Product Leader Roger Royce talks with us about Monster Match.
Do you have a favorite monster in the game?
Without a doubt Komodescence (#119) is my favorite character. He’s a shadow based komodo dragon with a really unique color palette. But since there are so many memorable monsters, let me also highlight a few other favorites, including Timbear (#92), Catorch (#122), Hydropotamus (#148) and Squirlwynd (#437).
How did you decide on Puzzle/Exploration as the concepts of the game?
The puzzle/exploration genre wasn’t something we invented. Our team first started with determining our target audience and then felt it was appropriate to develop a puzzle game with a wide appeal. From there we applied proven DeNA game loops to our initial design and started building game prototypes and running art tests. After preproduction iterations and focus testing we ended up with the hybrid concept that you see today.
I also read that there will be daily surprises for players. Could you elaborate more on that please? Also the idea of customization in the game. What types of things are customizable?
We want players to feel like the Prismal Islands of “Monster Match” are actually alive. Each day of the week, different features unlock to create varied experiences. For example, our “Daily Island” has special stages each day that spawn rare Evo Material monsters, used for evolving your monsters into stronger forms. Once a day the “Lucky Zone” will randomly spawn. Here, players are treated to rare Boost Material monsters that can be used to level up their monster team, increasing their attack, hp and restoration stats.
Additionally, we run special in-game events every week that introduce new and exclusive monsters. We just wrapped up our “Dino-Wars” event where players competed with each other and had the opportunity to capture Raptor monsters. Participating in these daily surprises allows players to customize their teams into different monster configurations, providing new strategies for more difficult puzzle stages. It’s a bit of an Easter Egg, but players can also customize the name of their teams by long-tapping the default name then retyping in whatever they want.
What can happen in battle that is out of the hands of the player, such as weather?
There isn’t a weather system in “Monster Match” but we’ve got lots of variable possibilities in battle that creates new experiences with each new session. Players can face different enemies in different configurations. The puzzle board reshuffles on each new play as well, meaning that there isn’t a specific move pattern necessary to reach success. You’ll need to balance skill, monster team setup, and a little luck if you are going to win the more advanced puzzles. Also, be careful of enemy monsters attacking in groups. This is something you CAN control. Be sure to reduce the threat by using the targeting system to at least eliminating one of the enemies before they can attack you together.
Can the monsters restore health and if they do lose all their hp is that it for that monster?
Matching heart gems during battle will restore your team’s health. If you really want to get that HP up quickly, be sure add a “Healer” type monster to your team. Some monsters also have special skills that can replenish the HP meter even without matching heart gems. If your HP meter is depleted, you reach a game over state but you can then choose to continue or quit the puzzle. But don’t worry; once you own a monster it can never die.
What types of things will players be able to spend real-world currency on?
The most popular aspect of “Monster Match” are its many monsters. We’ve already released over 300 of them. In addition to capturing monsters during battle, players can also visit the many Summon Gates to buy rare and powerful monsters. Other items to buy include Monster Box Space (to be able to hold more monsters), stamina refills, continue coupons, and Spells of Capturing.
Could you go into a little detail about how the battle system actually works?
Sure thing! First, you choose a team of five monsters then enter a puzzle stage, at which point a friend’s monster will be auto assigned to help you. The game screen is then split into two parts with the top being the battle screen and the bottom being the puzzle screen. Your goal is to defeat waves of enemy monsters while surviving their attacks and healing up if you take damage. Game play revolves around you matching gems of like colors. We actively tried to remove as much friction from the puzzle play so you can trace lines between gems in any direction, even diagonals.
When you complete a match and let go of your finger, all matched gems will shatter and release energy that powers up your monsters of the same affinity color. For example, if I cleared blue gems then my water monster would attack. But that’s just the start because chaining together combos and activating special gems is when the fun really begins. Combine in some strategy and monster special skills (like altering the colors of gems on the board) and you’re well on your way to defeating the challenging Guardian monster of the puzzle stage.
Is there anything else you want our readers to know?
Be sure to check out the official Monster Match Facebook page, which is supported directly by the development team. Our team responds to as many posts as possible and we are also looking to post more fan art:
https://www.facebook.com/MonsterMatchApp
There is also a fan-made wiki in the works:
http://monster-match.wikia.com/wiki/Monster_Match_Wiki
Come join the Monster Match community!
I would like to thank Roger Royce and the Monster Match family for taking time out to answer my questions. The game looks like it has something for everyone and who knows, if it does well, it could end up on a handheld system, like other profitable mobile games. Keep up the good work guys!