Mind Control Monster Mash by Alistair Aitcheson
Giant monsters are attacking your city! Hypnotise them and send them to fight each other. Different monsters are good at beating different other monsters, so you need to choose who you hypnotise strategically.
Made in Flash using ActionScript 3.0
--- HOW TO PLAY ---
Use the mouse to move around the landscape. Use the mouse wheel to zoom in and out.
When you have 100% energy (bar on the left), click on "Mind Control" and click on a monster to hypnotise it. The cursor will change to red rings when you do this.
When a monster is on your side it will change colour.
Click on a monster on your side and the cursor will turn to red. Then click on a square to tell it to go there, or on an enemy monster to tell it to attack it.
Monsters work in a Rock/Paper/Scissors fashion:
GODZILLA beats TURTLE
TURTLE beats DRAGON
DRAGON beats GODZILLA
When the control centre (centremost building) is destroyed the game ends.
--- NOTES ON JAM VERSION ---
The Jam version is mostly identical, but tidies up the movement to make it less wobbly and more intuitive. It also has more obvious/usable instructions and cursor animations to make it easier to tell how to play.
Made in Flash using ActionScript 3.0
--- HOW TO PLAY ---
Use the mouse to move around the landscape. Use the mouse wheel to zoom in and out.
When you have 100% energy (bar on the left), click on "Mind Control" and click on a monster to hypnotise it. The cursor will change to red rings when you do this.
When a monster is on your side it will change colour.
Click on a monster on your side and the cursor will turn to red. Then click on a square to tell it to go there, or on an enemy monster to tell it to attack it.
Monsters work in a Rock/Paper/Scissors fashion:
GODZILLA beats TURTLE
TURTLE beats DRAGON
DRAGON beats GODZILLA
When the control centre (centremost building) is destroyed the game ends.
--- NOTES ON JAM VERSION ---
The Jam version is mostly identical, but tidies up the movement to make it less wobbly and more intuitive. It also has more obvious/usable instructions and cursor animations to make it easier to tell how to play.
Ratings
| Coolness | 20% | 28 |
| Overall | 2.36 | 131 |
| Audio | 2.13 | 100 |
| Community | 3.40 | 43 |
| Fun | 1.88 | 151 |
| Graphics | 2.72 | 97 |
| Humor | 2.57 | 53 |
| Innovation | 2.92 | 95 |
| Theme | 3.56 | 55 |
Thanks very much for the feedback. I've added instructions to the submissions page. Sorry you couldn't get the hang of it and I hope you have better luck now!
The reason the in-game instructions are so poor is because it was getting close to the deadline when I added them. My bad ^^;
Thanks for letting me know :)
The mouse has a really annoying lag. I didn't consciously notice it at first, but it makes it feel really horrible to do anything.
The zoomable graphics look fairly bad at some resolutions, as pixel art generally does when scaled up/down arbitrarily. I think this game would work best with a constant scale, having the whole city visible all the time without camera panning. That would fix some of the other awkward aspects of the control scheme and also you could touch up the art to make sure it looks good at the fixed resolution you choose.
Some in-game reminders of the weakness triangle would be useful (i.e. on mouseover when you're giving commands), as I'm not going to commit that information to memory.