A downloadable game for Windows and Linux

Monolith is a top down action shooter with procedurally generated elements. Explore a large, abandoned facility in search of incredible power, fighting dangerous foes and gaining new weapons and upgrades as you progress.

This is a beta demo, featuring the first three floors of the game. It contains a wide variety of all those things I just listed, but not as many as will be in the full game!

Follow the development!

http://monolithdevs.tumblr.com/

https://twitter.com/MonolithDevs

Thanks for voting for us on greenlight!

http://steamcommunity.com/sharedfiles/filedetails/?id=803820311

Controls:

  • Mouse/Keyboard:
    • WASD - Move
    • Mouse - Aim
    • Left Click - Fire
    • Right Click - Dash
    • Shift - Bomb
    • Tab - Map
    • ESC - Pause
    • Space - Confirm
  • Controller:
    • Left Stick - Move
    • Right Stick - Aim/Fire
    • R1 - Dash
    • R2 - Bomb
    • L1 - Map
    • Start - Pause
    • X - Confirm

More information

Published133 days ago
StatusIn development
PlatformsWindows, Linux
Rating
(15)
AuthorMonolithDevs
GenreShooter
Tags2D, Perma Death, Pixel Art, Procedural Generation, Roguelike, Shoot 'Em Up, Singleplayer
LicenseAll rights reserved
Asset licenseAll rights reserved
Average durationA few minutes
LanguagesGerman, English
InputsKeyboard, Gamepad (any)
Player countSingleplayer

Install instructions

Download for your system, unpack, and double click that file! You're in!

Download

Download
Monolith Demo - Windows.rar (9 MB)
Download
Monolith Demo - Linux.gz (9 MB)

Comments

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I'm having some difficulty tracking what's going on at larger resolutions. And lower resolutions are only possible in window mode which allows you to accidentally click off screen and bring the game out of focus, a major interruption gameplay.

The ability to scale the game view within the window itself would be an excellent feature to have. Something as simple as a limited range of internal resolution multipliers (x1,x2,x3,x4 scale) as opposed to always auto scaling would do nicely. Then you could go fullscreen or stretch the window for the desired amount of padding. It would solve a great deal of frustration related to visibility. Please contact me if you have any questions about this.

I may write an actual review in the future as I am personally highly anticipating this game's release. Thank you for reading.

wow! I really enjoyed the demo and can't wait for the full version! the sprites are really nice (well done Alex).

It's like one of the Shmups from the good'ol times!

The only thing I would change is the music because I think the songs are filled with to much happiness. maybe some cyberpunk songs?

great work!

Very enjoyable, feels polished. I wish there would be more boss fights and less other stuff. If I had one criticism it would be that the game is pretty hard to read.

Some feedback from DD12.

http://pastebin.com/FRWNATd6

Really fun overall.

is this a touhou game

If you squint just right.

(Edited 1 time)

cave owns bitch

This was a really good demo, love to play the rest soon!

This game is fantastic!

As pretty much the entire experience was positive, I'll only leave the criticisms here otherwise I'd just explain why I loved every single thing and that would be pretty much pointless as I would describe the whole game.

  • The volume keys on my keyboard skipped the intro. I assume you have it so any key skips it, but maybe just leave it to enter or space or something?
  • First trip to the shop and I wasn't sure where the money indicator was. You might want to add "G" or something next to it on the top of the screen so it's consistent with the shop. Needless to say I figured it out pretty quick but still a little nitpick.
  • In the shop W looks like an H. Super tiny nitpick but worth mentioning.
  • The scanlines don't effect the cursor. Maybe this is to easily distinguish it? Still seemed kind of odd aesthetically, however.
  • The bosses seemed challenging, fun, and fair except for Behemoth (out of the ones I played). He seemed a bit too unpredictable and hard to follow what's going on, especially when he starts to litter the entire screen with bullets.
  • Waterfalls don't slow music like the water areas do.
  • Some enemies (like the small brown guys) are hard to follow because they look similar to the bullets.
  • Can sometimes be hard to find the player amidst all the chaos but I understand this is typical for bullet hells and difficult to have a solution for so I don't fault you for that.