Last night I submitted my Ludum Dare 33 entry, Frankenstein’s Monsters, Inc. which besides being a bit of a mouthful, is a fairly minimal management game about running a monster-building business. The theme was ‘You Are the Monster’, and I think you’ll agree that digging-up bodies and sewing them together is pretty monstrous. I say it’s minimal because your controls are only to drag monsters and job applicants to assign them to a department, drag monsters to sell them, and click on buttons to spend money.
It was a lot of fun to work on! I’m happy with how it’s turned-out too – the only thing I didn’t get time for is more art, especially some animations for when each department is working, and more variety for monsters. It started out overambitious, but I managed to simplify the design a lot before I started. I even had time to do some music:
As with any jam game, there are things I’d like to add to it. My original idea gave the monsters statistics which affect how much money they’re worth and how effective they are at different jobs. In that way, you’d be able to gradually level-up your production quality as well as its speed. You’d have a PR department which would slowly reduce outrage over time, which would allow outrage to ramp up without being unbalanced. I also have some ideas about selling monsters – that they’d be sold automatically but only when there was demand, and you would increase demand by assigning workers to a marketing/sales department. I’d like to change how human workers behave too – at the moment, they’re 4 times as effective as monsters and 4 times the cost, so there’s no reason not to hire them as soon as they’re available. So, two different directions it could go in, really! Either more of an “idle game” that runs by itself, or a more detailed business simulation.