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What do you think?

I like the concept. Here's some ideas I have for how you might could move forward with it.

As a planning game, I think it would be best to give the player a bit more to plan. Perhaps you could expand the combat system to include a couple more stats and some perks. That way, each monster could be a little different, and the player would have more things vying for his time.

You could make some perks take multiple days of investment before you get them. Maybe some could require the player to put in a day every week in order to keep them. Maybe others are offered at random times and require the player to put in a certain number of days towards them before a deadline, after which the perk would no longer be available. It would be cool if some of the perks synergized, allowing the player to build combo 'engines'.

Perhaps one perk would allow the player to see what more of the future monsters would be but forces the player to plan another week ahead. Perhaps another could allow the player to put more actions in a single day.

Anyways, those are just some thoughts. Feel free to completely ignore me haha.

Good luck,
Zach

"Monster of the week" is a Tokusatsu hero manager/simulator. Each week you need to plan your schedule - do you spend your time recovering your STAMINA at home, training in the gym for STRENGTH and MAX STAMINA, or together with your friends to earn POWER OF FRIENDSHIP™? You need to balance out your needs because with time the MONSTER OF THE WEEK will get ever stronger...

Controls:

click on the icons on the various days to choose an activity between Home, Gym and Friends. Click on the Hero on the left when you're satisfied to start the week.

NOTE: "Monster of the week" is just a rough prototype I put together in less than five hours, so it still lacks balancing and the interface of course is pretty barebones. I hope to improve this! Feedback about the idea itself is appreciated.
#strategy



all-ages
Mild Cartoon Violence
Mild Fantasy Violence
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