Ludum Dare 33 — August 21st-24th, 2015 — Theme: You are the Monster

Back to Browse Entries

The Monster I Am

by KilledByAPixel - Compo Entry

What starts as another boring day ends in chaos as you transform into a monster and destroy the city.

* Controls *

Gamepad recommended
WASD - Move
Space - Jump
Hold Space After Jumping - Grab

*How to Play*

Jump and grab buildings.
Rapidly press the Jump button to climb faster
Avoid fire, it will drain your health.
Your health indicator is how bright you are.
You heal automatically over time.
Destroy all the buildings to advance to the next level.
There is no ending to the game though I usually die after a few cities.

* Concept *

This is really more of a rough sketch then a game. Trying for a combination of old black and white monster movies with some Rampage. Added in color for effects and the player to make it more readable.

I thought it would be fun to make randomly generated buildings that were destructible in a very realistic way. This really pushes the limits of Box2d because each block is a fully active physics object which allows buildings to sway without breaking, so hopefully it runs well enough on slower machines.

There's also a simulation for fire which spreads to neighboring blocks, and electricity that allows the lights to properly turn off when electricity cant' reach them. I added tiny people to kill to help with sense of scale and reinforce the evilness of what you are doing.

Downloads and Links




snakezito says ...
Aug 24, 2015 @ 2:39am

Pretty fun game.
As for critisism, i just think that it feels too floaty, i understand it is supposed to be like that but i just think it was a little bit much.

Aug 25, 2015 @ 1:50am

snakezito Thanks, I agree on that. Need to polish the platforming more.

Lucho9 says ...
Aug 25, 2015 @ 3:44am

i didnt like the movement, but the destruction yes i do

Ryusui says ...
Aug 25, 2015 @ 4:15am

I got to high-five the top off of a building. Good times. :3

MiniBobbo says ...
Aug 25, 2015 @ 5:18am

This looks great. It is what I wanted Rampage to be. I liked the attacking helicopters also.

Controls are loose. Sometimes I had trouble with the helicopters because the buildings were in the way, but that's just me.

irwatts says ...
Aug 25, 2015 @ 2:34pm

Jumping into planes is awesome! Player health could be messaged a little more visibly and movement floats around some when trying to make sharp turns, but jumping into planes and pulling down buildings is sweet!

Tuism says ...
Aug 25, 2015 @ 4:53pm

So, what I really wanted to play, was as the jets. And the wobbly buildings are rad. But the monster didn't feel particularly fun. Those jets though!

Joror says ...
Aug 26, 2015 @ 11:32pm

Cool physics & visuals! Game needs a scoring / health display mechanism or something though... missing a 'goal'. :) But still had fun collapsing buildings and looking at the pwetty fighters.

Aug 26, 2015 @ 11:34pm

I wasn't quite sure what I was doing, to be honest.

I like the effects you did, and the random generation was nice, but what exactly was my objective? Why wasn't it communicated clearly in game? Why were the buildings spontaneously combusting?

I also felt like I just didn't have any control of the monster, having the jump AND grab button as the same key, as well as a super high, slippery, jump that I couldn't control the height of made the game really hard to play.

It's actually a creative approach to the monster smash game genre, though, and I liked the audio and again - the effects were gorgeous. I just wish you could update this and add in variable height jumps, separate the keys, and add a bit more control over your momentum.

veoviscool12 says ...
Aug 27, 2015 @ 12:43am

Platforming is a little floaty, and I wasn't exactly sure what the difference between jumping and grabbing was. Having jump and attack on two separate buttons could help. But very nice otherwise, nice Rampage twist.

Aug 27, 2015 @ 2:31am

Thanks for the comments so far, getting some good feedback. I guess I really screwed up the platforming mechanics. Thought maybe the lowered gravity would help with sense of scale, but needs better jump/air control. I combined the jump and grab button to try to simplify.

Reallysketchy says ...
Aug 27, 2015 @ 3:30am

The jumping is a bit floaty and I wish there was a health bar, but otherwise really great idea, well executed.

kirbytails7 says ...
Aug 27, 2015 @ 6:00am

Fun! Very floaty, but the movement is nice and fast.

Aumni says ...
Aug 28, 2015 @ 12:02am

I don't know why but this was one of the most satisfying game to play :P Just destroying stuff and seeing the flame effect was cool. Awesome work!!

Aug 28, 2015 @ 3:31am

Really fun game and those sounds brought me right back to the days of Defender and Joust. I'd love to see a future release with a bit more control and visual polish. Great job!

derr says ...
Aug 28, 2015 @ 1:35pm

I actually like the floaty mechanics. It makes you think twice about your next move and you really have to observe those pesky jets. Fun game!

xvw says ...
Aug 29, 2015 @ 7:42pm

Ut is easy to survive ... if we do not destroy buildings. But I really struggle to destroy all and avoid getting burnt / shot. :)

Congratulation for the physics and graphics!

I liked to jump right in the planes. :)

Interface says ...
Aug 30, 2015 @ 3:59am

Nice game. I'll have to come back and play your after jam version when I get a chance.

Saf says ...
Aug 30, 2015 @ 4:00am

great entry! City destruction sandboxes are always fun :)

mahalis says ...
Aug 31, 2015 @ 12:15am

This is really well done! The mechanic is simple but it works great, and there are a couple of really nice touches of visual polish like the airplane trails and squished-people effects. Lots of fun to mess around with, and room for strategy too. Great job!

PowerSpark says ...
Sep 1, 2015 @ 6:03am

This is fun! It's really hard to stay alive for me.

