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Even though, as you’ve said, the game’s kind of broken, I liked what I saw! Going into a game called “Monster Builder,” I sort of expected it to mostly comprise of some kind of menu where you select monster parts. Let out a surprised “Augh!” when I was thrown into a creepy warehouse with a first person view, and a 4-slot inventory harkening to Lethal Company!

While there wasn’t much to do, I liked looking around the very nice environment you’d crafted for the game, then creating a slime, and finally using the slime to jump atop the operating table whatzitcalled.

Despite it not quite turning out completely functional, great job on the game! I’d like to see what it looks and feels like in a completed and/or function form, to be frank.

Some random thoughts, if you don’t mind: the vastness of the warehouse put me in mind of a combat arena. Having to sometimes fight and subdue one’s own creations would be very cool. Or even crazier, having to sic one’s creations on authorities cracking down on one’s illegal monster building business would be awesome.

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Haha thanks!  Yeah...I was pretty disappointed in how it stopped working just before the build.  I had no idea it was broken because I was just clearing namespaces that were generating errors (or so I thought) until it was way too late to do any fixes.

The general gameplay loop prior to it breaking was basically accept orders as they came in, build the monster, package it and send it off to complete the order.  At the end of the day, you'd have the option to upgrade your facilities.  There was still a bit of space though so something like that could have been interesting but it definitely wasn't part of the initial plan lol

I think I spent too much time on the graphics honestly lmao