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Monkius

209 Game Reviews

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- The puzzles were logical and intuitive; I really liked not having to deal with bat-shit insane "logic" or a pixel-hunt, like most point-and-clickers.

- The tool-tips are a really good idea, especially if you start making games that are lengthier than a Ludum Dare entry.

- The big mainframe computer-jobbie threw me off a bit in the beginning; I was so used to bat-shit insane point-and-clickers, I thought it actually had something to do with what was on the card, until I discovered the other room, lol. This point is not so much a criticism of your game as it is a criticism of most other point-and-click games, lol.

- I think that if you put more than 72 hours of effort into a future game, it will end up really awesome. But for now, this and "The Treasure Tomb" are pretty good teasers. "All my 5 R belong to this" and you have a new follower.

Criobite responds:

Good points! And I'll definitely be moving into doing bigger games!

Lol, reference to the first game you uploaded to Newgrounds (that is still here.) Easter eggs are fun.

- It could use a button to mute the music (which is a bit painful) or at least a volume slider. I did okay with just muting the tab, though.

- The puzzles could have a bit more variety--spoiler alert: double click the purple one--but I have no idea how you'd do this... Maybe having marbles that only roll on diagonals, etc?

It looks like you are just coming off a long hiatus and getting back into the swing of things, though. Good luck with your future games.

Everything is great, but god I wish it would save my game...

guyhezi responds:

a fix have just been uploaded to support a different type of data saving, hopefully your problem will be solved now :)

After wave 16, I encountered a glitch where I upgraded my base before repairing it and it put it at 108% "health."

It also seems a little bit easy, but I understand that you did that because people were complaining. Perhaps having different difficulty levels would help with this.

The story was pretty interesting and I enjoyed the silly creature names/puns. Online games like this are becoming a rare breed, in times where everyone is either going to phone-based games or trying to grab cash with those dreadful "clicker" things.

Thanks for enriching everyone's Hallowe'en with a game that neither bores you to death nor necessitates repeatedly slamming your finger into a touch-screen like a mad(wo)man.

All my 5 are belong to this!

Psionic3D responds:

Thank you so much for your feedback, Please try version 1.4 online now ;-)

VERSION 1.4
*Added Normal & Nightmare difficulty for those that want a challenge.
*Fixed Upgrade/Repair % issue.
*Tweaked various minor things.

(spoiler alert)

I think that the story would make a lot more sense if he just ran and hid from the monsters automatically in some sort of "cut scenes" in the beginning. As it stands, it flip flops from "meet a monster, you're screwed" to "meet a monster, advance the story" halfway through the game. Not to mention that it took me 6 or 7 times going through the first minute of gameplay, before I figured out where to hide.

Two rooms (entryway, room with stairs) are also curiously devoid of the furniture, dust piles, spiderwebs, paintings on the wall, etc. that you would find in an old mansion. It's like you had run out of energy by the time you drew those rooms and just decided to leave them barren.

When the game finishes, it just hangs on a black screen with some music playing.

All of that being said, I found the dialog to be succinct enough to hold my attention--which is very important with text-based dialogues like this--and that the game overall was an engaging experience.

I liked the concept of "spyware" where you could follow the monsters. I hope that there will be a sequel explaining who gunned down the monster (among other things.) Either way, I'll be watching for any new games from you that may be in the pipeline.

EpicEric206 responds:

Thanks, I appreciate your feedback.

I might update the game where Oscar says "I think the monster found me, I should go hide in the closet downstairs!" I felt like the closet was enough to give away with showing where you need to hide.

With the rooms, this game was rushed. I made this for a YouTuber who committed to play this game for a let's play. The game was made in 3 days...I felt like if I had a little more time, it could've been better. This was also the first game that I've ever made.

About the ending, there was a second part added to the game, so I didn't quite know how else to end it and send the player to the second part. I eventually removed the second part because I was starting to feel discouraged, and felt like I wouldn't make it as good as the first part. So, I removed it and just ended the game off by fading out the music.

I'm glad that the text kept you into the game. The storyline of the game is possibly the most essential key component to making an engaging video game. I'm happy that you found the dialogue to be enough to keep you into the game, for a while, at least...

Thanks again for spending time to give your feedback about the game.
-Eric

Update: I had a disclaimer in the description stating that I recommend playing Ao Oni first before playing this game. Mainly so you get the jist of the game. With hiding in closets, moving objects, etc.

I thought this was going to be an idle game, which is basically the world's $#!77!est slot machine; how wrong I was!

I would have liked a little bit more of an analytical approach to this sort of game; currently all that it says is "Skill increases your hero's questing speed, Heart makes him tougher, Wisdom gives him more EXP for completing quests and Looting makes him earn more gold!" What it doesn't say is /by how much,/ so I can't really formulate a concrete strategy on how to make the quickest profit (I just guessed on looting first, skill second and did pretty well, I think...)

Another flaw is the high score system, which is easily cheated by sacking heroes at the end of level 98 and re-hiring them continually. Time-to-retirement would have been a better metric, IMO.

Also, the tutorial windows everywhere are really annoying and I just clicked through them without reading and figured everything out on my own. You could just make the game a wee bit more intuitive, instead. For example, instead of red light/green light for stopping/starting individual heroes, you could have a red button that says "stop" and a green button that says "go" or "quest." It would also be nice for it to be clearer as to which bar is experience points and which is quest progress. You can figure it out after a while by how they move, but it would still be nicer to have them be defined.

Chaz responds:

Thanks for the feedback, I'll bare it in mind for any future updates/editions.

Much thorough
Such error
Many fun

Wow

Oh, oh yeah--mm hmm heh heeh--pretty good! I almost gave up on level 15, it was "Nintendo hard."
Otherwise, I enjoyed the gameplay and the pun :D

The difficulty curve was pretty smooth, but I find it a bit weird that level 16 was easier than level 15.

The music added a lot of atmosphere.

I think that it would be really cool if you expanded upon this, adding some kind of "Portal-esque" story to it.

Some mildly-stimulating puzzles and an interesting message behind it; great for a "Ludum Dare" quickie.

Lol, I like the reference to "1984." <3

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