Monsters Loot Swag cover
Monsters Loot Swag screenshot
Genre: Indie

Monsters Loot Swag

New Game +

[p]New Game Plus (NG+) is here and features multiple gameplay modifiers and challenges - each of which can be activated alone or all together - for new playthroughs after you Beat The Game™.[/p][p][/p][p]So let's check out the new Steam image carousel tech![/p][carousel autoadvance="true"][img src="https://clan.akamai.steamstatic.com/images/41781053/314e92af80561928c614ff45cc524f3d16cabc97.png"][img src="https://clan.akamai.steamstatic.com/images/41781053/9a3219e39e6e14aed7c7bc3b3acfb398fc008e2f.png"][img src="https://clan.akamai.steamstatic.com/images/41781053/38cfb308c6fcf00be51667624fbb3e1f9d037dc9.png"][img src="https://clan.akamai.steamstatic.com/images/41781053/06838d8dada8dab1e164258a24e10b090159be56.png"][img src="https://clan.akamai.steamstatic.com/images/41781053/4e498c4f100fb0e5b66486198523ee3e8c325d33.png"][TAG-20][img src="https://clan.akamai.steamstatic.com/images/41781053/00f840261408dfa623fc5cc7edb7ad8f777ee16d.png"][p][/p][p]Upon beating the game by fighting through all 8 levels of Catgirl Carnage, the player unlocks NG+. These modifiers can be used seperately, or have multiple selections to bring new gameplay challenges for game replayability. The more Challenges the player chooses, the higher the Score Bonus.[/p][p][img src="https://clan.akamai.steamstatic.com/images/41781053/77010a376f76f6d94844ae3ba79ec99f29007191.png"][TAG-30][/p][p]NG+ challenges are also recorded in the current playthrough save game for reloading, and are displayed at the Start or Load Game screen, along with the Score Bonus modifier.[/p][p][img src="https://clan.akamai.steamstatic.com/images/41781053/9fe1f3a18e337cc649a10b5a9a75a2e6e2c0db43.png"][/p][p]The NG+ challenges are as follows:[/p]
  • [p][/p]
  • [p]House Of Fun: All enemies drop explosive funballs on death, and enemies which dropped them in standard game mode now drop more. +20% Score Bonus.[/p]
  • [p]Test Of Strength: Both Players and Monsters do triple damage critical hits with every attack. +20% Score Bonus.[/p]
  • [p]O Fortuna: No SWAG parcels spawn, instead there is a RNG for monsters dropping SWAG on death. Chance: 5% monsters, 10% elites, 50% Bosses, and a 1% chance of dropping a Nerve Gas Bomb. +20% Score Bonus.[/p]
  • [p]The Harder They Come: All enemies spawn as elites, even Bosses. +20% Score Bonus.[/p]
  • [p]Targeted For Termination: Every 9 minutes of gameplay a specialist team of Anti-Catgirl Assassins will spawn, 6 members with 6 unique special attacks. +20% Score Bonus.[/p]
  • [p]Endless Mode: The game continues after level 8, cycling back through the levels with ever increasing difficulty. [/p]
[p][/p][p]And here is a video of it all in action.[/p][p][/p][p]And apart from NG+. there have also been some tweaks, buffs, nerfs and fixes.[/p]
  1. [p]Release: v.1.0.2.0[/p]
  2. [p]New: Added NEW GAME + with 6 challanges mode.[/p]
