
Giant monstrosities fly swim climb and battle on enormous fields to level up to being the strongest creature alive. Master multiple game modes in early access and more to come to level up and customize your Mons!
Modeled estimate, not a reported figure. How we estimate →
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About
Mega Mash Mons is a third person giant monster brawler featuring ground, air, and water battles oriented on quick giant monstrosity vs giant monstrosity matches. By the official release Players will be able to fight through campaigns and different game modes with a large roster of playable characters to choose from, battling other player and ai controlled avatars as well as military units and building sized boss monsters, in an effort to grow your character stronger than any other while unlocking a vast and immersive scientifically accurate fiction story.
This title has been in independent production for only 2 years with analytics being started immediately after the founder of Dotosy® earned his Bachelors of Science degree in Game Design from Full Sail University. Everything from initial popularity statistics, through all programming to Beta art and polish, has been created solely by the companies founder. No outside assets have been used in the production of this game.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
I guess this review needs to start by pointing out that Mega Mash Mons is not any kind of asset flip, it's a sincere and genuine attempt to make a game. It doesn't come across as a cash grab. Given how many shady developers abuse Steam Direct, it does need to be acknowledged when a developer is sincere about their effort. Unfortunately, as this review will show, genuine intentions and basic ethics alone aren't enough to produce a successful game or a compelling, state of the art PC gaming experience. Indeed, I think the general failure of Mega Mash Mons demonstrates that game development is a difficult, collaborative effort that requires talented, experienced teams of developers working consistently on a clear design and architecture for years. It's not like writing a novel. It's more like trying to build an airplane. Passengers aren't going to be lining up to board the airplane that was built by a hobbyist in his backyard on the weekend. They get on the plane that was designed by aeronautics engineers and built by hundreds of people working in factories. The concept here is fine, the quality of implementation isn't, and that's the key point of failure, why this game didn't appeal to anyone (see the player count below, yes, player count, not players count). Indeed, the idea of a "monster" brawler where you fight and progress and upgrade is a solid one, and the developer laid out a plan for an incredibly ambitious set of features. Ambition is the word... it's evident from the incredibly poor quality that the developer bit off more than they could chew and didn't hire any other staff to pick up the slack. As a result, this is a train wreck... it barely, if at all works. The game assets are incredibly bad... they're supposed to be monsters? They look like robots slapped together by a 5 year old who just discovered Blender. When you look around, you can pitch the camera under the floor... it's just... this is basically pre-alpha software at best. But the problem is, this is pre-alpha software with a price tag... and when developers put their hand out for our money for incomplete garbage, that becomes a problem. Developers need to put gamers first, and they need to offer value for money if they want respect. Or money. On the upside, the game does feature customisable controls and resolution, so at least some of the basic, minimum requirements have been met. Unfortunately there's a number of other technical defects and shortcomings which contribute to the game being