August 20th-23rd, 2010
Theme: Enemies as Weapons

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Mind Control Monster Mash

by Alistair Aitcheson - Competition Entry

Giant monsters are attacking your city! Hypnotise them and send them to fight each other. Different monsters are good at beating different other monsters, so you need to choose who you hypnotise strategically.

Made in Flash using ActionScript 3.0

--- HOW TO PLAY ---

Use the mouse to move around the landscape. Use the mouse wheel to zoom in and out.

When you have 100% energy (bar on the left), click on "Mind Control" and click on a monster to hypnotise it. The cursor will change to red rings when you do this.

When a monster is on your side it will change colour.

Click on a monster on your side and the cursor will turn to red. Then click on a square to tell it to go there, or on an enemy monster to tell it to attack it.

Monsters work in a Rock/Paper/Scissors fashion:

When the control centre (centremost building) is destroyed the game ends.


The Jam version is mostly identical, but tidies up the movement to make it less wobbly and more intuitive. It also has more obvious/usable instructions and cursor animations to make it easier to tell how to play.

Downloads and Links




ChainedLupine says ...
Aug 22, 2010 @ 9:38pm

It's a little hard to manipulate the monsters when the screen tries to scroll as you're moving around. Otherwise, great idea!

Sparky says ...
Aug 22, 2010 @ 9:49pm

Congratulations for finishing! Unfortunately I'm not able to play this to its fullest, because it runs quite slowly on my computer. This is a fairly slow machine, hopefully the game will run better for most.

jakkarth says ...
Aug 23, 2010 @ 7:10am

The instructions don't stay on the screen long enough to read, and the game proceeds to start while I'm still trying to read them. Even after three attempts plus rereading what you have on the submission page, I couldn't figure out how to actually get one monster to attack another. Gave up after about 5 minutes of clicking everything I could see. It looks like a straightforward theme mechanic, just a little confusing on the implementation. I like the art style though.

Aug 23, 2010 @ 7:53am


Thanks very much for the feedback. I've added instructions to the submissions page. Sorry you couldn't get the hang of it and I hope you have better luck now!

The reason the in-game instructions are so poor is because it was getting close to the deadline when I added them. My bad ^^;

Thanks for letting me know :)

Aug 23, 2010 @ 12:59pm

Just to let you know I've added a tightened-up version for the Jam. It's still rough around the edges, but the controls and interface have been improved. It's more clear what's going on, and the camera doesn't zoom around everywhere anymore!

drakfyre says ...
Aug 24, 2010 @ 7:16pm

I don't think I am very good at this game, a lot to manage, and I tend to keep scrolling the screen when I want to click the Mind Control button. Would be nice if it was based on left click/right click or something.

Zachary Lewis says ...
Aug 27, 2010 @ 8:23am

I had a difficult time actually clicking on the duders and getting them to go where I wanted them. I'm not sure if it was by design or not, but I didn't enjoy that part. It was spot on, thematically.

Draknek says ...
Aug 28, 2010 @ 3:28pm

Control scheme isn't great. There's really no reason to have to click on a "mind control" button: there is only ever one action you want to perform on any given monster (brainwash or give orders).

The mouse has a really annoying lag. I didn't consciously notice it at first, but it makes it feel really horrible to do anything.

The zoomable graphics look fairly bad at some resolutions, as pixel art generally does when scaled up/down arbitrarily. I think this game would work best with a constant scale, having the whole city visible all the time without camera panning. That would fix some of the other awkward aspects of the control scheme and also you could touch up the art to make sure it looks good at the fixed resolution you choose.

Some in-game reminders of the weakness triangle would be useful (i.e. on mouseover when you're giving commands), as I'm not going to commit that information to memory.

moop says ...
Aug 30, 2010 @ 10:23am

Nice idea and a cool take on the mind control concept.

pekuja says ...
Sep 4, 2010 @ 3:09pm

The game is really hard to play because the screen starts scrolling when I put my cursor over the mind control button. Why not just do away with that button? Other than that, the idea seems pretty neat, and the graphics look pretty nice, even if a tad pastelly.

HybridMind says ...
Sep 4, 2010 @ 5:57pm

I like your art sketches as graphics on this one. The game is a bit tough because I could never remember the monster relationships so I would often waste valuable time and mind control energy pitting the wrong monsters against others. Perhaps would've been more fun to just let them battle using a slightly different system. As is I just get overrun and defeated way too quickly.

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