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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
very beautiful game! :)
Thank you! Glad you like it c:
It's a gorgeous game.
But I found it too hard.
Glad you think our game is gorgeous! c:
NGL its very hard for me as well hahaha I'm the artist and I've struggled a bit with some levels. We'll work on tweaking that!
Certainly the best graphics in the jam! Also loved the dialogue and the music was great too.
That being said, if it weren't for all that, I don't know if I would have kept playing. I didn't end up finishing because I got tired of dying at the same spot trying to climb that damn tree lol. The greatest thing to be improved was visual feedback for the player. I just had to believe there was health and damage. I still have no idea how long it took to kill either enemy and I don't know how much health I had lol.
Also would recommend reducing the number of mechanics in the game, or rather building upon them more. It is better to have one well fleshed out and fun mechanic than to have 5 mechanics you use once and never develop. After the boat scene, you didn't really need the light and slash mechanics anymore. Sure you added a few enemies to kill, but I didn't even have incentive to dodge their attacks because I knew I they couldn't kill me before I got to the next respawn point.
That is the final thing I think needs some adjustment: The difficulty curve. It is hard to say if this game is hard or easy because on one hand you die extremely easily, but on the other hand, there are numerous respawn points and no penalty for death. I think you should make the respawn points more sparse and reduce the difficulty between them. That way the player actually feels like they are accomplishing something and making progress.
Hi! It makes me very happy that you're a fan of our graphics, I had a lot of fun working on those c:
Thanks for going through the trouble of providing us with such useful feedback, we definitely want to try and improve and iterate the game in order to create a more polished product in the near future! The difficulty curve is rather steep and it can be very challenging, I myself was not able to get past the tree either! We're already looking at way to integrate a proper system to track player health in a more visual way. I think we tried to cram a lot in such a short a small amount of time, the idea of integrating so many different abilities into the game got the best of us :o
This was super helpful to read, I'll make sure to discuss it with my colleagues so we can make this an even better game come next iteration! ty ty :D
Very beautiful and very cute; I loved the music. Fantastic tutorial as well. I would have loved some kind of animation when damaging enemies with the moon ray just to give it a little more juice - maybe slow them down while you're shining it on them and shed some particle effects? Not sure.
Overall very cool. Very polished. The opening tutorial cutscene practically had my jaw on the floor.
Ahh, thank you for you kind words! I'm so happy you like the artwork, many long hours drawing up all those assets!
Those are some great suggestions, I totally agree, We're looking to iterate on the game and add onto it to create a more polished product eventually with even more content. We definitely need an animation showing that the enemies are getting hurt, I'm thinking a smol recoil animation maybe...a particle effect is a good suggestion!
I'm glad you enjoyed our game :D
Excellent game, the game already seem a final product! It's a very very good job, I want to see the final version if one day happens :D
Thank you for your kind words! We plan on working on this some more and adding improvements based off everyones super useful feedback. Hopefully a final version coming in the near future!
Excellent graphics and music. I really enjoyed it. I really love the idea of idea of using the moon as a power bar for your shots. I only managed to clear the boat level. The jumps were too hard to time for me in the 2nd area
Gameplay wise I understand that you are going for minimalistic ui but I would have really liked some indications of health , level progress etc
Also the jump felt a bit clunky to me but that's just my opinion.
Overall really nice game. Looking forward to play it again once you guys update it after the jam
Thank you for taking the time to play our game and offer us feedback as well!
It makes me happy that you're a fan of the artwork c: In terms of the UI I definitely agree, we're already looking at ways to integrate more visual feedback and information into the environment to improve the player experience.
We will definitely update it after the jam! Can't wait for you to see what we have in store for MonMon :D
Glorious graphics. Loved it.
I sadly didn't make it trough the first level (any indication of progress or health left would have helped :)). But I still had a blast playing it!
Thank you for taking the time to play our game and to comment! I'm glad to hear you loved it and had a blast! We're for sure going to add a way for players to track their health in the next iteration of MonMon.
Incredible game, great work! Amazing artwork, really smooth character control and awesomely polished. I didn't have time to finish it, but I'll definitely do it later :)
For next releases, there's a bug on the Unity's loader with Chrome on macOS Big Sur. You can fix it very easily changing a regex, or just wait for the fix on the Unity template: https://issuetracker.unity3d.com/issues/unity-webgl-builds-do-not-run-on-macos-b...
Thank you so much for playing MonMon and taking the time to comment! Our artist put a whole lot of work into this game, and I'm really happy people are complimenting how good the art is. Once we fix up some stuff post-jam, it'll hopefully feel even more polished! About that bug, thank you for mentioning it as I had no idea it existed. I'll look into fixing it for the post-jam release.
I gave the game one more go,, this time downloading it... I made a video about it playing it until the end! Very Well done game! Perhaps some ideas in the video on which it can improve. but in general a really great submission and amazing Art!
Amazing artwork there, makes a really beautiful game :)
The boat section at the start was a little slow, so I’m happy there were screenshots so I knew to stick with it :)
Thank you so much for taking the time to play our game and to comment! Our artist spent a lot of time creating all these assets, and I love seeing people be so receptive to it! In the future, we're definitely going to make the boat section take much less time, and perhaps even add an indicator so the player knows how close they are to finishing it. I'm glad to hear that screenshots helped you know to stick it out, and I hope that's the case with others who had to brave the lengthy boat section.
