Release the Monster Post Compo

Posted by
August 27th, 2015 9:52 pm

This Ludum Dare I decided to do something a little different.  I’ve been messing around with Adventure Game Studio over the last couple months and when the theme came up I thought this would be a good opportunity to use it for something.

My idea was that a generic evil genius named Dr. Destructo had his plans foiled by the forces of good again.  He is blaming his incompetent minions (like any proper villain should) and summons a monster (the player) to use its mind reading power to root out the incompetent minions and make them pay.


Introduction sequence

The game is made in the style of the old Lucas Arts adventure games like Monkey Island and Indiana Jones.  The graphics are a glorious 320×200 with four frame walk cycles.  Music is non, existent and minimal sound.  I’m really happy with how it turned out.

The game is investigative as you try to find out which of the minions is responsible for the operation’s failure (spoilers: they all are). Find the evidence to eliminate as many as you feel like and then talk to Dr Destructo to see how you did.

monster0002The Good:

  • The Engine – Adventure Game Studio does exactly what it sets out to do.  I spent no time coding an engine.  Every asset I made and letter I typed is directly tied to gameplay, which allowed for a longer game.
  • The puzzles – There is a fine line for puzzles in adventure games.  Too strange and the player is just trying random things to guess what the developer was thinking.  Too simple and it is boring.  I think I struck a good balance, but just in case I made the central puzzle (you gather clues and then figure out a logic puzzle to learn who sleeps in which bed and has which job) skippable in case you don’t want to do it.
  • The sprites – I like the look.  I originally had some more frames to the animations but started to minimize because of time constraints.  I think the lower frame animation cycles add to the look.

drdestructo0003The Bad:

  • The Engine – The engine is great, but the export options are not.  There have been some people successful getting them to run on Linux natively but the OSX engine only runs on older versions…
  • Time available – I was traveling for work during the jam and was on a special project that didn’t allow for much time.  I spent about half the time I normally like to dedicate to a game jam.  Having the engine helped this a lot, but it led to some rushed areas like…

minion0014The Ugly:


  • Backgrounds – I had to switch styles because of time constraints, so while the sprites are very clean and crisp the backgrounds were made with gradients and the normal tricks (granted at a low resolution).  I needed to go back in and clean up the brackgrounds, but I ran out of time.  They aren’t really bad, but they aren’t where I’d like.
  • The endings – I’d hoped to make different animated endings depending on the number of minions you killed, but I didn’t have time.  You do get a different ranking and score, but I’d hoped for more.

If you want to play, follow this link!




One Response to “Release the Monster Post Compo”

  1. Tanton-H2X says:

    Ninja Turtles!? —> Kick-ass !!? —>Captain America!!!?

    Haha above is the jump Trajectory of my first impression when i see your hero~~
    Really cool design , and so Draw me attention and out of the ordinary~~
    I think good hero design is need like this, Have some common points but have their own style~~

    Like it so much ~~~ ☆゚

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