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MONSTER MANIA's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #284 | 2.438 | 2.438 |
| Innovation | #335 | 2.250 | 2.250 |
| Overall | #356 | 2.375 | 2.375 |
| Audio | #389 | 1.938 | 1.938 |
| Theme interpretation | #406 | 2.062 | 2.062 |
| Graphics | #466 | 1.875 | 1.875 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/MalachiNg/2CSC_GAME_GITHUB
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Comments
I appricated the depth in the instructions, and the idea of limiting the view port of the player, but give them general directions and landmarks to navigation is interesting. I wonder if there are too many features in the games (e.g, multiplayer), where maybe more polish would be helpful
The animations are beautiful, and I liked the fact that there are also diagonal ones
I read the instructions, but most people don't. The gameplay can be incorporated step by step before jumping directly into the action. Also, running on top of the trees looks weird.
I feel that the game's graphics still need a lot of polishing. There are even pixelated blurry areas, like that red thing—is that a flower? If you want to go for a pixel art style, I think consistent pixel size is very important. Also, if you don't want trees to block player movement, you might consider removing them, because running directly through trees feels really awkward.
Hello!
Thanks so much for the feedback!
The game isn't necessarily your classic "levels" game, hence why it is continuous, and thats also why you don't reset your spawn point at the start of every night - it's more like one progressively more difficult game, rather than a series of levels.
The character is a little fast, and I think even this version has a bit of an easter egg, that addresses that. If you click on Shift and +, it will speed up the game, and shift and - will slow it down. This is an easter egg, which I intended to be a bonus feature for those who saw the code, but if you think it's a feature better advertised, I can apply restrictions on it and make it known!
Delaying how mobs spawn likely wouldn't improve getting spawn jumped, as the way mobs spawn is the code calculates the distance from the mob to the player, and if that distance is too small, generates a new set of co-ordinates, to prevent the player from getting spawn jumped. Therefore, by delaying the code, the mobs would still be in the same distance from the player upon spawn. However, if spawn jumping is something you experience, I can simply increase the radius around the player, within which mobs cannot initially spawn, thus resolving this!
Thanks so much again, and I hope you enjoy the game!