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Monster Shadow Interactive

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A member registered May 25, 2020 · View creator page →

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Hi all! Leaderboards are now active in Wizordle! I'm currently the only score on the board at 1266 - I know someone out there has to be better with vocabulary than me! Give it a try over at https://monstershadowinteractive.itch.io/wizordle and let me know your feedback!

Other updates included in this version:

  • Better dictionary- I scraped Wiktionary to get a list of ~4.5 MILLION English words. Better to lean on the side of too many silly words available than common words being missing.
  • Power ups can be selected with number keys, keeping you in the flow and not having to use your mouse.

Next on the roadmap:

  • Mobile interface/compatibility
  • More power ups
  • More fun stats about your play patterns (which letters you struggle with the most, all unique words played...)

Hi y'all!

I've just posted a couple updates to Wizordle, everyone's favorite vocabulary Roguelite:

  • The end game screen now shows the words you attempted, whether they were successful, and links to dictionary lookups for valid words.
  • Some missing valid words were added to the dictionary
  • Experience curve adjustments to make the early game more interesting.
  • Minor UI upgrades - white text on buttons and reimported the font so certain letters don't stick together.
  • I've set up Unity Analytics to help me determine two things:
    • How many times people replay per session
    • The most commonly chosen powerups

There is a consent collection pop up the first time you start the game after this update, and the settings menu offers options for consenting, revoking consent, and requesting that your data is deleted.

This game is still in early stages, and I would love more feedback on how I can improve it (and myself as a game developer). Please take a moment to head over to the game page , give the new browser version a play, and leave a comment (and rating if you love it). Thank you!

Coming up next:

  • New powerup
  • Mobile interface?

Hey howdy! I’m excited to announce that I’ve just released an early alpha version of a new game I’ve been working on. It’s called Wizordle, and was inspired by games like Wordle and a sleep technique called Cognitive Shuffling.

The game starts with a randomly selected word and 1 minute on a countdown clock. For each letter in the word, players must type out a new word that starts with that letter.

For example, if the game started with the word “Word” you would need to come up with a word that starts with “W,” like “wonderous.” Then a word that starts with “O,” – maybe “omniscient”? Then “R,” and “D.” After choosing words for each letter, one of the words you came up with will be selected and the process starts over again.

Completing words gets you time back on the countdown clock and experience points to level up and unlock upgrades.

It’s hard to explain with words (haha!) but this gameplay video over on my YouTube channel does a good job: https://youtu.be/Fc7xoK3icmg?si=NzNRRIyrC69uj7KM

Please check it out! I'm a solo developer and would love any feedback you're willing to give!

Wizordle by Monster Shadow Interactive

Issue is resolved for me now on the "Edit Game" page

(1 edit)

This is happening for me too. Nearly every section within the "Edit game" page has a ton of ellipses. Using Edge Version 138.0.3351.65.


I tried logging out and back in, refreshing, clearing cached data.

I was never able to get this running! When playing hosted on itch.io, the title screen loads but after clicking start gameplay doesn't load. I waited for 5+ minutes to no avail. When downloading the game, I received the following Godot error:


Error
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
SharedArrayBuffer - Check web server configuration (send correct headers)


Tried in Edge and Chrome

Nice work team! Like others have said I think the idea for the mix of battler/crafting/exploration is a great idea, but ya gotta keep the scope reigned in for a jam! Can't wait to see where this goes :)

Pros: Complete game loop, procedural generation (I think?), funny narrative writing and voice lines. Background music is not intrusive/annoying.

Cons: Movement controls are too slippery/top move speed too fast, gameplay is repetitive, no explanation of what items do.

Overall good job to the team, it was a fun playthrough.

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Wow, I can't believe how much content is in this game! I played for 30+ minutes and still hadn't reached the end. Very impressive.

I wish there had been tooltips to give me information about the different scrolls, and in combat they were basically indistinguishable from each other except for the lightning bomb. It was cool that they had different effects on the environment.

It was very hard to aim spells, and the combo took too long to execute considering it locks you in to a single direction. I ended up relying on the quick melee attack as my only combat move. I think if the player character had always faced the mouse rather than only turning towards it once casting it would feel a lot better, along with a sprint or dodge/roll mechanic.

The enemy models, level design, and narrative of the world were fun. Even though giant demon clippy and erasers falling on me are objectively humorous, it still had a kind of Dark Souls vibe.

Congrats to everyone on the team, this is great for a jam!

Well done team! I enjoyed the loop and wanted to keep playing, and it met the theme of "One Time Use" very cleverly.

The biggest thing that was missing for me was balance. That's always going to be really difficult to nail in a jam, but I lost interest after a few rounds because I didn't feel that I had the options necessary to win. 

Doctor Ignatius is unbeatable in any scenario, I think. 

Gaining random resources after a winning a battle was a large limiting factor in having player choice here, especially given the limited number of attacks/crafting options. I would have liked to see a little more variety - some heals, or something that would allow me to play before the enemy since they always got the first turn (I think). As developed, the combat doesn't feel complete.

Maybe if this included a Pokemon like overworld, where I could grind for experience/resources, it wouldn't be a problem. Also, morale didn't matter at all as far as I could tell, and some of the descriptions of items were unclear. 

All of that being said, I it's still a complete game that is very impressive to have put together in a month, and I commend all of you! The concept does have potential, I really wanted it to have more, which is why I've been so detailed in my criticism.

Very well polished! Singularity has a distinct art style, good puzzle design, and fits the theme of "One Time Use." I would enjoy a longer version of this game. The narrative was interesting, and I like that the "win condition" was to push towards the black hole. I don't know why I like that, though XD. I do wish something would have happened when I tried to pull away, even if the point was that it was inescapable.

I also wish that the movement speed was a little faster, even while running, but it wasn't a dealbreaker.

Overall great work! You completed a fun and complete game that fit the theme.

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The weather is beautiful, and you’ve decided to have a picnic!

Enjoy this free tower defense game!

Seeing as you’re such a nice person, you invited your pale emo friend to socialize and get some sun. Unfortunately, endless waves of ants have decided they want to join in on the fun.

Since your friend “seeks pain to feel alive,” he won’t stop eating, even if ants end up on his food! As you might imagine, this could end poorly. Place bug Zappers on the table to prevent the ants from reaching his plate.

Play it here: https://clickbaitgames.itch.io/panic-at-the-picnic

Thanks so much for the kind words, glad you had fun with the game!

I got you, I'm not trying to be mean. Just trying to give honest feedback :) I totally understand it's a game jam game, so is not meant to be fully put together yet.

The camera combined with the art gave a very blurry effect, which made it hard to look at for me. The style was generally good. The gameplay was quite boring and I couldn't tell if my bullets just weren't hitting or if the enemies had HP that was depleting with each bullet. The pacing was too slow, too much aimless wandering until I found packs of enemies. 

Really polished! Very happy to have a submission with sound. Definitely fits the theme, and it was fun for the easier levels. By chapter 2, unfortunately, the gameplay itself is already too frustrating for my taste to justify playing.

Really polished! Very happy to have a submission with sound. Definitely fits the theme, and it was fun for the easier levels. By chapter 2, unfortunately, the gameplay itself is already too frustrating for my taste to justify playing.

Broooo I can't believe you've done this

Was fun! I wish there was more! Also, I was able to easily avoid the final/hardest section by just sticking to the very top ceiling - Probably want to use OnCollisionStay[2D] to detect if the player is staying connected to the wall.

Felt smooth, but the enemy AI was buggy to the point of being near unplayable. I don't see how it connects to either the theme or the modifier, very lacking on juice/feedback.