Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Monstropolis: Winter CrisesView game page

Will you be able to defend your city from the howling blizzard?
Submitted by ARehaili_Dev — 22 minutes, 18 seconds before the deadline
Add to collection

Play game

Monstropolis: Winter Crises's itch.io page

Results

CriteriaRankScore*Raw Score
Story#114.1894.189
Aesthetics#294.2974.297
Overall#314.0004.000
Mechanics#553.8653.865
Sound#613.5683.568
Fun#1143.6223.622
Music#1263.4863.486
Theme#3503.1893.189

Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game in total?
Alhamdulillah, only me.

Did you use any existing assets? If so, list them below.
Alhamdulillah, all design, programming, art, and writing were done by me. The fonts, sound effects, and music used in the game are either free-to-use assets or assets I purchased over the years.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 32 to 13 of 32 · Next page · Last page
Submitted (1 edit) (+1)

This is a very impressive entry for sure. As a bigger game than most, I do have a lot more opinions about the game than others as well.

First and most important of all is that I think the game is pretty dang fun and engaging. The puzzles are interesting to solve and the mechanics is simple enough to get the hang of it (once you got through the tutorials that is). I think for the most part, the visuals are super solid. There's a lot of visual effects that are used everywhere in cutscenes and gameplay alike, which feels really nice and make the game seems more polished. The audio is also not bad, but there's a few small bugs like when the turn finishes, it plays multiple click sounds at the same time so it sounds louder than intended.

I agree with some other commenters that the tutorials is pretty long and all the other dialogues are also long. I hope to not sound too rude but I honestly think that the dialogue is not that engaging, so it adds to the feeling of lengthiness. I understand you were trying to tell a story, but it doesn't have to be long to be good and stories can be told as much with other elements than text, which is not what players expect when they play a puzzle game like this. The tutorials could also use more visuals and showing what happens on the screen rather than just saying them in text. For example, if it's a bad thing to have monster fight each other, I think it's much more effective and funner for the players if you force them to drop it in incorrectly so they can see what happens. The first time I got a death was like in level 4 or something lol.

I also think that many things in the game is currently unnecessarily long. I understand that sometimes as creators we want to show off our abilities but I think sometimes less is more. For example, I think the loading screen visuals are cool, but I'm really not sure if it takes all that long every time to load a new level in and out. Many other animations are also longer than I would have liked to see.

On the mechanics side, I also agree with another comment saying there's currently just one too many step to do some of the most common actions in the game, like checking the info panel and then closing it for example. One mechanics that has to do with visuals is the direction that characters is facing determine their area of sight, and currently many of the sprite looks very similar when they look down versus looking left or right. It just takes that much longer to think and process the puzzle, so I always try to remove as many hindrances as possible when making a game.

Hopefully I don't come off as too nitpicky, but I realize that you are a more experienced developer than most jammers, so I would like to give my feedback on the tiny things that players appreciate in a great game. So I hope it can help you somehow in the future.

Developer(+1)

Thank you so much for playing the game. I really appreciate your feedback. It's one of those gems that makes game jams worth doing.

As for the tutorial, there's a golden principle: "Show, don't tell." One of the greatest examples of this is Half-Life 2. I also really like the point you made about showing the player what they shouldn't do, not just what they should do. We often understand light through darkness, right through wrong, and so on. That's a really good point.

As for the story, I'll be very honest: this was my first attempt at making a dialogue-based story. While I personally enjoyed it, I can absolutely see how it could become boring or frustrating for some players. That's actually why the skip button was one of my top priorities. I even extended the dialogue system just to add it. But hey, now I can clearly see where I went wrong and what I can improve to make the experience better next time.

As for the animations... guilty as charged. I've invested in a lot of tools, especially ones designed to enhance game feel, and I wanted to show everything I'd learned in this game. Looking back, I know it was a bit too much. Sometimes when you try to include everything, you end up diminishing the impact of each individual thing. Too many effects can take away from the beauty of having just one.

As for the number of steps and clicks required to perform actions, along with other UX-related issues, I agree with you there as well. Every jam, I tell myself that I need to dedicate time to player testing, because once you've spent enough time with your own game, you become too comfortable with it to notice its flaws. But then fast forward to the last half hour of the jam and it's usually, "Just submit the game and go to sleep." So I definitely need to find a better way around that.

Thank you so much for all your points. I genuinely appreciate comments like yours. They're exactly the kind of feedback that helps me improve and make better games in the future.

