Monsters vs. Aliens by tweedle
Some dumb aliens have been receiving Earth's broadcasts of classic monster movies for decades...
Believing the monsters portrayed are planet Earth's ultimate champions,
the dummies infiltrated our solar system and are seeking out Earth's champions for ultimate battle!
Gameplay & Controls:
2D Platformer, Sidescroller, Shooter
Left Mouse Click = Shoot
Right Mouse Click= Special Attack
A & D = Move
Space Bar = Jump
By: Josh Watson, Stephen Roper & Taylor Dunn
Follow us on Twitter @ZamboniMacaroni
Tech:
Game Maker
Adobe Illustrator
Ableton Live 9
Spriter Pro
Github
Windows & Mac OS X
Game Updates:
We have a lot of functionality we plan to add in later, stay tuned!
8/25/15:
We've uploaded a bug-fix version! (v1.1)
**special attack meter now reads correctly -- can now fill to 4
**star animations in the title/menu screens now work correctly -- they were supposed to be more sparkly
**restart functionality -- restarts the level, rather than the whole game
**tuned the health mechanic -- it's less hard
**launches fullscreen 1080x1920 -- not windowed
No new features, you still can't crouch or unlock anything - as we didn't get that in over the weekend...
Let us know if you find any other bugs and we'll get'em squashed!
We're working on some ports!
Believing the monsters portrayed are planet Earth's ultimate champions,
the dummies infiltrated our solar system and are seeking out Earth's champions for ultimate battle!
Gameplay & Controls:
2D Platformer, Sidescroller, Shooter
Left Mouse Click = Shoot
Right Mouse Click= Special Attack
A & D = Move
Space Bar = Jump
By: Josh Watson, Stephen Roper & Taylor Dunn
Follow us on Twitter @ZamboniMacaroni
Tech:
Game Maker
Adobe Illustrator
Ableton Live 9
Spriter Pro
Github
Windows & Mac OS X
Game Updates:
We have a lot of functionality we plan to add in later, stay tuned!
8/25/15:
We've uploaded a bug-fix version! (v1.1)
**special attack meter now reads correctly -- can now fill to 4
**star animations in the title/menu screens now work correctly -- they were supposed to be more sparkly
**restart functionality -- restarts the level, rather than the whole game
**tuned the health mechanic -- it's less hard
**launches fullscreen 1080x1920 -- not windowed
No new features, you still can't crouch or unlock anything - as we didn't get that in over the weekend...
Let us know if you find any other bugs and we'll get'em squashed!
We're working on some ports!
| Windows | https://drive.google.com/open?id=0BxX9W2KgQ432TDBnUmxZZGNWUFU |
| Buggy Version (OG) -- Windows | https://drive.google.com/file/d/0BxX9W2KgQ432dkY2LWRBaW52bTg/view?usp=sharing |
| Original URL | https://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=44218 |
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.18 | 560 |
| Audio(Jam) | 3.20 | 353 |
| Fun(Jam) | 2.90 | 643 |
| Graphics(Jam) | 4.15 | 155 |
| Humor(Jam) | 2.90 | 465 |
| Innovation(Jam) | 2.66 | 804 |
| Mood(Jam) | 3.05 | 569 |
| Theme(Jam) | 3.40 | 570 |
Would have been nice with variable height jumps (and to be able to stand on slopes, rather than fall into them).
Absolutely great style. Huge fan of the enemies breaking into pieces!
Those problems aside I really liked the art and being able to play Universal Monsters was fun!
On my first play I wasn't sure I liked the slow moon-gravity thing, but after I started getting the hang of it, I really liked that aspect. It felt a little like I was in Ender's Game in the arena, floating around and using gravity & inertia while doing things like shooting that are typically 1G. That was cool.
I was not able to complete the first world. I think I need more health pickups! Also, for some reason left-shift didn't crouch for me at all. Not sure why. I think I might have been missing a key control mechanic needed to do better than I did.
Nicely done!!!
The art looks amazing, bt
action number 1
of Step Event0
Looks and sound fantastic, except for the jump sound which is rather too echoey. The gameplay, however, isn't great. As many people here are saying, slope collision doesn't exactly work. I'd say, however, that the game is too hard in a bad way. A lot of enemies kill you before you can react and the player is too large and too slow to reliably dodge. Jumping is incredibly slow, so you're super vulnerable in midair. The enemy variety, however, is great. Not necessarily fair enemies, but the fact that there's so many types of enemies in such a short level is great.
I reached the first (only?) boss and partway into the fight, this happened:
for object obj_boss_1_body:
Unable to find any instance for object index '9' name 'obj_test_body'
at gml_Object_obj_boss_1_body_Step_0
The yay:
- art style
- audio
The nay:
- gameplay feels too slow and inert, making it way harder than it should be
- unpredictable bullets don't help, either
- crouch and pause are "locked" for whatever reason
- title screen stays for too long and cannot be skipped
Overall, it could really, really use some polish and balancing. As it is now, I've managed to reach the first boss after a few attempts, but couldn't complete the map.
@ yokcos700: Thanks for reporting that bug! We'll be sure to squash it.
@Sunflower: Good call out on the unpredictable bullets. Going forward we are going to give bullets a timed shot interval instead of a random number generator. Crouch and Pause are locked because we didn't have time to implement them into the game. We thought it would be funny to just show them as "locked."
@BeardoGames: Dracula is best!
@Wefiends: Thanks for the feedback! We plan on spending a lot of time on difficulty and balancing.
@tGiant: Good point. Collision detection was something we struggled with. We'll be sure to work on it!
It means the world to us that you took time to play our little game. Thank you!