  3. [p]New: Challanges mode is available after winning game for NG+.[/p]
  4. [p]New: THE FUN HOUSE: All monsters drop explosive funballs on death.[/p]
  5. [p]New: TEST OF STRENGTH: Players and Monsters get a massive damage bonus. Elite monsters have a much lower chance of equipping CSMs (Catgirl Seeking Missile).[/p]
  6. [p]New: O FORTUNA: No Swag Parcels spawn, instead Monsters may randomly drop Swag on death (5% chance, elites 10%, 50% chance Bosses, 1% chance Poison Trap).[/p]
  7. [p]New: THE HARDER THEY COME: All Monsters are elites.[/p]
  8. [p]New: TARGETED FOR TERMINATION: A team of six anti-catgirl assassins, each with differing special weapons, spawn every 9 minutes.[/p]
  9. [p]New: ENDLESS MODE is now unlocked along with NG+ on successful completion of a game (win level 8).[/p]
  10. [p]New: In Endless Mode the game continues from the first level again but much harder.[/p]
  11. [p]New: Level Bosses in Endless Mode after the main game levels have been complete will always spawn as elites.[/p]
  12. [p]New: NG+ challenges for saved games are displayed as icons on the Load/Start Game screen.[/p]
  13. [p]Change: Online Co-Op Multiplayer level cycling now mirrors Endless Mode system.[/p]
  14. [p]Fix: Elite Boss Monsters were not getting Strength upgrade.[/p]
  15. [p]Change: Playable Catgirl Cosplay Character SUNRISE has +12% speed increase for balance.[/p]
  16. [p]Change: Elite Monsters no longer have resistance to Useable Swag Item UNEXPLODED BOMB.[/p]
  17. [p]Change: Boss Monster resistance to Useable Swag Item UNEXLPODED BOMB is reduced by a third.[/p]
  18. [p]Change: Common Swag Passive Powerup WINGED HELMET now derives it's armour bonus from game difficulty, higher is better.[/p]
  19. [p]Change: Startup Screen Special Guest Star repositioned to stop Steam pop-up obscuring it.[/p]
  20. [p]Change: Minor alteration to text for Final Level loading screen.[/p]
  21. [p]Change: Level Boss HP level increment slightly lowered.[/p]
  22. [p]New: Every level now has a SafeSpawnGroup, for safely spawning a player, because in very late Endless Mode (level 20+) there are not enough free objects in the cacheBuildGroup to randomize a spawnpoint.[/p]
  23. [p]Change: WaterAvoidGroup replaced with SafeSpawnGroup.[/p]
  24. [p]Change: Funballs damage radius increased to 4m.[/p]
  25. [p]Change: Level 6 Monsters (Stone Golems) have had their damage bonus reduced by -25%.[/p]
  26. [p]New: Added Playerable Characters preload skin cycling for status affects/effects.[/p]
  27. [p]New: Swag Icons now preload behind the background of the Load/Start Game screen.[/p]
  28. [p]Change: Intro Catgirl Cosplay Transmute sequence featuring the KLK transformation reference is now faster, reducing Intro by 6 seconds.[/p]
  29. [p]Change: Intro Skip Button is now available 50% quicker at start of the Intro Sequence.[/p]
  30. [p]Fix: Memory Leak in GFX.[/p]
[p][/p][p]Happy Monster Mashing Murderous Mayhem![/p][p](^._.^)[/p]

