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the last monkey's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visual Style | #15 | 3.826 | 3.826 |
Originality & Innovation | #18 | 3.478 | 3.478 |
Theme | #20 | 3.870 | 3.870 |
Overall | #20 | 3.478 | 3.478 |
Audio | #20 | 3.348 | 3.348 |
Fun & Game Design | #33 | 2.870 | 2.870 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The player controls a monkey character, navigating a jungle environment and fighting other creatures, including apes, gorillas, orangutans etc.
Did your team create the vast majority of the art during the 4 days?
Yes
Did your team create the vast majority of the music during the 4 days?
No
Any Social Media you'd like to shout out?
@deagahelio on twitter
oug?
🦍oug 🦍
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Comments
Hello!
I saw your game from Connor's monkey jam video and got interested. Played your game for a few (ehem) hours and it was great! I love the artstyle and the concept. It took me a while to develop a strategy to complete the game. From weapon choice(monkey king staff and snake bite leg guards, you the MVP..and also dart blowgun and primal boomerang. I have mixed feelings with stormcaller javelin), inventory allocation, timing (why does every item decay! even those I dont use haha). I would love to hear more about the lore and inspiration especially with the gems and why me (the monkey) is the last of it's kind there.
Feedback and suggestions:
1. Map generation takes a while to load. It gets a bit frustrating after dying the nth time.
2. I think the view initially doesn't make sense the first time but seeing the darkness as "pillars" and that you are looking at the surroundings from the top view made me appreciate the game better.
3. It would be nice to have armor in the game or at least increase the number of items you can equip since once you get all the gems, you have less inventory space to keep healing items . When I used range weapons, I don't really have to equip anything else to complete the game making the items more like baggage unless it's increasing health like the cool glasses.
4. Luck-boosting items actually do something else besides increasing the chance to dodge like random loot find maybe?
5. I don't see how agility helps. Maybe with running but both the primates and you still take one square movement even if you have agility-boosting items equip.
6. Non-range weapons should at least have a chance to stun a few turns. If you come face to face an orangutan or a gorilla without a range weapon, you'd lose.
7. Bat-spamming for weapon is tedious especially if there aren't any bats around that much
8. Would be nice to be able to combine duplicate weapons to increase the time you can use them instead of just throwing them to increase inventory space.
9. Adding sound effects of enemies of about to agro is appreciated.
10. Adding regeneration items to decrease healing time too
Again, thank you for making this game!
A bit too far on the hard side for me, but I thought this project was really cool.
This game art style was a throwback for me, reminded me of MinerVGA, but also of Baba is You! and for some reason also Helltaker haha. It was not intuitive to find the gameplay loop, but I kinda got there, it felt like playing those old Atari adventure games where you just have to play and see what it is all about. Good work!
The art style and movement reminds me a bit of Baba Is You! The vision for this is really unique too.
Putting the controls in brackets inside the words such as "d[r]op item" and "inv[e]ntory" is very clever!
I love the art style! I think it is a bit unintuitive how to get started and attack enemies
og og ogo ouuuuou ouuuuu!
super cute game and the sound design is really nice :)) just wish it was more intuitive, but great job overall!!!
Love the DwarfFortress look and how its procedural, also the game has a nice atmosphere <3 ! Wish I could play in fullscreen to get really immersed. The line of sight looks cool but it would be nice to be able to see the specific objects that block the vision. GJ !
Is there something I'm missing? I've played some other roguelikes but I just feel like there's nothing I can really do to progress other than get lucky with enemy spawns.
It has a really good idea of combining Turn-based Combat with Rougelike element. But there are quite a lot of problems like 1) you have to start with a basic weapon and not a piece of cloth that you can only consume and not having a chance to fight back, 2) Line of sight is quite annoying because it doesn't make sense on what hinder your vision and what not, 3) You can't outrun an enemy, so if you have melee weapon then you're screwed, 4) Weapon has durability? why?, 5) If there's no distance between you and your enemy then they can still kill you even if you kill them (i managed to kill 2 shiny and this is how i die?)
Hi, thanks for playing and I appreciate your feedback.
1) You can get basic weapons by fighting bats and sticking to open areas to avoid stronger enemies, but it is a bit luck dependent still.
2) If this is about ranged weapons, I agree it's not perfect, but it should still be clear when a wall is blocking your vision to the enemy, unless I missed something.
4) Mainly two reasons: to combat the player stalling to regenerate health and force them to keep moving, and not make weapons entirely obsolete once you get a better one. I recieved some criticism on this so I'm willing to rethink this mechanic in the future if I decide to develop it further.
5) True, in retrospect this is something I should've changed.
I wasn't able to beat this, but I felt like i got far in one of my runs. Seems like you have to get lucky depending on what item you start off with. I had fun playing this. My two criticisms are that I felt like I had a lack of direction, and that the line of sight felt really aggressive.
Thanks for the feedback!
I think i am terrible at this game lol but i still enjoyed it alot. I was not able to beat the game, but i was able to kill a few enemies and find a few items. I really liked the old school style and would like to come back and play more later to try and beat the game. Thanks for making it and nice job!
I love this artstyle! It's so simple but that's why it's so charming. Not being able to see past "walls" also makes it more clear where you can go and where you can't go