Monster Stew by Aaron Nemoyten
Combine cooking with FPS gameplay and you have MONSTER STEW! Kill the monsters and then throw their corpses into the pot in the middle of the level. But careful - don't screw up the recipe! And don't become a part of it!



Update 1.1
Hey everyone, I just updated Monster Stew to version 1.1.
There are just a few minor changes, since Ludum Dare voting is still going on.
- Player and enemy bullet colliders are MUCH smaller. They were huge before and I forgot to fix them. While this will make enemies harder to hit, they're still pretty big so it shouldn't be a problem. The biggest problem this solves is trying to shoot around dead monsters and hitting them instead.
- Player and enemy bullets now hit walls. This prevents enemies from shooting you through walls (duh). It's also just kinda cool.
- Made the last two waves' recipes easier and increased the chances of Dog-O's appearing in the last wave. It was way too hard before.
Note that the player can still move through walls. This is a quirk of the movement code that I didn't figure out until too late. IMO it's too major of a change to make as part of a small LD update.
Once LD voting is over, I'll fix the wall collision and perhaps update the level layout a bit. And who knows? Maybe I'll make it into a more complete game.
| Source code | https://github.com/swivelmaster/ld41 |
| HTML5 (web) | |
| Windows | https://swivelmaster.itch.io/monster-stew |
| macOS | https://swivelmaster.itch.io/monster-stew |
| Original URL | https://ldjam.com/events/ludum-dare/41/monster-stew |
Ratings
| Overall | 437th | 3.234⭐ | 34🧑⚖️ |
| Fun | 525th | 2.955⭐ | 35🧑⚖️ |
| Innovation | 555th | 2.939⭐ | 35🧑⚖️ |
| Theme | 429th | 3.409⭐ | 35🧑⚖️ |
| Graphics | 485th | 2.909⭐ | 35🧑⚖️ |
| Audio | 226th | 3.182⭐ | 35🧑⚖️ |
| Humor | 221th | 3.031⭐ | 34🧑⚖️ |
| Mood | 208th | 3.333⭐ | 35🧑⚖️ |
| Given | 37🗳️ | 37🗨️ |
I love this kind of graphics. It brings back nice memories.
How did you made the music?
The gameplay was great, each enemy was different and required a different strategy to beat. With some more polish, this has the potential to be really great!
Good job, i liked it a lot. :)
@BytingGames Sorry you didn't like the cooking part :( What about it could I have improved without doing a major overhaul of the game? I did try to design everything around that idea, so that's why the level is separated into sections that force you to go get monsters after you kill them and walk them back. It didn't occur to me that the bullets were LD colored but...sure, yeah, I did that on purpose, right?
@Kutase thanks for your feedback! Easy tip - all textures are set to use Point sampling (no smoothing) and that's an easy way to make everything look like software-rendered Quake.
Maybe being able to collect multiple cooking parts, so that you don't have to walk all the way back for each monster. Or making the whole ground your cooking pot, so you can throw enemies inside the abyss anywhere to cook. But then it would be more like a quest game, killing x amount of y... Hmm maybe explore the cooking part more, for example that you have to come up with an own recipe to fill the needs of the customers and the enemies have different flavours. I think it's not that easy to make a fun cooking game espacially if you mix it with a shooter in three days.. So yeah you did pretty good :)
Oh the colors weren't on purpose xD
Good job, and good luck!
I'm sorry you didn't like the billboarded sprites... the art is intentionally very basic and childish, and the fact that Bullion Cube is a sketched cube on a 2D plane is an intentional style/visual gag.
@BytingGames Thanks for the extra feedback and ideas. I did want the cooking mechanic to be deliberately very challenging; the original idea was to push enemies into the stew, which would have been even more difficult because you would have to avoid pushing them off the level by accident. It's also intentional that you can't really shoot while carrying a dead monster around; you always have to make the tradeoff of carrying versus shooting, like in a capture the flag game where you can't defend yourself while you have the flag.
That being said, I have thought about how this could be improved to make it a slightly larger game. Enclosed levels with set (instead of randomized) enemy layout could be fun if done properly. I don't want to just turn it into a fetch-quest game though. I love the idea of a protagonist hauling around these giant weird monster corpses that are all puns.
I fell in the soup early, so I had a feeling that this was a full-restart game. Buckling down and being careful, I got to the artichokes with a few close calls that were enjoyable. But when I died at the artichokes and went back to the start of the game, I called it a day. I was enjoying myself but for these LD entries it's a little too much to ask me to repeat THAT much of the game to experience the next bit. Yet the threat of full restart certainly added tension, so it's a tradeoff.
The controls were mostly spot-on and worked well. I liked the travel time of projectiles, the movement speed, and the jumps. I noticed that if I keep looking down I flip around which was weird, but didn't really present a problem. I did have a few issues with the shooty-shoots blocking my view when I carried them, for example https://imgur.com/a/TXjqqnb But again not a serious problem by any means.
The punny names were a nice touch, add a kind of odd contrast to the gruesome task performed in this hellscape.
Overall a memorable and interesting entry, well done!
Curious - did you hear the Bullions' awake sound? Did you know what it was?
That I didn't mind so much, my main problem was the enemy spawns, yes, the game says they're random, but I played for about five minutes and only saw Dog-Os and whatever the green W things are (at first I thought they might be shooty-shoots, cause they shoot at me, but one of them was called for in the recipe and it wasn't that), so after that long without seeing anything else, I gave up (sorry!).
A couple of other minor problems: I managed to pick up a corpse in such way that I couldn't see it in front of me, and it seemed to be constantly pushing me backwards (I turned my view and I kept going backwards relative to my view), I didn't even think I was holding anything because I couldn't see it but I pressed F (at the "try everything" stage of problem solving) and I dropped it. Also, I pressed escape (assuming it was pause) and while it seemed to lock me in position and rotate my view slowly, the enemies still came at me.
But it's still a good start of a game (last time I tried to make an FPS for Ludum Dare I didn't make anywhere near as far as you did and ended up not submitting) and I think it could be great if you had a bit more time to work on it... which is what I say about a lot of the games I see because it's so often true!
@Slashee the Cow I'm surprised you didn't see a wider variety of enemy spawns. Thing is, the other enemies won't start spawning until you need them. It is theoretically possible that you just took so long to fulfill the first few orders that all the spawn points got filled up with Dog-O's and Shooty Shoots, so when it came time for other stuff to appear there just wasn't room for it! If that is what happened, I hope you can give the game another shot and try to just get the first few recipes out of the way faster.
Escape was supposed to be a mouse lock/unlock thing so I wouldn't get stuck in the editor; it's not really supposed to do anything useful in-game... though I have experienced some weirdness when alt-tabbing in and out of the app that Escape seemed to fix.... sort of.
@arche-san Glad you enjoyed it! I decided to punt on doing any fancy UI to focus on other stuff, so that's obviously got mixed results if you didn't notice the recipe at all in the beginning :)