Preparing for New Game +

Welcome to Release Update v.1.0.1.6! ːhappychappyː

This update readies the game for the New Game+ mode, which will be releasing soon™. (actually in ~2 weeks)

The forthcoming NG+ update will add a number of variables, challenges and trials that the player may (or may not) select to give entirely new and differing gameplay on subsequent playthroughs. One of these options will be Endless Mode, which was previously unlocked upon game completion by beating Level 8, and which will now be rolled into NG+ as a selectable challenge option.

This update also addresses a few bugs which had krept into the late game state, and also provides balances, tweaks and changes - for instance; Infinite golden taels spawning all over the map was a little bit more of a reward than I had previously planned for ... ːareusureaboutthatː



Changelog:

  1. Release: Update v.1.0.1.6.
  2. New: Preparing for Release: NG+.
  3. New: ENDLESS MODE will now be available as a setting in New Game Plus, when NG+ is unlocked.
  4. New: Added a safety to prevent too many golden taels spawning on very high value kills.
  5. Change: Loot cash money reorganized for higher types to multiply in value.
  6. Fix: Rare Swag Defend Ability "BAN HAMMER" was supposed to be using 20% of maximum target HP to work out damage, but was wrongly taking the 80% remainder.
  7. Change: Rare Swag Defend Ability "BAN HAMMER" now takes player damage bonuses into account, so only the correct percentage is inflicted.
  8. Fix: Useable Swag Item "WEAKEN THE STRONG" was minusing damageLevel when it should have been multiplying from maxHP.
  9. Change: Useable Swag Item "WEAKEN THE STRONG" now takes player damage bonuses into account, so only the correct percentage is inflicted.
  10. Change: Useable Swag Item "STOCKMARKET" now decimates all enemies.
  11. Change: Level Bosses cash multipliers are standardized.
  12. Change: Increased Level Boss health by increments with level multiplier.
  13. Change: Added more safety for removing audio emitters.
  14. Change: Increased Final Level water viscosity by +25%.
  15. Change: Monsters are no longer slowed by water, only players.
  16. Change: Invisible monsters no longer leave a wake in water.
  17. Change: Inivisble monsters in final level now have increased final level specific stats.
  18. Change: Invisible elites in the Final Level (8) will not apply reskinning on spawn.
  19. Change: Re-admitted giant invisible spiders for final level.
  20. Fix: Final Boss Final Form now displays Level Boss info correctly.
  21. Change: Percentage related area damage now takes player damage bonuses into account, so only the correct percentage is inflicted.
  22. Fix: If the array is missing for checking multiple kills with Attack Swag powerups, a new array will be created for the check.
  23. Fix: If the array is missing for checking multiple kills with Useable Swag Items, a new array will be created for the check.
  24. Fix: Added more safeties for object checks.
  25. Change: Removed unneccessary textured objects from level preload groups.
  26. Fix: Removed wrongly set distortion skin setting on Final Level invisible enemies.
  27. Fix: Game Over victory save game cleanup no longer leaves broken entries.
  28. Change: Souvenir drop rate has been reduced for later levels.


(^._.^)

Update: Release v.1.0.1.1

Welcome to Release Update v.1.0.1.1!

There have been a few minor changes and fixes. Online Co-Op mode has seen the packet size sent to and from clients/players reduced somewhat to less than 512kb as it has been brought to my attention that even in the age of broadband, some people still have even worse internet connection than me (though sometimes the state of my internet makes me think this is unlikely - thanks BT ːnotsohappychappyː ).

The biggest change is the Return of the King Beta Build which is actually there to allow me to test updated engine builds and memory management for potentially rolling into the Default game build.


  1. Release: v.1.0.1.1
  2. Fix: Level 1 fireflies were attempting collision with static surfaces.
  3. Fix: Buying Common Swag green circles effect now has the same lifetime value as the other coloured circles effects.
  4. Change: Flavour Text on level loading screens now loads all at once after initial level datablock loading, so it doesn't pass quicker than the player can read on subsequent level loadups.
  5. Change: Reset Online Co-Op Packet Size from Far Eastern magic number 888 to mathematical theoretical number 508 (eg: less than half an Mb).
  6. Change: Reset Online Co-Op Lag Threshold from 650 to 450.
  7. New: Return of the Beta Test build, primarily so I can test for updated engine builds and enable memory management.


Happy Catgirl Cosplaying!
(^._.^)

Update: Release v.1.0.0.6

Most noticeable change is the removal of the Preload Screen on game startup. Previously materials would be preloaded here and the game would contact Steam Services for the player's data (achievements, stats, etc). However Valve have changed how games retrieve data from Steam during a previous Steamworks Update, and all data is now fetched automatically on game. This does leave a few seconds between the splash screen displaying and the game Startup Screen displaying, so during this time I now let the client initialization deal with material load. This adds ~3 seconds to the wait time, but saves ~9 seconds without the Preload Screen.


