Knock the Monster

A little over month ago I was in Sweden, participating this awesome event called No More Sweden. (I’ve been meaning to post a small blog post about that ever since). No More Sweden can be best described as an indie game jam; bunch of friends getting together during a weekend and making games.

Me and Erik Svedäng (of Blueberry Garden -fame) made a game together during that weekend. That game turned out to be this NSFW art game, with a feminist message and we weren’t sure should we post it online or not. So what we did was I continued to work on the game a little and we agreed that I could release the SFW version of the game here.

Knock the Monster

a screenshot of Knock the Monster a screenshot of Knock the Monster Knock the Monster screenshot

Download

Knock.zip (7.4 Mb) (Release 1)

Instructions
Your girlfriend is dead and the Gods say that to bring her back you have to knock over dozens of Monsters.

The goal is to knock over the green monster with the 16-ton weight. You can draw chains and if the boulder hits the end of a chain it will get attached to it.

Draw chains with your mouse. Right clicking will remove chains. To start the simulation click on the Start button (or press space).

Once the simulation is running you can cut chains by clicking on them.

Troubleshooting
If you have problems getting the game to run I’d suggest on installing the newest DirectX 9.0c drivers and making sure you have .Net Framework 2.0 installed.

Credits
Game by:
Erik Svedäng
Petri Purho

Music: Martinibomb and the Coconut Monkeyrocket – Munster Beat!

Sound Effects: anvil_strike_1.ogg – anvil_strike_8.ogg are from Sample package “Industrial_Percussion” by l0calh05t.
chained_up.ogg is from cadenas.wav by plagasul.
click_ok.wav is from click 1 d.wav by TicTacShutUp and
click_deny.wav is sampled from click 1 off click.wav by TicTacShutUp.
Sound effects are licensed under the Creative Commons Sampling Plus 1.0 License.

The game uses Erin Catto’s Box2D physics engine.

Inspiration source: Experimental Gameplay Project.

Knock the Monster uses: SDL and SDL_Mixer.

56 Responses to “Knock the Monster”

  1. Matt Oakes Says:

    Very nie game. Somtime it creates seemingly impossible levels but it’s still very enjoyable.

    Like it!

  2. Dominic Says:

    Fun game.

    I find that some times it is impossible to cut the rope though.
    What was in the NSFW version?

  3. lol Says:

    any chance we can get the nsfw version?

  4. um Says:

    Uh… it’s…

  5. vladermakov Says:

    I`m Waited other game… Petry Purho, please, make FULL version of Crayon PhysX Deluxe!

  6. Alex Vostrov Says:

    And so, a new genre is born! Soon EA will be releasing Swinging Puzzler 2009. I quite like the idea. It has a hit of Incredible Machine about it. I was going to comment how the puzzles feel really loose and that you can bypass the intended solution quite easily with cheap tactics. Then I realized that they’re randomly generated. Heh.

    By the way, let me guess, the original game is about a swinger who has to swing over to a girl and uhm, make her horizontal.

    A couple of notes:

    0. I didn’t realize that chains detach automatically at first. It would be nice to know that in the beginning instead of madly clicking to cut each one.

    1. It’s possible to draw chains with 1 link if you draw them short enough. These will never activate and are impossible to delete.

    2. If you draw enough chains, it will crash the game. Same issue as the excellent Jimmy TP game, I expect.

    3. You can see debug messages in the console window. Looks like the game tries to load some images and fails.

    4. You really should get rid of the console window. Since you’re using Visual Studio, go to Project Properties->Linker->System change subsystem from console to windows.

    By the way, how do you feel about VS CRT dependencies? They bugged me enough to switch to another compiler. If you care, I can show you how to package the runtime DLLs with your game. That way if people don’t have MSVCP80/MSVCR80 they can still run it.

    Overall, a very neat game. Makes me want to work even harder. =)

  7. v.dog Says:

    @Dominic: I’ve had the same, also, sometimes when you have more than one chain attached, it simply falls away.

    @Petri: It’s not a bad wee diversion, but it feels like a knock off of Crayon Physics, pardon the pun (physics based, get object A to object B, draw or delete) but somehow it’s missing the replayability. Partly it’s the random levels, but mostly, it never feels like there’s more than one right answer.

    My suggestions:
    The game should have the option to load a new level when you succeed
    More juicyness, both in reward and gameplay; perhaps bonuses for getting the monster to faceplant, knocking him out of the level, or landing the weight on his head, and how about indirect ways to move the weight? Things like springs, sloped platforms, and pivots. platforms that catch the chain and not the weight or vice versa.

  8. Tayron Says:

    great game:) good job! does it have an ending or does it go on forever?:)

  9. Dominic Says:

    I like it but i find i can complete most levels by doing the exact same design, i think i would of liked it better if it had

    1) a fixed set of levels, not a random generated level each time.

    2) If you had only a certain amount of chain/rope and length to finish the level

  10. Dominic Says:

    Found a JPG of the NSFW version, Funny.

    Warning NSFW (obviosly)
    http://eriksvedang.wordpress.com/nomoresweden/

  11. hiddenman Says:

    to me i just dont like this game that much any1 agree??

  12. um Says:

    I have to agree with vdog and hidden.

    This seems like a nice little diversion but it’s not much fun and it doesn’t come near some of your other recent monthlies let alone the long long long long awaited CPD.

  13. LaUgHiNgJOKEr Says:

    once you go so far you have to click new level 15 to 20 times before you get one that’s even possible, with a slow playing game i suggest not to make it impossible to go furthur even if you are skilled at it.

