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MonMon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #2 | 4.736 | 4.736 |
Audio | #8 | 4.045 | 4.045 |
Overall | #21 | 3.918 | 3.918 |
Theme interpretation | #23 | 3.927 | 3.927 |
Innovation | #31 | 3.682 | 3.682 |
Gameplay | #73 | 3.355 | 3.355 |
Ranked from 110 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/DakotaHall/MonMon
Theme interpretation
We use the Moon as a resource to power MonMon's "shooting" ability, which we refer to as the moon ray. Also, MonMon is on an ambitious journey which takes him far higher than he's ever been before, which resembles more closely the dictionary definitions of moonshot.
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Comments
Such a beautiful game, I almost wish there was a "chill mode" were you were just cruising along the river without enemies =)
No joke, when developing the game, I would disable enemies and whatnot and just listen to the tracks our music producer made and look at all the cute environment assets our artist made. They really popped off!
Wow! This game is so beautiful. Great job.
Thank you for taking to time to both play the game and to write something so kind!
Really great art and sound. Love the atmosphere. The timing on the pumpkins was quite difficult and I got the slash glitch on the final boss and it proved to difficult with no slash or dash to beat. Loved it overall though.
It would be nice to have some sort of visual indicator for health and maybe some kind of feedback when you are eating the comets because right now its hard to tell if it's even doing anything.
Thank you for playing! We'll definitely look into that glitch and more game design features in the future. Thank you for the feedback!
Great visuals and solid gameplay! Keep it up!
Thank you very much! We will keep it up, no worries about that!
The graphics and music were gorgeous, but the game is a bit too slow. I think that I spent 5 minutes shooting at ghosts from a ship with no end in sight :-)
Thanks for playing and taking the time to comment! I'm glad to hear you enjoyed the graphics and music, our artist and music producer popped off! As for the game being slow, if we were to iterate on that in the future, would you like to see fewer waves of enemies, less time between waves, both, or something else?
I would say that having more enemies popping out more often would make the game more dynamic. That would mean to lower the HP of the enemies, but overall the challenge would be the same as more enemies would still drain the moon mana.
I remember watching a variant of the classic "Juice it or lose it" YouTube video that was applied to fighting games where they explain how having more weak enemies more often makes the game more engaging for players, but I can't find it right now :-)
Maybe the "Secrets of Game Feel and Juice" video has something that can help for this game.
Great art and audio design! Really adds a mysterious feel to the game. Gameplay was quite shallow and movement was a bit janky, but overall its really nice :) I enjoyed it
Thank you for playing and enjoying! c: Thank you for the feedback as well!
Very nice game. Amazing art! Excellent use of the theme!
Does the game have an ending? I kept fighting the ranged attackers (with a hat), the glowing balls from the sky and the sea mines.
If you make post jam changes you should:
- definitively make some of the ranged attackers come close. As it is the melee attacks is far less useful than the ranged attack since some enemies can only be hit by ranged attacks.
- put some damage feedback on enemy hit by the moon shot (like flashing them red or maybe health bar). At first I didn't knew that I even hit the enemies when suddenly the death animations played and they were gone.
- (if the game has a destination - see my question above about ending) put a indicator of how much progress the player have made (even if its a single line at the top of the screen with the player icon moving along it).
Hey Vasilis, thank you for your feedback!
There is indeed an ending- every "stage" has different mechanics and setup, and the boat fight is considered level 1 (it goes: lighthouse w/ the grandma is level 0, boat fight is level 1, platforming is level 2, ascension is level 3, final witch fight is level 4). You should be fighting waves of enemies, about 5; if you keep fighting the ranged attackers on the boat, it might mean that you died and respawned at the checkpoint.
I believe some of the comments you made about the ranged attackers coming closer are forced to happen in later levels due to level design, but definitely a good comment, as is the damage feedback! Game juice is definitely something that would be fun to experiment with- it might also be a better indicator of death as well. The progress indicator would also be a fun ui element to explore as well. Thank you for playing and enjoying MonMon! c:
Nice!!! Time to try again. I want to see the ending! I love games with ending!
I think I died only once (while testing the attacks). I just though that the game has endless waves of enemies and I gave up after ~4 waves. That's why I suggested the level progress indicator as post jam update.
This game is beautiful, two thumbs up! I think it would be cool to add a low hum or some-such sound to the moon beam, but that's just a taste thing, this is an excellent game--strong in all categories in my opinion :).
Thank you so much! We're really glad you liked it. c: I unfortunately didn't have much time to do sound design but the idea about the moonbeam is great- I'll definitely keep it in mind for future projects!
Really liked the art/aesthetic, great job! :)
Thank you so much!! Our artist really worked her butt off :'))
Awesome game! Really polished stuff
Thank you so much!! c:
Absolutely fantastic looking!
Thank you! c:
Stunning! Really love it.
Thank you!!! Glad you loved it. c:
that is really polished! and fun, I wish you could play it with a pad, maybe I'm just not used to play with keyboard. I like the chara designs!
I'm glad you played it and enjoyed it! Unfortunately the game is best suited for mouse rather than trackpad :(
I'm happy you like the characters c:
Love this! Your artstyle and animations are amazing. I appreciate how well it's integrated into the gameplay with visual effects and shaders. So cool that you created such a vivid world for a game jam!
I'm glad you love the world we've put together! Thank you for your support and kind words c:
I also really enjoyed playing your game, great visuals, I especially love the color palette used on the models!
This game is so cute. It's so fun to play. The art and design are so fantastic. So far, this is the best game for me. Kudos to the Creator and Artist
Thank you so much! I'm so glad you like it, makes me happy :D
Nice work. The art style is very captivating. I liked that you built a little tutorial in to the start.
If you like platformers, please give our game a try.
Thank you so much for your kind words, just had the chance to playthrough your game and I adore the art! Super cute animations for the main character c:
Really nice art! Impressive!
Thank you, Bastian Top! Our artist popped off over this past month. It's like the Midas touch except everything she touches turns into cute.
This is the best game of 2020
Ok EliCDavis let's not get carried away. You might be forgetting a little game called Bugsnax.
Really cute game ! the music is really calm and vibey, the gameplay is simple and fun and the art is just exceptional. All this makes you get addicted to the game and the world of MonMon. I really recommend it !
Thank you Betsiro! We were trying to create that very "calm and vibey" feel at the beginning, and slowly increase the action/pace to keep the player interested and involved. Comments like yours let me know we succeeded. :)
Effortlessly beautiful game. The gameplay, art and music all come together perfectly to immerse you in MonMon's world. Love it!
Thank you Mimzy111! I'm glad to hear that you enjoyed it!
Mimzy111 your kind words are effortlessly beautiful c: