Stupid Monkeys by Dylan Fries

[raw]
made by Dylan Fries for LD 41 (JAM)

Stupid Monkeys is a prehistoric rogue-lite empire building strategy game that explores the development of early man through to the ancient world.

It features procedural world generation, dynamic environments that are effected by over harvesting and seasonal weather, and an extremely minimal soundtrack (coming soon). Also soon to be added are Mammoths and other prehistoric creatures, the first tech tree humans ever created and some story bits.

Known Issues: No audio balance definitely favours survival tech upgrades have no effects yet.

Thank you to anyone who playtests it or gives feedback. I know this demo is pretty rough and I definitely spent too much time on world building tools but am overall happy with the results and have a good base to build on. Any sort of constructive feedback is more then welcome or follow my Itch page for updates.

Credits:

Caryl Chua - Environment Art Josh Cabezas - Character Art Dylan Fries - Programming & Design

Ratings

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Feedback

Samuel Qian
24. Apr 2018 · 09:25 UTC
I like the feeling of this game. But it's short of things to play.
It seems that you may have some good ideas~~
Wish you have got some improvement of skill, and do it better next time !!
gemberkoekje
24. Apr 2018 · 09:30 UTC
It looks interesting but it's a little confusing what the point is of the game. Also it took me a little while to figure out what the food was, and why there was no food at some point (hint: it was winter)
Still, the basic look and feel is interesting, consider taking some extra time post-compo to flesh it out more because I think it could be really interesting!
Yanni
26. Apr 2018 · 14:34 UTC
I got to 142 months. I think that the mechanic of moving around and the model felt a lot like a chess piece. I would break the game into 2 parts, the movement and then the second mechanic (probably fighting). When a battle happens to make it a different type of input and make it super engaging/challenging. Let the movement on the board be the break/relaxing while the other portion feeling tough / engaging. Then using music as a tool to intensify both types of feelings. Looking forward to your second pass at this game!
thebreakfast
03. May 2018 · 15:12 UTC
Cool game! I love the idea, and it looks slick. It would be neat if all the tech options you chose had some sort of Faustian bargain, like maybe the axe doesn't do as much damage (maybe dealing more damage to the landscape as a result), but helps you gather faster, and the spears do a lot of damage, but don't increase the speed of your gathering at all (maybe dealing more damage to the wildlife as a result, or making your food stores run out faster). Anyways, great job!