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Monster Researcher's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Novelty | #6 | 3.750 | 3.750 |
Aesthetic | #9 | 3.667 | 3.667 |
Kink | #10 | 2.917 | 2.917 |
Harmony | #10 | 3.417 | 3.417 |
Stealth | #11 | 2.167 | 2.167 |
Play | #16 | 2.750 | 2.750 |
Horny | #17 | 3.083 | 3.083 |
Overall | #17 | 2.796 | 2.796 |
Narrative | #19 | 2.333 | 2.333 |
Sound | #27 | 1.083 | 1.083 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The sketches are adorable, and the core gameplay loop of "figure out what this new verb does while you wait for your next one to unlock" is solid, also providing reasons to go back to old monsters to get more info.
The big problems are pacing (the game absolutely grinds to a halt after unlocking the second verb) and opaqueness. It took me a *long* while to figure out that the combination of mood icons on the top right was what determined when there was new data, and that you could get more data through restraining, just through trial and error.
I like this game a lot, though! If you make a sequel or somethin', I'd love to see monster-specific verbs that unlock with research, which would help pay off the feeling of "aha, I understand this monster now!" and also potentially make it a little easier to handle monsters on your fourth or fifth catch, trying to find that last entry.
hmm. i admit i left the game running while i was playing other jam games and then got back to it when everything was maxed out haha
but i feel like i don't quite get it? it's hard to tell what all five meters represent. the bottom three seem to all shoot up if i do basically anything. the red/top one is clearly how sick of my crap they are, and i assume the pink/second one is... horny, or something, but... i can't figure out how to do anything that doesn't either increase Angry way more than Horny or decrease them both by the same amount. which means it's impossible to max out the pink bar before they run away? i must be missing something here but there are only so many things i can try
i really like the aesthetic, and i'm a huge sucker for journal entries and whatnot that unfold further as you make more progress — discovering sketches was really cool! but i guess i kinda ruined it by grinding everything out first so i didn't have to go back and retry everything.
also having pokémon-style dual versions is just fucking, chefkiss
I'll give props for trying an idle H-game, but in the end they don't mix well. It takes too long to do anything at the start, especially since you have to tier up to get sketch.
I feel like this would be way more interesting as an actual 'catcher' game, where you try to raise the three positive stats and then use restraints before clicking 'capture', with different needs for different monsters. The impact of choices on each bar is already different, it wouldn't be too much to change.
I'm not a fan of idle games but it grew on me after a while. The art and interface are great, and I'm a sucker for reading journal entries and lore. With more playtesting I bet the idle loop could be tuned to feel better. Once I got the puzzle that was occurring it was much more engaging.
The progression was very slow I couldn't bother trying to get the images it would have been better if you leveled up by playing tetris or something instead of it being idle
Great idea for a game. The pixel art is cute and it's fun to see how the monsters react to your choices.
I think that the wait times on unlocking abilities really mess with the puzzle aspect of the game. I'd much prefer if they were leveled up based on your accomplishments studying different monsters instead. For example: You interact with the cat with your basic commands to get it into several different moods, for now you don't have the tools to get it into every possible mood. Your research on the cat unlocks the Harpy, you interact with it and it unlocks a new type of tool. You use it on the cat and it puts it in a new mood, which unlocks the snake and so on.
I just don't think that idle games mash well with puzzles. It's like if you have to solve 2+2, but to unlock "4" you must grind your math skill for 20 minutes.
I do think that the concept is really good, but the gameplay needs to be re-imagined a bit.
The art and design are good, but the waiting times make it a struggle to finish. Also, the five bars above the creature image are not explained properly (or did I miss something?). All of my girls escaped so I’m not sure if there’s something else to do besides study them and fill the book.
A very interesting idea. I like the puzzle aspect of trying to get the monsters into different moods. It does get a bit tedious with time, though...it's possible it would be better to tell the player explicitly what conditions unlock new entries, since it turned out to be a lot to hold in my head at once.
I kind of like the idle aspect, although it seems a bit disconnected from the puzzle aspect and effectively ends about halfway through. There's definitely some compelling ideas here, though, and I appreciate the unique mechanics of the game.