What is this?

Welcome to the Monster Embassy devlog!

Monster Embassy is a videogame project that I’ve been working on for a few years as a hobby. It’s a puzzle-adventure game for Linux, Windows and Android, which is being developed using the Godot Engine. I’m making everything in the game by myself, including coding, art and music.

The game is still very early in development and nowhere near a playable state. The concept, gameplay and character design have been evolving ever since late 2015, but the actual programming work started around November 2017 and constant development finally took off in January 2018, a couple of weeks before I set up this devlog.

The game is developed as a hobby by a single person, so progress is expected to be slow. It’s my personal sandbox: I will finish it, eventually, but during the process I’ll learn a lot and have as much fun as possible!

This devlog is interesting because, thanks to it, it’s possible to track my advances, my design decisions and my changes of mind over the years. I try to update it at least every few months and explain more or less what I’ve been working on during that time.

Genre & Gameplay

According to its current design document, Monster Embassy is going to be a top-down, grid-based, puzzle-adventure game.

The game will be divided into several maps (“episodes”) and each map will, in turn, be split into several smaller rooms. The player will control the main character and will be able to move around the rooms. The main goal will be to unlock the door to the next room, and then to the next, until unlocking them all and clearing the map.

To do so, the player will use different “spells” to interact with the environment: move obstacles, destroy them, transform them… until they unlock the “key” or “mystery” of each room and open the door to the next ones.

In-between, there will also be skippable cutscenes, which will explain more about the story and the characters’ motivations.

Plot & Theme

Monster Embassy is a peace videogame. There is no fighting, no action-based gameplay and no health system. Instead, the player must explore the maps by using the right spells, in order to help and befriend others. The main goal is to restore peace in a segregated country by becoming the Monster Ambassador, that is, the spokesperson for all species.

All the characters in the game are monsters and non-humans. Also, there’s a strong focus on diversity and lots of diverse (queer, neurodivergent, of diferent colors and sizes…) characters. So be warned: if you don’t like games with lots of representation or with political or social commentary, you should probably stay away from this one.

Platforms and accessibility

Monster Embassy will be playable both in PC (Linux and Windows) and Android, by using either touch, a keyboard, a mouse, a joypad or a combination of any of these input devices. In any case, it will be playable with a single hand.

Keyboard keys and joypad buttons will be rebindable, to make the game even more accessible, and there will be different tutorial options depending on the player’s needs.

Languages

The game will have multi-language support: Catalan, English and Spanish will be supported out of the box. More languages may be added in the future if I get help.

License & Philosophy

Monster Embassy is meant to be an open-source game and will be released to the public for free, most probably using a pay-what-you-want model. The game’s source code is available at the project’s GitLab repository and any playable versions will probably be released on itch.io.

If I ever release a paid version of the game, it will probably be a console port or something like that, but the computer versions will always be freely available. I’m still not sure about the Android version, that’s something I’ll decide later on. Perhaps the appstore version will need to be paid, as to cover the expenses to stay in the store. Either way, it will always be possible to download the game’s code and export it manually to get the .apk for free.

Acknowledgements

Thanks to the Godot Engine team and contributors for making the most awesome engine ever! Also, my acknowledgement and thanks to Johan Kotlinski for LittleSoundDJ, to Delek for Deflemask, to the team behind OpenMPT and to Dacap for Aseprite. Without these amazing pieces of software, my work on Monster Embassy wouldn’t be possible.