Submitted(+1)

5/5 in every category. I cannot believe how much you got into this game in such a short time. You had animations, a cool level transition, sound effects, intense music, a tutorial, and lots of levels. I didn't finish the game, but it was really fun.

Developer(+1)

Thank you so much for playing the game, and thanks a looooot for your rating. It honestly means a lot to me.

As for the amount of content in the game, thank God, I somehow managed to fit more into it than I originally expected. Although, to be honest, the development process was a bit of a nightmare at times, but reading comments like yours made it absolutely worth it.

Thanks again for playing the game!

Submitted(+1)

Very polished and beautiful game. I love your attention to detail, it shows that you care a lot about the quality of your work !
GGs and best of luck to you man, I think you easily deserve to be in the top 10 !
I'd love some feedback on my submission please <3

Developer

Thank you so much for playing the game, you just made my day! I'm also very excited to try your submission.

Submitted

Really ambitious, well polished and some creative mechanics! Great job ^^

Submitted

You put a lot of things in a short amount of time: a story, introduction, dialogues, a well thought mechanics, menus, ui, nice artworks… well done, congrats!

Submitted(+1)

Oh, wow! I'm surprised the amount of content you got in this game! I haven't played all the levels, but it seems each level I did play was always introducing new mechanics and enemy types. I also appreciated the ability to skip dialogue when I had to redo a level. The animations also felt very polished such as the squash-and=stretch when placing monsters. Very impressive for a jam submission!

It took me a bit to get used to the mechanics. At first, I misinterpreted the dialogue and was having the monsters killing each other before I realized that's the opposite of what I was supposed to do, lol.  In the end, it really comes down to positioning and memorization as you have to try to remember what monster sees/attacks what to properly place other monsters in a safe tile. I am very bad at the game, but once I got the hang of the mechanics, I did feel I was improving bit by bit.

I do wonder if the monster info could show up on-screen when you click on them, rather than you have to make a second click on the info button? Could help improve the flow of each level a bit if I could single-click the monster and see what their sights/enemies are immediately. Especially with the timer forcing you to think quickly before the blizzard arrives. Also, maybe the monsters' sights could show up when you hover your cursor over them? Just some small tweaks to improve the flow by saving the player on clicks, especially since they will most likely be clicking a lot to re-check the monsters' info.

One mechanic I didn't care for was the blizzard timer. The game is about trying to position and remember all the monster details, which encourages you to take your time and think through your decisions, and the blizzard timer seems in opposition to that design. I do wonder if the blizzard mechanic could be better incorporated into the puzzle design better, like maybe the timer only increments after a turn, effectively giving you a limited amount of turns. Something to consider. 

Overall, this is a very impressive entry! There's a lot of visual polish and a good amount of mechanics introduced in each level to keep things fresh. Nice job!

Developer(+1)

Thank you so much for playing the game and for the detailed feedback. This is exactly why I make games.

First of all, I think it's completely normal to be a bit confused about how the game works. Revisiting the tutorial myself, I find it a bit overwhelming with a lot of information to digest. This was my first time making an interactive tutorial, and I'll be honest, tutorials are generally one of my weak points as a developer, so I totally understand where you're coming from.

About the number of clicks, I see your point. Fewer clicks are ideally better for UX. For example, making the attack range appear when hovering over a monster and then showing additional information with a single click. I was afraid that approach would clutter the screen, since the levels already have a lot going on and a lot for the player to track. Ultimately, though, I think this is exactly where feedback like yours shines. UX design is largely based on user testing, or in our case, player testing, and unfortunately I didn't do much of that during development. So those are great points, thank you.

As for the timer, my thought process was that I wanted to simulate what happens during an actual natural disaster, where events don't wait for you to take action. They just happen. My intention was to give players enough time to think and strategically place monsters, but not enough time to become completely comfortable. I wanted there to always be room for chaos and unintended situations to emerge. However, more and more people have mentioned that the timer actually fights against the core mechanics and the somewhat turn-based nature of the game, so that's another valuable lesson I've learned from the feedback.

Thank you so much again for your feedback. I'd be happy to read any additional suggestions or notes you might have about the game.

Submitted(+1)

Dang, that is one high-quality polished production. Charming, fun, great pixel art - well done!!! The dialogue is funny and the whole setup feels very clean and intentional. I know going the extra mile this way demands multiple late nights in these jams, so I hope you're catching up on your sleep because you freaking earned it! :)

Developer(+1)

Thank you so much for playing the game.

Although this isn't the first grid-based puzzle game I've made, this one almost drove me crazy, and thank God it eventually paid off.

