Can I Haz Monsters? by Omiya Games
As a traveller in a foreign land, you must learn the language of these strange creatures to let them help you make your way through. Find all the alien words and talk to everyone you meet, and you could unlock the power of the monsters!
Concept, co-programming and co-designing by John Ceceri III (http://jciii.me/)
Programming by Taro Omiya (http://omiyagames.com)
Created with Unity 5.
Log #1: Embedded WebGL build is experimental. For more stable builds, a standalone executable is recommended.
Log #2: Removed Embedded WebGL due to bugginess (Firefox on Windows always crashes). Will replace with Unity webplayer once a few things are sorted out.
Log #3: Replaced the embedded player with the Unity webplayer. All builds are updated to version 1.1: a new option, "Reset Save Data," has been added for Let's Players who likes to sample games before recording. This will reset unlocked vocabulary, as well as abilities and unlocked levels. Otherwise, NO GAMEPLAY OR GRAPHICS HAS BEEN CHANGED! So feel free to judge using this copy :-)!
Log #4: All builds are updated to version 1.2:
* Fixing pause menu showing up while conversing with monsters.
* Fixing footstep sound effects volume to take option's stored setting into consideration.
Otherwise, NO GAMEPLAY OR GRAPHICS HAS BEEN CHANGED! So feel free to judge using this copy :-)!
Concept, co-programming and co-designing by John Ceceri III (http://jciii.me/)
Programming by Taro Omiya (http://omiyagames.com)
Created with Unity 5.
Log #1: Embedded WebGL build is experimental. For more stable builds, a standalone executable is recommended.
Log #2: Removed Embedded WebGL due to bugginess (Firefox on Windows always crashes). Will replace with Unity webplayer once a few things are sorted out.
Log #3: Replaced the embedded player with the Unity webplayer. All builds are updated to version 1.1: a new option, "Reset Save Data," has been added for Let's Players who likes to sample games before recording. This will reset unlocked vocabulary, as well as abilities and unlocked levels. Otherwise, NO GAMEPLAY OR GRAPHICS HAS BEEN CHANGED! So feel free to judge using this copy :-)!
Log #4: All builds are updated to version 1.2:
* Fixing pause menu showing up while conversing with monsters.
* Fixing footstep sound effects volume to take option's stored setting into consideration.
Otherwise, NO GAMEPLAY OR GRAPHICS HAS BEEN CHANGED! So feel free to judge using this copy :-)!
| Itch.io (Windows, OS/X, Linux, Unity Webplayer) | http://omiyagames.itch.io/can-i-haz-monsters |
| GameJolt (Windows, OS/X, Linux, Unity Webplayer, HTML5 + WebGL) | http://gamejolt.com/games/can-i-haz-monsters/88538 |
| Newgrounds (Unity Webplayer) | http://www.newgrounds.com/portal/view/662681 |
| Kongregate (Unity Webplayer) | http://www.kongregate.com/games/OmiyaGames/can-i-haz-monsters |
| IndieDB (Windows, OS/X, Linux) | http://www.indiedb.com/games/can-i-haz-monsters/downloads/can-i-haz-monsters-linux |
| Original URL | https://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=20557 |
Ratings
| Coolness | 96% | 2 |
| Overall(Jam) | 3.83 | 105 |
| Fun(Jam) | 3.42 | 272 |
| Humor(Jam) | 3.39 | 231 |
| Innovation(Jam) | 4.19 | 16 |
| Mood(Jam) | 3.59 | 191 |
| Theme(Jam) | 3.32 | 624 |
Also, the web build works on Chrome in Linux so this is probably the first Unity game I've ever played without having to dual boot :}
I love Monster simplistic logic talking:
- You camera?
- You give Camera, I move bridge (Talking with IQ around 15 but it's so charming)
Monster design is really cute but I hate texture used for platforms ( even solid color would be much better)
I think connection to theme is rather weak. The MONSTER part is in game but YOU ARE get lost somewhere.
PS Game feels japanese at first sight.
Thought the mechanic as it's a really different way of interacting and playing with the game.
Still - why a checkpoint on the final exit platform on Level 6? :) And I'd like a way to say thanks, at least to the provider monster on the level 6, who gave me all I needed. :)
Cheers!
Brilliant idea! Great presentation! A puzzle game build around words...
I think the game was pretty good, but the gameplay would have been the same if you WEREN'T the monster so that's a bit lacking in the Theme.
Also, while the concept is really innovative, I think it'd be even more fun if the monsters' text was legible enough to try to play through some kind of hard mode that removed the translations so the player would have to take notes and figure out what words mean through context clues.
IE: Rather than just picking up words, you can find the clock which has "fibble" written on it. There! "Fibble" means clock. Then you can ask if someone has a "fibble" and they'll say "Gar" so you can write that "gar" means no. Then you can give the clock to them and ask if they have it, then they'll say
"Sar" which would be written down as meaning yes.
I just think that'd be a bit more fun and difficult to solve the puzzles that way
3d movement were smooth too!
well done to you guys! :)
It's actually really cool how the theme is touched here (dunno if it was the intention or just how I see it). They are "monsters" only while you don't understand them. When you do, you are a monster too. Thoughtful!
Really smart and well done, that's an amazing idea you got there. :)