
Monster Alpha
Watch the full gameplay video on YouTube
The mechanic
The player auto-attacks while kiting waves of monsters, leveling up to choose weapon, passive, or transformation upgrades. The one deliberate strategic layer: a Monster King transformation, fuelled by energy that fills passively, activated by choice — burn it early for safety, or bank it for the scripted final wave.
A pivot in the upgrade design
With a small prototype weapon pool, weapon-level rarity meant players could see the same two or three weapons repeatedly, railroading builds. Moving rarity onto the upgrades kept every weapon reachable while still giving anticipation at each level-up — and opened the door to weapon evolutions, which testers responded to best.
Tuning against what testers did
An issue-hunting pass flagged that the healing pickup's drop rate let players survive mid-game without moving — undercutting the kiting skill the loop is meant to test. Recommendation: lower the drop rate specifically in the mid-game window, where it was doing the most damage to the intended challenge.
| Weapon | Damage | Atk speed | Crit |
|---|---|---|---|
| Phantom Blade | 20 | 0.15 | 5% |
| Blunt Hammer | 35 | 0.20 | 5% |
| Boltshot | 30 | 0.20 | 15% |
Self-reflection
Passives never got integrated with the transformation system — they stayed flat, linear stat sticks while everything else escalated. Next time, passives would hook directly into the transformation state. The bigger lesson was about the original game concept itself: the moment I pitched "monster transformation plus weapon unlocks" as the core idea, every mechanic added afterward needed to justify its place against that concept, not just be fun in isolation — which is exactly what the rarity pivot and the passive gap both came down to.