difficult to recommend to gamers. The game assets are fairly mediocre/low quality, in some places they appear mismatched... Ultimately the quality of these assets, and thus the overall visual quality is lower than average, and low quality always makes for a less than optimal gaming experience. Remember, we're looking for the best of the best of 140,000+ games on Steam. The game features lazy low-polygon "retro" assets, making this look like a barely functional 3D game from the 1990s. It's unclear why the developers weren't able to arrange high quality, high polygon count contemporary assets for the game, and also irrelevant... what matters is that this looks bad as a result of their decisions, a compromise PC gamers shouldn't have to put up with. These technical defects push this game below acceptable standards for any modern PC game. The poor quality of this game is reflected by how many people spent time with it. At the time of this review, SteamDB shows the game all-time peak player count was only ONE player. That's right, only one person ever played this at a time. When I played this for the purposes of reviewing it, I equalled the peak player count for the game. OUCH. The only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 130 million gamers on Steam and well over 140,000 games for gamers to choose from, the overwhelming lack of interest in this low quality game is to be expected. Next is pricing and value. Is this game worth buying from among the 140,000+ games on Steam? Mega Mash Mons has the almost comically optimistic (if it wasn't so sad) price of around $7 USD, it's not worth it given the defects and shortcomings with the product, especially considering the sheer number of completely free, much higher quality games on Steam. For comparison, the $7 asking price for this game could get you games like "Subnautica", "Mass Effect Andromeda" or "Lethal Company". Quality, professionally made games like those are frequently on sale cheaper than this. The quality problems and defects with this game makes the asking price totally unrealistic. It's impossible to recommend this to gamers here on Steam. [quote][b][url=https://partner.steamgames.com/doc/marketing/profile]Profile Features Limited![/url][/b] Valve have marked this game as "Profile Features Limited" at the time of this review. This is usually caused by poor sales figures and low community acceptance for the game (to date). Until this status changes, this game will not give you +1 to your Game Collector badge count, appear in profile achievements or any other Steam meta-accomplishments, nor can it be displayed in some profile showcases. If these factors are important to you, it may be worth holding off before buying this game.[/quote]
没中文 没成就 巨型怪兽大乱斗 本作是一款第三人称巨型怪兽格斗游戏,支持陆地、空中、水上多地形对战,主打巨兽之间酣畅淋漓的高速对决。 正式版上线后,玩家可操控海量怪兽角色闯荡剧情战役与各类趣味模式,既能和其他玩家、人工智能对手展开激战,也能迎战军方作战单位以及体型堪比建筑的超强首领巨兽。在不断变强角色实力的同时,逐步解锁庞大严谨、贴合科学设定的完整世界观剧情。 该游戏为独立自研作品,开发周期仅两年。制作人毕业于富尔赛大学游戏设计专业,取得理学学士学位后便即刻立项开展项目调研开发。从前期数据调研、程序编写,到测试版美术制作与内容打磨,全程由创始人一人独立完成,游戏制作全程未使用任何外部商用资源素材。 为何选择抢先体验模式 我原本打算等游戏彻底完工后再正式发售。某天夜里和妻子谈心过后,我改变了想法。这几年收集市场数据的过程中,我意识到抢先体验能拉近开发者与核心玩家之间的距离。开发者可以让玩家深入了解游戏开发幕后,玩家也能以远低于正式版的低价入手游戏。同时我还能第一时间收集真实游玩反馈,在开发进度尚未深入前及时调整优化内容。 抢先体验预计持续时长 预计四至八个月,具体时长取决于美术人员招募进度以及外包美术内容的完工周期。 抢先体验版与正式完整版差异 结束抢先体验并下架进行最终打磨优化后,我会补齐全部可操作怪兽角色,新增多张风格各异的对战场地,同时完善对局自定义设置,例如自由选择对战获胜条件等多项功能。 抢先体验版当前内容 目前玩家可以完整体验全角色通用操作方式,也能体验各个角色专属特色能力,比如形态切换、操控制导导弹等特殊技能。 游戏等级与技能解锁系统已全部实装,同时搭载多种行为逻辑的智能 NPC:部分敌人巡逻遇敌直接进攻,部分会逃窜触发警报,还有敌人仅追击至视野盲区便放弃追踪。 经验获取、角色升级、属性调整、飞行、游泳、潜水、攀爬以及各类野外敌对遭遇玩法均已开放。首个可用角色支持菜单切换形态,试玩版内也可实时变身。 经验升级、属性点数分配以及各项属性提升带来的实战效果也已全部制作完成。 抢先体验与正式版售价区别 游戏现阶段维持当前售价,随着开发推进价格会逐步上调,直至进入最终打磨阶段并稳定定价。 我会在此期间联合签约美术人员完成最终美术资源制作与整体优化,全部完工后以完整版定价正式发售。 若抢先体验阶段收益超出预期,所有在打磨阶段前购入游戏的玩家,都将免费获得正式完整版游戏,以此感谢大家一路以来的支持。 如何邀请玩家社区参与开发 将通过脸书、steam 活动、油管、迪斯科、领英以及个人官方网站,持续和玩家社群沟通交流。
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