  14. Miles Says:

    I also have to say that this game is (I’m terribly sorry!) BORING…
    I would have never thought one of Petri’s Games will be like this. There are to much things I don’t like about it.
    Well I hope for a better game next time.

    P.S.: Still fan!!!!

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  16. Mikey Says:

    I’m goin with Miles on this… I’m terribly underwhelmed by this. It’s boring and it’s nowhere near as impressive as some of your other games. My only hope is that it sucks because you’re working harder on getting CPD done.

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  18. petri.purho Says:

    Thanks for the honest feedback.

    Can I ask you to be more specific and constructive in your feedback. E.g. What is that you don’t like about the game, how would you improve it?

    Special thanks to Alex for good critic.

  19. embooglement Says:

    @Petri; I think the random levels really killed the game play. It would have been better if the levels were actual hand made puzzles that got progressively more difficult, like in Jimmy’s Lost His Toilet Paper. But with the random levels, I did the exact same thing for five levels in a row, and it got kind of boring. Otherwise, the idea is pretty interesting and original. Huge fan of your games. 🙂

  20. v.dog Says:

    I agree the random levels aren’t as much fun as trying to solve a specific puzzle. Also, the ‘puzzle’ of the random levels is largely the same, regardless of the layout; it’s either over, under, of between.

    also, as I mentioned before:
    “The game should have the option to load a new level when you succeed
    More juicyness, both in reward and gameplay; perhaps bonuses for getting the monster to faceplant, knocking him out of the level, or landing the weight on his head, and how about indirect ways to move the weight? Things like springs, sloped platforms, and pivots. platforms that catch the chain and not the weight or vice versa.” – Making it so it’s more than just slight variations of same thing.

  21. chance Says:

    What I don’t like about the game is that after the first few levels it gets repetitive. If new elements were added or if there was a change in gameplay it would keep the gamer playing.

    It’s ok Pertri, they can’t all be good.

  22. Amynue Says:

    Hi Petri!

    I made the Portal Mod 😀

    Screenshot
    http://img263.imageshack.us/img263/9589/screen199kopiaoe6.jpg

    Download
    http://www.gigasize.com/get.php?d=7tw2r9jcjvc

    Hope someone will like it 😛

  23. Fun Link Friday » Games News and Reviews » Binary Joy Says:

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  24. Doog Says:

    Even though it’s often repetitive, I find that when you do draw a level that isn’t solvable by a simple swing, I have to keep working until I find the magic chain system that maneuvers it over and back, and over again, until I knock the monster. Those that are complaining about every level being either the same, or unsolvable, just aren’t trying hard enough.

  25. v.dog Says:

    @Amynue: Not bad at all. The Crowbar was an interesting choice. 🙂
    There’s just two things: 1) it’s spelled ‘SUCCESS’, and 2) http://drop.io or http://mediafire.com are much better file hosts- they don’t make you wait to download.

    @Doog: most of the levels need no more than two, and by the time it gets to the point where it needs something more advanced, I’ve had enough.

    @Petri: The answer here could be a difficulty slider, so you don’t have to spend ages playing through the easy levels to get to a challenge.

  26. chance Says:

    sweet mod, if only the turret would start shooting when you knocked it over. 😀

  27. crayons Says:

    Didn’t you say there would be an update soon? please can we have it?

  28. moldy_tomato Says:

    w/o the bugs this would be my second favorite of your games.
    Most annoying is that when you restart the level the chains doesn’t always go to their original position. Especially when I have the chains carefully placed so that the weight is so close to knocking the monster over that only one more chain would’ve been needed.

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  30. Peter Says:

    Am I the only one still waiting for crayon deluxe? The last update we received was in March!!!!!!

  31. crayons Says:

    No, I’m still waiting too.

  32. Ian Says:

    me too

  33. chance Says:

    Hey I’ve got an idea!

    Maybe if you guys all say that your waiting it will be done faster!!!!

  34. crayons Says:

    good idea!!!

  35. LaUgHiNgJOKEr Says:

    yeah i think it’s a great idea too

  36. v.dog Says:

    *jumps on bandwagon*

    It’s the best idea I’ve heard in the last five minutes. 🙂

  37. nightwayne Says:

    dud,u r awsome……could u pls make a game like loco roco???just 1 level…..pls………..i know u can do it…….i love all ur games….so i have faith in u……………………..

  38. Jacki Says:

    hopelessly optimistic that CPD comes out soon 🙁

  39. Ricky Says:

    Some levels are actually impossible though, not just the user “not trying hard enough”. Sometimes obstacles will spawn on either side of the monster, making it physically impossible for it to reach a horizontal enough angle for the game to declare the level won.

  40. Hideous Says:

    I was at No More Sweden with Petri and the others, and boy, it was amusing to see this game in progress. I should remind you all that we had about 28 hours to make a game, so.

  41. Heather Says:

    I’ll play this installment asap, Petri. I’m here just to let you know that I’ll be at MIGS.

    hope to see you there =]

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  43. minä Says:

    knock the monster is the game of the day on mbnet(finnish site)!
    http://www.mbnet.fi/paivanpeli/?from=etusivu

  44. http://rich-niche.info/cookie/img/smilies/happy.gif Says:

    nice! [IMG]http://rich-niche.info/cookie/img/smilies/happy.gif[/IMG]

  45. medyum Says:

    once you go so far you have to click new level 15 to 20 times before you get one that’s even possible, with a slow playing game i suggest not to make it impossible to go furthur even if you are skilled at it. Medyum

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