The Good Monster

Overall★★★★★★★★★★2.58
Fun★★★★★★★★★★2.36
Innovation★★★★★★★★★★2.52
Theme★★★★★★★★★★2.60
Graphics★★★★★★★★★★2.36
Audio★★★★★★★★★★2.72
Humor★★★★★★★★★★2.09
Mood★★★★★★★★★★2.58
Coolness★★★★★★★★★★45%
You play as the cursed prince sending minions after enemy soldiers in order to protect the maiden from them (and a prince from another kingdom).

Controls are all by mouse.
Click on the castle to spawn a minion.
Click on the cannon, then click on your target to fire in that direction.
Click on the fireball button, then click on where you want the fireball to explode.

Engine: Unity
Art: Paint.NET + Adobe Illustrator + Autodesk Sketchbook
Sound: Bosca Ceoil + Audacity + sfxr

Programming, sound and character design by me (look for the designs with rough, thick edges).
All other art by my sister Aisyah Azmi.
Credit to whoever made the fonts (Bebas Neue, Cloister Black, Koch Fraktur, Arial).

UPDATE 8/27/2015:
+Added tutorial screen
+Fixed problems with enemies being stuck outside the map
+Scaled down the exp. graph
+Added a GUI showing level
+Ported the game to Mac and Linux (check the Web (Updated) link for the downloads)

Genres: strategy
Tools: Unity

Comments16

MrNyarlathotep
MrNyarlathotep25 Aug 2015, 13:06
Hi, I tried to play using the embed player and the web link, and neither one worked; clicking on the web link opens a directory listing, and trying to access index.html returns a 404
jrhee25 Aug 2015, 14:15
Same here, looks like the web link's still down.
Anas Azmi26 Aug 2015, 02:46
Sorry about that, it was working yesterday, so I don't know why it doesn't today. I figured it must be Google, so I hosted the Web version in itch.io instead. I removed the embed in the process, since I couldn't find out how I can embed itch.io games in Ludum Dare.
MrNyarlathotep
MrNyarlathotep29 Aug 2015, 23:09
I'm glad I came back to check this again, as the webplayer link is now working, and there is a surprisingly lot of content that has been put into this.
If you continue with this post-jam, I would suggest there is possibly too many mechanics at play; I had spawnable minions, wizards, cannons and an AOE spell at my disposal, and the cooldowns were gnerous enough that I never really felt threatened by the enemies.
Maybe letting players choose upgrades or mechanics when they level up might be nice? For example offer a skill tree of sorts that let players choose which of the tools at their disposal they want to emphasise using?
Anas Azmi4 Sep 2015, 03:25
@MrNyarlathotep Thanks for checking this game out, and for the feedback. I had that in my mind during the jam, so perhaps it's a good mechanic to add. Adding more options for each tool is a good way to create varied playstyles, much like an MMORPG.
Regarding difficulty, my main concern was that the player can't spawn enough minions or use the other weapons quickly enough in the later levels. Thanks again for the feedback.
reiknight
reiknight4 Sep 2015, 21:20
The beginning is a bit boring and I think it needs in game instructions, but the game is going better as time passes, nice work.
liquidmedia5 Sep 2015, 05:28
Only worked in FireFox, but that is normal now. good game once learned.
UekiShurei5 Sep 2015, 06:10
@reiknight Thanks for the feedback. I had a playtester who said the exact opposite of what you said. I did put instructions in the post-jam version, though.
@liquidmedia I'm pretty sure it also works in IE, but who uses IE? It's WebGL, though, and Chrome should support WebGL, so I don't get it doesn't work there.
goodbadokay10 Sep 2015, 17:33
I've played into updated version.
1. Bad font colors on story screens. Really hard to read gray color on gray door at background. Use semitransparent frame like in japanese visual novels.
2. Too easy, no challenge. AI stucks into borders.
mikethingsbetter
mikethingsbetter10 Sep 2015, 22:35
Feels like it needed more polish (on programming side). Nice idea though.
UekiShurei11 Sep 2015, 12:56
@goodbadokay Thanks for the heads up! Regarding #1, I didn't have time to think of that, so thanks for suggesting that. Regarding #2, I suppose it's the problem with using very rudimentary pathfinding. I want to avoid using things like A* because it might freeze the game if there are too many pathfinding calls.
@mikethingsbetter Thanks for the feedback. I realize the lack of polish on the programming side. I'll keep that in mind for post-jam.
MikeEnoch11 Sep 2015, 14:40
Had trouble with the web version - the view of the game was limited to the middle of the screen and clipped out around the ages, so I couldn't really control the actual game. Nice art on the intro sequence though.
UekiShurei11 Sep 2015, 15:04
@MikeEnoch There's a fullscreen button at the lower-right corner of the game frame. You can use that to play the game on fullscreen.
Aaranos
Aaranos12 Sep 2015, 19:42
I found trying to click the cannons to be very difficult and finicky. On screen buttons or predefined buttons would of been better for that I feel.
UekiShurei13 Sep 2015, 10:04
@Aaronos Thanks. Maybe I should do so. Or maybe I should also have keys bound to them.
justinooncx13 Sep 2015, 13:00
Beat the boss, but the game didn't end. It had a nice difficulty, despite the AI of the minions and enemies being a tad funny after you attack them.

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