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Monsters Inc.'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Scope & Completion | #25 | 2.261 | 2.261 |
| Technical Execution | #40 | 2.130 | 2.130 |
| Polish & Presentation | #40 | 2.174 | 2.174 |
| Gameplay & Core Idea | #43 | 2.130 | 2.130 |
| Overall | #43 | 2.087 | 2.087 |
| Creativity & Theme Interpretation | #93 | 1.739 | 1.739 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members and roles
whenommm - Solo
How did you interpret the themes?
My game connects the classic puzzle and sokoban genres making it a apt blend of both.
What are you entering?
Engine and tools used?
Unity and Claude code, some free assets from kenney and unity asset store
Road to GDC
Consider my game for the Road to GDC prize
Bezi Challenge
We are not entering this prize track
Synty Challenge
I am not entering this prize track
Which Synty assets did you use?
N/A
CrazyGames Challenge
Enter my game in the CrazyGames Challenge
Fan Art Artist
N/A
Fan Art Process Video
N/A
Where can we find your Fan Art?
N/A
Submission Confirmation
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Comments
There’s a lot of polish in this game, it has some very good presentation. Being able to go forward and backward with moves feels great and makes it a lot easier to experiment, which is nice and definitely lessens the chance of a player getting frustrated. The actual levels themselves are well designed and interesting and I like the wave indicator of how many monsters remain and stuff on the side.
I’d probably remove a lot of the popup tooltips that appear before levels and just let the player experiment and learn as they go. A lot of them seem kinda redundant, and they CERTAINLY do not need to state how many objects are in the level before playing it; a player can literally just see those objects as they play lol. I am also a little confused about how a light source that illuminates everything around it is only able to attack one monster at a time, but it’s not really a problem with the game itself, just some minor conveyance.
thanks for the detailed feedback, really appreciate it!
I really think this is a very very good game, but as a GAME. I dont really think this fits the jam theme so, i will give high ratings everywhere except the theme interpretation.
Yeah, atp just release it as an official release on Steam; game too peak. Also, I didn't realize how stupid I was until I played this.
I cannot pass the tenth puzzle lol. This looks so finished and polished. The puzzle is so well thought too. In the future, maybe the balls can be replaced by real monsters mesh.
I like the sfx the most. Also there is no music in this but that is so okay with this type of game. Very good submission indeed. I enjoyed playing it.
the balls were supposed to be actual monsters i had the assets ready but i got diagnosed with typhoid during the last few days of the jam so a lot of things i had to rush, the tenth puzzle is intentionally very hard :) thanks!
The Monster Watch panel is such a good call. Seeing every creep's turn up front made shoving that box onto the outlet at just the right moment feel like a real plan, and the laser firing straight through the wall was a lovely surprise.
hehe thanks