Thank you so much for playing the game and for your kind words. And don't worry, ever since the jam ended, I've been sleeping like a baby!

Submitted (1 edit) (+1)

Awesome presentation. I like the dialog and storytelling. One thing I can mention is the animation commitment; I could not skip any animation at all and there were many that could be skip.  I know internally there has to be a iteration throughout the tiles to check if other monster see the monster you just placed but there is no need to animate that because it takes time specially if you repeat a level many times. Same goes when gnomes move position. At some point, I reached Level 6 or 7 and there was always preventing me from winning and the animations were taking so long that I decided to review the game. Very good game overall. Excellent job.

BTW this is a lot of content for a gamejam, I guess you must have had prepared a couple of things before hand.

Developer(+1)

Thank you so much for trying out the game.

Honestly, I agree with you about the animations. They definitely could've been skipped or made significantly shorter. I've honestly been investing a lot into tools and techniques to enhance the game feel of my games, and I think my obsession with making everything look visually beautiful might have hurt the experience a bit in this case.

As for preparing things before the jam, the answer is both yes and no.

I've been making grid-based puzzle games for a while now. This is actually my fourth one, so many of the systems, utilities, and tools used in my previous games were also used in this one, but extended and more polished. That gave me a lot of extra time to add new features and content during the jam itself.

Thank you so much for playing the game and for the feedback!

Submitted

Nice game.  thats a lot of work in 10 days. wow. Big effort. There was a lot of reading but the tutorial kind of soughted that out.

Submitted(+1)

This was great fun and I'm still enjoying solving the puzzles!  I got a good laugh out of blaming the mechanics on bureaucracy :)

Some minor comments -

  • There's a typo in the tutorial saying "right click" to select, but right click doesn't seem to do anything.
  • There's occasionally a glitch where the monster becomes unselected for no apparent reason (not clicking elsewhere).
  • The UI for monster range is a bit confusing - I thought the mushroom range was only 2 because of this:

Did you use an existing conversation system/asset or did you build that from scratch?

Developer

Thank you so much for trying out the game. I'm happy you enjoyed it!

  • As for the typo, you're right. Funny enough, I made that mistake in both the game and the game page. I'll fix it on the game page now, and then fix it in the game itself after the jam.
  • As for the monster being deselected for no reason, there is actually a reason. It is mentioned in the tutorial, but it can be easy to miss. If you move the cursor away from the selected monster, it will automatically deselect.
  • As for the monster range, I agree that it is definitely confusing, and it is totally on me. All creatures that have more than one square in the info page are meant to see all along that row or column. However, because the grid in the info page is only 5x5, it makes it seem like their range is limited to just two squares. I thought highlighting the attack line of sight whenever you selected a monster would've helped make it clearer, but I can see now that it still caused confusion. That's something I'm planning to improve after the jam.
  • As for the dialogue system and the barks, I used Dialogue System for Unity by Pixel Crushers. It's amazing and very easy to set up, extend, and customize.

Thank you so much for the feedback!

Submitted(+1)

The deselection happens sometimes at very short distances, like between the monster and the info button.  The far distance I'm ok with, but it seems the minimum distance isn't always followed.

Wonder if, in the range preview screen, you can just move the monster so you can see more of the range?   I like that you can see the range when clicking on a placed monster in the shelter - maybe it's worth showing range for the grabbed monster while you drag the grabbed monster around? 

I will check out Dialogue System - sounds super helpful!

Developer

As for auto-deselecting, the issue you're describing is definitely a bug, because there is no minimum distance for auto-deselecting, and the threshold is 180px, so the distance shouldn't be that short.

As for the range problem, honestly, at this point, I'm just going to add a Range Description section to the info page to clarify it. Since I'm using  ScriptableObjects to store each monster's data, it should be very easy to add.

Submitted(+2)

Duuuuuuuuuuuuuuude this game is awesome!! Right up my street as far as mechanics go! If you did this in 10 days your one hell of a dev.  Feels like a FF Tactics, with a puzzle packing twist!! Agree with other peoples assessment of too much reading (i just skipped and still understood what was going on, don't feel bad i do that with most games. haha), but the execution is exceptional here. Feels like an indie you could download on xbox gamepass.  Hit me up if you ever need help with character design or an animation asset (check my jam submissions to see some of my work, or ask for my discord). Of course you have a clear and awesome art style all your own and probs don't need my help but had to offer! Hope you get a good result in the Jam!!

Developer

Duuuuuuuuuude! You just made my day! Thank you so much for playing the game and for your kind words.

I'm really happy you liked the mechanic. I've been iterating on grid-based puzzle games for a while now. This is my fourth game jam using grid-based puzzle mechanics, and I'm pretty happy to see that I'm getting better.

As for the story, I actually understand that most people wouldn't want to read that much, but I felt that having a story would definitely give a stronger sense of purpose, urgency, empathy, and so on, so I couldn't just ignore it.

I'm also really happy that you liked my art style. Honestly, I'm still learning pixel art, and I'm extremely weak when it comes to animation. That's why I rely heavily on VFX and code-based animations (tweening) to help mask some of my limitations.

Again, thank you for your feedback, and I'm really excited to check out your submission!

Submitted(+1)

This is a really nice game, I'm not a fan of the amount of reading but that's just me. Great job!

Developer

Thank you so much for trying out the game!

Submitted(+1)

Impressive game jam submission. Good job!

Developer

Thank you so much for trying out the game!

Submitted

i really enjoyed the level of polish in this one! you have used your time very efficiently sir, congrats!

Submitted (2 edits) (+1)

This is an excellent puzzle game, but I couldn't work out the mechanics because the monsters don't seem to always match their info page. There also seems to be no undo so you can be stuck in a situation where you can't do anything

Edit: could also do with keys to skip dialog. The enter button seems to work but only sometimes.

Developer

Thank you so much for playing the game.

As for the problem where monsters do not always match their info page, I’d really like to know more about it if you can provide more details, because I tested the game many, many times and never encountered this issue myself.

As for the skip button and mapping it to the Enter key, the game was designed to be fully playable using only the mouse. So honestly, I neither mapped anything to the keyboard nor tested keyboard controls.

Regarding the undo feature, there is no direct undo command in the game. That was intentional, to emphasize the consequences of a wrong placement. However, before Level 5, you can do something similar to biological control in real life, where you place a monster to eliminate another monster and free up space for a different one. From Level 5 onward, you unlock the expel ability, which lets you expel a certain number of monsters from the shelter per level.

Thank you so much again for trying out the game and for the feedback!

Submitted(+1)

I tried again and realised I was not paying attention to facing - I was looking at the info for one werewolf and assuming they were all the same. And some creatures only show 2 squares of threat when they actually have more. SO it does seem to be working as intended, it was just more complex than I realised.

Developer

I see now. As for some creatures showing only two squares of threat when they actually have more, all creatures that have more than one square in the info page are meant to see all along that row or column. But because the grid in the info page is only 5x5, it makes it seem like their range is limited to just two squares, which is totally on me.

I thought highlighting the attack line of sight whenever you selected a monster would've helped make it clearer, but I can see now that it still caused confusion.

Thank you for your feedback!

Submitted

It’s incredible that you managed to fit so much content into a jam. The visuals are amazing. However, I think there’s a bit too much text for a jam game. I also think it was a good decision to include the tutorial within the game. People often jump straight into the game without reading the itch page. Thanks for sharing!

Submitted

Really impressive game overall. The core puzzle/tactical mechanic is super clever and I loved how each stage introduced new ideas that kept making me rethink my strategy. The art style, atmosphere, and overall polish were all fantastic too — it feels very complete for a jam game.

Submitted

I liked the little story. Good use of the theme and I liked that the mechanic built upon itself

Submitted(+1)

Really fun jam game!! The mechanic are really smart though it can be a bit hard to see a good place to put monsters. Sometimes when you hover a monster it'll show the path they are looking and other times it won't. This comes up most when the robots are introduced as I was never to sure which way they were going to attack. The sfx for the dialogue can get a bit annoy for long text strings, though good job trying to add a story. If the blizzard was more of a turn based than a timer it would feel a bit smoother.   

Developer(+1)

Thank you so much for trying out the game. As for the monster path not showing, I assume by robots you mean the "Golems." It is actually not a bug. If the path is not showing, it means something is blocking the monster or that it is looking toward a place outside the board. Maybe I should have mentioned this more clearly in the tutorial.

I also agree that I should've made the blizzard related to a turn number rather than a timer, especially for a strategy game. But I thought the timer would add a stronger sense of urgency.

Thank you for your feedback!

Submitted(+1)

Well done a really solid jam game. The puzzle mechanic is a really good one. Its good that you tried to add in the story but it did end up getting in the way a little.

Developer

Thank you for playing the game. I agree, I went a bit crazy with the dialogues.

Viewing comments 32 to 13 of 32 · Next page · Last page