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

Back to Browse Entries

The Good Monster

by Anas Azmi - Jam Entry

You play as the cursed prince sending minions after enemy soldiers in order to protect the maiden from them (and a prince from another kingdom).

Controls are all by mouse.
Click on the castle to spawn a minion.
Click on the cannon, then click on your target to fire in that direction.
Click on the fireball button, then click on where you want the fireball to explode.

Engine: Unity
Art: Paint.NET + Adobe Illustrator + Autodesk Sketchbook
Sound: Bosca Ceoil + Audacity + sfxr

Programming, sound and character design by me (look for the designs with rough, thick edges).
All other art by my sister Aisyah Azmi.
Credit to whoever made the fonts (Bebas Neue, Cloister Black, Koch Fraktur, Arial).

UPDATE 8/27/2015:
+Added tutorial screen
+Fixed problems with enemies being stuck outside the map
+Scaled down the exp. graph
+Added a GUI showing level
+Ported the game to Mac and Linux (check the Web (Updated) link for the downloads)

Downloads and Links




Aug 25, 2015 @ 1:06pm

Hi, I tried to play using the embed player and the web link, and neither one worked; clicking on the web link opens a directory listing, and trying to access index.html returns a 404

jrhee says ...
Aug 25, 2015 @ 2:15pm

Same here, looks like the web link's still down.

Anas Azmi says ...
Aug 26, 2015 @ 2:46am

Sorry about that, it was working yesterday, so I don't know why it doesn't today. I figured it must be Google, so I hosted the Web version in instead. I removed the embed in the process, since I couldn't find out how I can embed games in Ludum Dare.

Aug 29, 2015 @ 11:09pm

I'm glad I came back to check this again, as the webplayer link is now working, and there is a surprisingly lot of content that has been put into this.
If you continue with this post-jam, I would suggest there is possibly too many mechanics at play; I had spawnable minions, wizards, cannons and an AOE spell at my disposal, and the cooldowns were gnerous enough that I never really felt threatened by the enemies.
Maybe letting players choose upgrades or mechanics when they level up might be nice? For example offer a skill tree of sorts that let players choose which of the tools at their disposal they want to emphasise using?

Anas Azmi says ...
Sep 4, 2015 @ 3:25am

@MrNyarlathotep Thanks for checking this game out, and for the feedback. I had that in my mind during the jam, so perhaps it's a good mechanic to add. Adding more options for each tool is a good way to create varied playstyles, much like an MMORPG.
Regarding difficulty, my main concern was that the player can't spawn enough minions or use the other weapons quickly enough in the later levels. Thanks again for the feedback.

reiknight says ...
Sep 4, 2015 @ 9:20pm

The beginning is a bit boring and I think it needs in game instructions, but the game is going better as time passes, nice work.

liquidmedia says ...
Sep 5, 2015 @ 5:28am

Only worked in FireFox, but that is normal now. good game once learned.

UekiShurei says ...
Sep 5, 2015 @ 6:10am

@reiknight Thanks for the feedback. I had a playtester who said the exact opposite of what you said. I did put instructions in the post-jam version, though.
@liquidmedia I'm pretty sure it also works in IE, but who uses IE? It's WebGL, though, and Chrome should support WebGL, so I don't get it doesn't work there.

goodbadokay says ...
Sep 10, 2015 @ 5:33pm

I've played into updated version.
1. Bad font colors on story screens. Really hard to read gray color on gray door at background. Use semitransparent frame like in japanese visual novels.
2. Too easy, no challenge. AI stucks into borders.

Sep 10, 2015 @ 10:35pm

Feels like it needed more polish (on programming side). Nice idea though.

UekiShurei says ...
Sep 11, 2015 @ 12:56pm

@goodbadokay Thanks for the heads up! Regarding #1, I didn't have time to think of that, so thanks for suggesting that. Regarding #2, I suppose it's the problem with using very rudimentary pathfinding. I want to avoid using things like A* because it might freeze the game if there are too many pathfinding calls.
@mikethingsbetter Thanks for the feedback. I realize the lack of polish on the programming side. I'll keep that in mind for post-jam.

MikeEnoch says ...
Sep 11, 2015 @ 2:40pm

Had trouble with the web version - the view of the game was limited to the middle of the screen and clipped out around the ages, so I couldn't really control the actual game. Nice art on the intro sequence though.

UekiShurei says ...
Sep 11, 2015 @ 3:04pm

@MikeEnoch There's a fullscreen button at the lower-right corner of the game frame. You can use that to play the game on fullscreen.

Aaranos says ...
Sep 12, 2015 @ 7:42pm

I found trying to click the cannons to be very difficult and finicky. On screen buttons or predefined buttons would of been better for that I feel.

UekiShurei says ...
Sep 13, 2015 @ 10:04am

@Aaronos Thanks. Maybe I should do so. Or maybe I should also have keys bound to them.

justinooncx says ...
Sep 13, 2015 @ 1:00pm

Beat the boss, but the game didn't end. It had a nice difficulty, despite the AI of the minions and enemies being a tad funny after you attack them.

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]