Such an all around fantastic game. I loved the artwork, the level design, the moonshot ability was really innovative and characters had so much life. Certainly gave off Hollow Knight vibes, which is a huge compliment!!! Superb job!!!
Thank you so much for taking the time to play our game and to write such a sweet comment! I'm so happy to hear people enjoy many different aspects of the game. Every time I see a Hollow Knight comparison, it makes me smile from ear-to-ear. Once again, thank you so much!
This game is so cute! I love the graphics so much. Just adorable! The music was fantastic too. I'm not sure if I was doing something wrong to not understand this, but I would love loved to have a health bar, since it was unclear to me when I was taking damage or healing. Other than that really well done! Thank you :)
Thank you for taking the time to play our game and leave a comment! I'm glad to see you loved the art and music so much. Our artist and music producer absolutely popped off. Our music producer came up with a cool idea for how we'll implement health in the future, so keep an eye out for that once the jam is over!
Good game! I enjoyed it, liked the audio and gameplay, keep it up!.
Thank you so much for taking the time to play and comment! I'm very happy to hear that you enjoyed it!
I really love how deep and consistent you went with your theme and aesthetic. Everything comes together really nicely and looks beautiful. Even little details like the lightning getting softer as you use up the moon energy and it starts to crescent really adds a lot. Some cute and funny dialogue and characters as well. If you decide to do more dev past the jam, it'd be great if you worked on the physics a little bit... the character is a bit floaty and slow which makes the platforming difficult at times. Awesome job overall, I really liked this.
Thank you so much for playing and for leaving such a thoughtful response! It's heartwarming to know that so many features of the game were noticed and appreciated. When we were playtesting, our artist and music producer agreed that the movement was a bit floaty. I decided to keep it like that because it felt good to me, but I neglected to consider the new player experience to the game. In the future, we're for sure going to make MonMon's physics/movement a lot more precise and streamlined. Once again, thank you!
Fantastic game guys! really liked the game and a big fan of the audio (great use of stereo width) !
Thank you very much, I'm glad you enjoyed the game and the audio!! c: I wasn't able to test as much panning as I wanted (time constraints and all) but I'm glad the effects still came through!
I cannot add much to all the comments before me, but wanted to write something anyways since the game plays so nicely. Really good job guys! Nice art, smooth animations and game play.
Like others already mentioned I mostly missed health bars. I also wasn’t sure if I was hitting the shooting stars correctly to get health back since they always just continued flying like nothing happened. Maybe they could have darkened or get smaller (following the really cool moon as mana-bar approach).
Thanks for the submission!
Thank you so much for taking the time to play our game and to leave feedback! I'm glad to hear you enjoyed playing MonMon. Our music producer came up with a cool idea for tracking player health, which will be present in the post-game jam version of MonMon. For the shooting star, I tried using a decreasing alpha value on the SpriteRenderer to make it fade out, but I think your suggestions would help it be even more visible!
The art is 10/10. I just looooooved it. I am speechless. It's one of the best games I have seen this jam!
ahhh thank you! I'm so happy you loved the artwork! :D
Thank you for all your high praise, we appreciate it a lot!
Some of the coolest art I have seen this jam! Very nice. Reminded me a bit of Hollow Knight. Cool atmosphere and the moot beam felt good.
Great job!
Im glad you like the art! I definitely draw a lot of my inspiration from Hollow Knight, that game has the best 2D lighting I've ever seen! c:
Good game overall, but… love every little detail of the drawings! The art is really impressive and inspiring. Also can’t really leave a comment without mentioning the absolutely cool idea of using the moon as energy bar. Good job!
Thank you for all your praise! We worked really hard on making the game look good and I went through many iterations with the assets. I'm happy you enjoyed our game. c:
I really liked using the moon in the background as a mana bar of sorts, immersive HUD elements are something rare, but great in my book. The graphics are also amazing, as everybody is saying. What I didn't liked was how slow the gameplay was, and how the indication of getting back the dash was too subtle. I can tell you worked really hard on how the game looks, though, there are lots of details on the sky and the illumination. I think the results more than paid off, they speak for themselves. But I can't help but shake the feeling that the gameplay department was a little lacking, which is really weird considering how it is still really good compared to most game jam games. Maybe I'm being harsh because the graphics were so good and I liked the theme and the style that I wanted the gameplay to be amazing? Hahahaha, the more you like something, the harsher you critique it. Great job!
Thank you very much for taking the time to play our game and to write such an elaborate response! Having immersive HUD elements is one of the goals we had for this game jam. We wanted to use as little UI as possible, but there were some areas where we probably should have stuck to the status quo (mostly concerning player and enemy health). As for the gameplay, I think a big lesson I've learned during this game jam is that it's important to playtest, playtest, and playtest some more, and be receptive of the feedback you receive. During our playtesting, our artist and music producer mentioned that the boat level felt too long. I made it quite a bit shorter, if you can believe it, but I for sure didn't cut it down to what they felt was right. From reading these comments, I can tell I for sure need to trust others' opinions on how the game feels more. I hope any game developers reading this that might also be prone to doing as I did can learn from my mistakes as well.
Thank you so much for your compliments about how good the graphics are! It took a lot of work from all 3 of us to make this game look and feel good, and I'm very happy that so many people seem to be enjoying it!