  1. Release: v.1.0.0.6
  2. Change: Removed preload screen at game startup, materials preload with client initialization during Steam data connection and download peroid after Splash Screen appears.
  3. Fix: Souvenir collision box was too large.
  4. Fix: Taels collision boxes were too large.
  5. Change: Souvenir pickup sparkles has it's emitter effect to now be more pronounced.


Happy Catgirl Cosplaying!
(^._.^)

Release Stream Part Trois

Live Stream of the dev playing the release build v.1.0.01 of Monsters Loot Swag.

Hopefully my internet connection doesn't die and OBS doesn't lose the stream like happened last night. ːnotsohappychappyː

BLAST MONSTERS

WIN LOOT

GET SWAG!

Release Update 1.0.0.1

A few minor bugs made it through the release candidate build and have now been patched.

Most noticeable change is that the Play or Skip Intro Screen is gone, and the Intro will now autoplay after the Startup Screen loads. This can be skipped as usual with ESC, mouse or gamepad button B (or equivalent on your controller).

Thanks for the bug reports and feedback.


  1. Release: v.1.0.0.1
  2. Fix: Blue beam material was set to the wrong type of transparency.
  3. Change: Made some minor alterations to the intro art.
  4. Fix: Holiday Slideshow Achievement was counting 5 souvenirs when it should have been 4.
  5. Fix: Souvenirs were being counted in reverse achievements.
  6. Change: Play or Skip Intro screen has been removed.
  7. Change: Intro will now automatically play after startup screen and can be skipped with controller, keyboard or mouse after 2 seconds.
  8. Change: Catchick and Special Guest Star screen is now the Startup Screen, auto-continues after 8 seconds or player input. Steam will fully load during this time.
  9. Fix: Hollo the level 8 Boss first form had a misnamed weapon FSM state which prevented attacks from being reloaded.
  10. Fix: Skipping the Intro sequence would still try and reload the main menu at the end of it's normal lifespan.
  11. Fix: When winning the game, and choosing not to continue in Endless Mode, the victorious player's save file was not reset correctly.
  12. Fix: Level 5 was boss was invisible when she should not have been.

Release Stream Part Deux

Live Stream of the dev playing the release build of Monsters Loot Swag.

BLAST MONSTERS

WIN LOOT

GET SWAG!

Monsters Loot Swag Official Release 1.0!



Monsters Loot Swag is officially released, after a 2 year stint in Early Access! Thanks to everyone who gave feedback!

Happy Catgirl Cosplay Carnage! ːcorblimeyguvnorː



Release Candidate Released!

Early Access finally ends, and the Release Candidate Build has been uploaded.

If all goes according to plan, the Final Release of Monsters Loot Swag will be pushed on the evening (UK time) of Thursday 5th of May, Space Year 2025.

The gameplay has been complete for some time, and now the all important intro sequence has been added, detailing the story and lots of PLOT!

Bonus points to anyone who can get the subtle references (including a 1970s anime I loved as a 5 year old kid ... yes, I am old).



And there have been a few other changes, so here is the updated changelog:


  1. Final Update: Update to version Release v.1.0.0.0
  2. New: Cutscene Intro is complete and the player now has a story and PLOT!
  3. Change: Removed halo effect from level 7 monsters (Interdimensional Knights) and reduced LOD.
  4. Fix: Heavy Axe Interdimensional Knight had wrong coloured lower LOD material.
  5. Change: Some temporary objects will now be disabled instead of immediately deleting them, standard cleanup will do this at end of level.
  6. Change: Added a better pickup effect for Souvenirs.

Hotfix For Update 1.9.9.8.

And after a MAJOR UPDATE, comes the hotfix for the bits that got missed!


  1. Player manually ending the game before Victory or Death now defaults to Main Menu rather than Game Over screen,
  2. Players could still spawn at the edge of shallow water, so now water/lava levels have predefined spawnPoints.
  3. Updated levels 6-8 for water/lava spawn avoidance system.


Happy Swaggening!