspect.
This game has an Omori/Undertale vibe and I really like the theme and art style. Speaking of Undertale, this game also has a 'pacifism' system that lets you ignore monsters and defend against them to recover until they lose interest and leave you alone. Really cool idea, even if it's been done before, it still works.
This game also takes ideas from Pokemon in that you encounter monsters in tall grass. Not an original idea, but like I said before, it works because it's an idea that is easy for people to grasp.
Giving the player periodic Tent locations is another great idea that many RPGs of the past have used and they do it because the player needs a way to recover from battles. Soo many games forget to give the player a free rest site and expect them to use items for everything. Thank you for being generous.
The monster taming system is very easy to understand and I think it's executed well.
The sounds effects are all well picked and quite delightful to a toddler(my 2 year old was interested in this game when the monsters were jumping across the lake for some reason).
There is a lack of animations in many places especially battle skills, but the battle system is nicely balanced with low numbers.
Some monsters don't seem to want to join and never show any interest in the party other than wanting to smash and eat it. I guess this makes sense, but I wasted some time trying to recruit monsters that couldn't be recruited. (At least I haven't figured out how to recruit them yet, if you can get them.) ((It was a cool looking lizard/caterpillar thing.))
The game lets you save anywhere but reminds you to save and gives a free full recover at 'Save Points.' There are plenty of items on the maps and even a key item that reveals the path that you should be taking to the next story progression point. It also shows the way back to the last place you came from, just incase you want to backtrack and grind. This is a really good idea to help people who get lost and become unsure of what to do.
The maps are great, using a wonderful pixel-art tile-set with good use of the color palette. You don't need millions of colors to be impressive and this game shows that. Thumbs up with some of the screen transitions, I really like the whole 'going through a giant log' to switch maps, very creative and well executed.
The battle system is very balanced and well thought out. The last boss fight was perfectly balanced.
There's still room for improvement if you add custom animations, some custom music and sound effects and inject a more compelling storyline that gives the player motive, but regardless Monster is still one of my favorites, thus far in this game jam.
Monster is a very serious contender in this game jam. Good luck to you SmashArtist, I'm very impressed with this game and I know regardless of the outcome of this game jam, you're going to do just fine!
Hey, I'm really happy you enjoyed the experience, and thank you for playing!
There is a lot more polishing that can be done and I'm taking in every piece of feedback I'm getting.
As for some monsters not joining the party, this is because only visible on-map monsters are befriendable, which I did mention, however I know it's confusing and not always clear (especially once you're in battle). I experimented with allowing every monster to be befriendable, but ran into some issues that I unfortunately didn't have the time to address so it didn't make it into the jam version.
Thank you for your feedback, every bit helps. :)
The gameplay and graphics were top-notch, though I was a bit sad to see there wasn't much of a plot and my interest kind of waned due to that. I did still finish it :)
I noticed a few minor things:
Those are the only bugs I could find. That said what was Lochrym's special ability? I found all the others, but not his. I'm also sad we had to abandon a monster when we're at full party. I was hoping he'd still tag along in the tent or something and taht I could switch party members there.
This was a good game and I'm astonished you were able to get this done with 0 plugins. I'm looking forward to the expanded version.
Thank you for checking it out!
I will definitely want to add more story into the game in the future. And thank you for catching those little bugs, I'm happy to know there wasn't any big ones. :)
The Locyrm's special ability is different from the others, which is it's extra non-battle ability, "teleport". It will bring you back to the last tent you have visited. In the future it may be changed in favor of another on-map ability like the others.
There was definitely more I wanted to do with abandoning monsters, but wasn't able to implement it. Maybe in future versions you'll see more things to do with monsters and abandonment.
Really pleased to know you enjoyed your experience! :D
Played this for a bit and I really like the premise and atmosphere it has.
I think this has some great potential to be turned into a much larger game.
Definetly going to play it fully when I have the time :)
Good job
Thank you!
I do hope to turn it into a larger game in the future that will have much better maps, balancing, and story. Let me know what you think of the full experience once you're done with it! Any feedback will help. :)
This game definitely shows promise considering that the monster designs and the sprite work definitely has some work done to it. That being said, this game seems to go for the more atmospheric type of game, where you kinda don't have a sort of plot to it. That can be a detriment in a sense because it can be interpreted that the plot could be nonexistent. Elijah Kang have already sort of covered my main issues over the game so I won't be repeating them here.
That being said, I do hope there will be some potential game to come out from this if this game's development continues. I sincerely find the concept intriguing and the mechanics interesting and unique. Especially the look of the monsters. I really like their designs.
Thank you so much for playing!
I'm really happy to know everyone is enjoying the designs and mechanics, it will need a lot of polish in the future and hopefully have some extra mechanics put in. I will be planning a more in-depth story for sure. Your feedback means a lot to me, thank you for checking it out. :)
Interesting game! I played for about 30 minutes and I could tell you put a lot of effort into it. The beginning cutscene was amazing and well done! And I like the monster catching mechanic. I could see potential ways to add depth into it. Btw, there seems to be no cap on how much you can pet your monsters. Not sure if that's intended. The map design could be a bit better. I felt that some of them were unnecessarily big and the diagonal paths are annoying to go through because there is no diagonal movement. I feel like you should introduce more smaller cutscenes to add to the story or lore while you're navigating the first area. I'm not fully invested in the story and the barriers make it hard to continue. It feels like an bad design choice since the battle system encourages the use of recruiting stronger monsters relying less on the player to grind. So the only reason you would block the player from progressing is to waste their time. Overall, great job on the game! I hope you continue to develop it!
Hey, thanks a bunch for playing!
The petting/happiness mechanic was an unfinished feature that I didn't have the time to take out. For now it's just there to make you happy. XD Map design is definitely something I struggle with a lot, so hearing that you thought it wasn't the best is not too surprising to me. If you have any extra points of feedback on them I'd be happy to hear it! I had also wanted to have more story in there, unfortunately I spent so long getting mechanics to work there was no time for me to plan or implement a more in-depth story. There was a lot of last-minute balancing in hopes to make the game more forgiving then it previously was, in which case I may have over compensated.
The game overall is missing a bunch of features I had hoped to put in, but ended up taking too much time or being out of scope. I'm happy to hear that you were still interested in the game despite its shortcomings. Thank you for your feedback! Hopefully I can improve the game in the future. :D