Biruts says ...
Sep 1, 2015 @ 8:01pm

Very nice project guys, i really love it, please check our game too and if you liked it give us a vote. Look for Road to hell and enjoy.

freaknarf says ...
Sep 2, 2015 @ 6:58am

It seems we have some commons references and gameplay elements :)
Cool game, i liked building physics +design ; airplanes are very good looking too.Player's physic is a bit more weird, and i often go out of screen ...
Good idea with electricity !
This could be very fun and destructive with some polish !

Sep 3, 2015 @ 11:18pm

Good use of particle effects. It was fun just "hulking" around climbing the building blocks. Plane explosion was a nice touch.

Good entry!

-Loi LeMix

Nurbs says ...
Sep 4, 2015 @ 12:12am

Neat little physics game, I think the fire is both your greatest ally and your worst enemy because it's the best way to get rid of the building but it'll kill ya good.

Sep 5, 2015 @ 1:36am

Nice game, liked the way you used physics aspects for the building destruction, controls were a bit floaty but with such a big time limit always hard to get everything right. Liked the rampage feel and the airplanes worked really well.

pavel_insight says ...
Sep 6, 2015 @ 10:04am

Simple and addictive. )

nihilaleph says ...
Sep 10, 2015 @ 12:59am

Great effects! The sky, the fire, the smoke, the lights, the airplanes are awesome! It's really fun to just rampage about and destroying planes~
The controls do feel a bit weird, since the monster can jump so high (even people jump very high!). The buildings being blocks connected I found a bit weird, but still it worked well. The fire causing damage made the game difficult, since you can't just wreck everything mindlessly (can't say if it's good or bad). Maybe it could cause a little less damage? Audio is quite basic, but it gets the job done. Oh I would also make the people smaller xp And they could get squashed instead of piling up, but I guess that's just details.
Anyway, awesome work!

Jelinib says ...
Sep 10, 2015 @ 2:09am

Nice building destruction simulator! The graphics style was also simplistic yet quite moody. Lots of nice particle effects too.

It felt a little unnatural how I'd sometimes launch into the air if I was climbing too fast. Monster needs more weight! But overall I liked it. Well done game!

OccultOne says ...
Sep 11, 2015 @ 10:00pm

I actually had quite a bit of fun with this, but I'm a sucker for destroying cities... The controls weren't quite what I wanted to play with, but it was very satisfying to play.

yuigoto says ...
Sep 14, 2015 @ 1:42am

Looks like a mix of "rampage" and some 80's arcade games, it's simple and fun, even though you said it's more like a rough sketch. It took me a while to realize the fire causing damage though. XD

The procedurally generated buildings add a nice touch to the game too.

I'd like to see this game on an arcade cabinet. :P

+1 because of your own engine! It's really nice to see this kind of work! I'm not much of a coder lately (too much time doing PHP at work), so I'm always impressed by custom engines :P.

You must sign in to comment.

Mini Submission FAQ

TEAMS: Teams entering the Jam should pick a single representative to submit your game, or create a team specific account you can share. We currently do not support Team Voting, but sharing an account and together playing and rating games is acceptable.

CAN I ENTER BOTH EVENTS?: You should pick 1 event, whichever you think it’ll do better in. If the idea is strong, and everything plays well enough, you can go Compo. If you’re a perfectionist, and would prefer people to play a more polished game, do the Jam. Historically, more games are entered in the Compo, but with more people and more time, Jam games have the potential to be better (that doesn’t mean they are). Many solo participants do enter the Jam.

If you made 2 games, unfortunately, the website doesn’t support multiple submissions per user. To submit your 2nd game, you will have to make a 2nd account. Only do this if you made 2 games. Alternatively, if one game is better than the other, then consider just entering the better game.

CAN I KEEP WORKING UNTIL THE DEADLINE?: Yes! Immediately after the 48 or 72 hours, we do something called Submission Hour. As the name suggests, it’s an extra hour for you to package, upload, and submit your games. If there were catastrophic issues trying submitting your game, or you misunderstood how submissions work, that’s okay. It happens. We’re flexible. If you need advice, check with the folks on IRC. If you need an admin, get in touch.

CAN I KEEP WORKING ON MY GAME?: Oh definitely! You should! But for the sake of judging, keep the Compo or Jam version around. You can include a link to the Post-Compo/Post-Jam version of your game on your games page, but sure your main links are the original version.

PORTS: Ports to other platforms can be done after the deadline. That said, the sooner you finish your port, the sooner people can play your game, improving your chances of placing in the final results. For best results, provide a Web version of your game, or a Windows version with no dependencies. Also be sure to rate at least 20 games to improve your visibility (Coolness).

MY GAME CRASHES, IS UNBEATABLE, OR I MADE A TYPO: We allow you to fix crashes, win condition, or tiny bugs after the deadline. In a sense, this is like “porting” to support more players. We leave this open to interpretation, but generally speaking your game should be identical to the game you submitted. No new features, just fixing mistakes you should have caught had you been better rested.

MY GAME DOESN’T SHOW UP: If you can’t find your game, it’s usually because the URL to your downloads are missing ‘http://‘. Fix your URLs ( and you will show up. Alternatively, if you just posted it, wait a minute. The cache may not have refreshed yet.

NOT LOGGED IN?: If you get a message about not being logged in, even though you are, it’s because your web browser cached the non-logged in page. You can fix this by either refreshing your cache or clearing your cache. CTRL+F5 in many browsers. Chrome is a bit more work. Press F12 to enable Developer Mode, then you can right click on the refresh button and select “Empty Cache and Hard Reload”. This option is unavailable if you are not in Developer Mode.

[cache: storing page]