Feed All Monsters
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the Game
Monsters have it tough. All day long they have to wait at one specific spot until the player comes along. And not all of them remember to bring a lunch box.
Here you come to the rescue! As the owner of a Monster Food Delivery Service, you guide your three employees on their quest to visit all the floating islands and give tasty food to all the monsters.
Feed All Monsters is a Line Puzzle with a little twist: Instead of completing a grid, you have to find the optimal path to deliver food to every monster. You do this by dragging a line next to the monster in question. There is no pressure and you can take as much time as you need to find the optimal path.
KEY FEATURES
- Handcrafted Levels
200 levels for you to puzzle through
- Simple Controls
You only need the mouse to play. Everything is controlled by left- and right-clicks as well as dragging and dropping.
- Cute Monsters
They may look a little grumpy at first, but don’t worry, they’re just hungry 😉
Steam User 3
Bought this game on sale for like 30p or something insane! I also got it because I love the devs and their other games and this one was also really fun and there are so many levels as well! Looking forward to see what the devs cook up in the future
Steam User 3
It's a really cute and cozy game, it's worth a try since it's on sale either way ;)
Steam User 4
AVOID | LACKING | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE
Feed All Monsters is a cute and charming Sokoban puzzle game. In it, you use up to three characters that have varying characteristics to feed every animal on the grid. Eventually, you obtain some upgrades that affect the gameplay which adds new layers of complexity.
The art design of this game is lovely and the music adds to the overall cozy vibe. There are 200 puzzles to solve in six different biomes. If I were to guess, I'd say maybe 100 levels were of average difficulty, 75 levels were on the simpler side of things, and 25 levels required quite a bit of thinking. Every ~30 levels there is a "boss" level.
I completed the game in 6.5 hours. I had to use an outside guide one time because I was losing my mind trying to figure one level out near the end. The game also has a built-in hint system that perfectly straddles the line between helpful, but not overly directive.
If you're a fan of this particular type of puzzle game, this is a great game to pick up - there is a very solid amount of content for the price, and yet it doesn't overstay its welcome. Given the overall design and core gameplay, it's an easy recommendation for puzzle-lovers.
Steam User 2
Cute little puzzle game with (at least for me) a pretty unique concept. I enjoyed the challenge of the puzzles, the cute monsters, and the fact that some levels could be completed multiple ways. I will say the difficulty was all over the place. You could easily go from an incredibly complex one to an astoundingly simple one. Other than that though, this was quite a fun game. I got it as a gift but I think it's worth the price.
Steam User 2
A generally good puzzle game, if not a little too long. There's 190 maps, and I personally could've done with like 50 less, so the game definitely does drag on. The mechanics they introduce with every section are interesting and I think they utilize their own tools well.
3/5.
Steam User 2
In short: Feed All Monsters is your perfectly average indie puzzle game - a mixed bag of good ideas, mediocre execution, cute graphics, annoying sounds, poor controls, all packed into a wild rollercoaster of spotty difficulty that will last about 5 hours. The only thing that stands out is the insanely cheap price, which makes this a recommendation - as forgettable as it may otherwise be.
In long: In terms of gameplay each level consists of a grid of squares with possible spawn points, monsters (each with a hunger target), and obstacles. Once you place one of three available delivery people (each with different movement and food carry capacities) on a spawn point you can create a route where they will feed all orthogonally adjacent monsters they pass. The goal is to satisfy all hunger numbers by delivering sufficient food to them.
For content the game has 200 pre-made levels across 6 worlds. There is no level generator. Apart from having different visual theming, the worlds gradually introduce new mechanics: walls, tiles with negative effects (double movement cost or -1 food), portals, tiles with directional currents, and finally various power-ups that you can give a character for that level. The first two worlds are shorter, but the other four will take roughly 1 hour each to complete.
There may be a general trends towards more complexity, but I hesitate to call it a difficulty curve. Sprawling levels with many degrees of freedom will be randomly in the middle of a world, followed by tiny levels with obvious solutions. In the very last world I repeatedly found myself not even using all tools I was provided with, because there were already easy and obvious solutions. The entire progression just feels off. I only got stuck on a single level (in world 3) and the built-in hint system (telling you which spawn point to use for one of the characters) turned out to be not very helpful.
The controls and UI are definite weak points. They feel rather poor and annoying with big bright buttons, a mix of select-and-click as well as click-and-drag, no way of resetting a path completely without also removing the character from the spawn point, etc. The game advertises having touch controls, so it might be a hefty dose of mobile DNA? There are some half-assed keyboard controls (for character selection), but they're not really thought-out. You will have to mainly use your mouse for most actions. There's technically no undo feature, but I didn't miss it much, since nothing is ever "locked in". You just keep working on a puzzle until it's done and the game lets you hit the button to advance.
The presentation is fine. The bright cutesy graphics with comic-like animations are generally well-made (and definitely child-friendly). There's some lost potential in levels having environments around the playing field, but they're not really consistent between levels.
The sound effects and music lean on the annoying side, but are not outright horrible.
The technical aspects are lacking but cover the basics. There's a language selection menu. There are separate volume sliders for music and sound effects (but no mute buttons apart except a separate toggle for character selection sounds). The graphical settings boil down to a toggle between fullscreen and windowed mode and the latter (my preferred style for every puzzle game) has edge-resize but does not remember the window size between sessions (boo!).
In conclusion this game is wholly average and forgettable. For a while I felt like it might be too mediocre to even write a review for. But glancing at the store page (I had bought this a long time ago) I saw the stand-out price (3 bucks, and goes on sale for -80% on top) and yeah... that price point is more than adequate for what you get and I can recommend checking out the game if it feels like something you'd want to spend a few hours with if you can stomach the poor difficulty progression. Personally, after my playtime of 5 hours to 100% the game, I will never return to it.
Steam User 1
I enjoyed the slowly increasing difficulty and the balance of easier to harder stages per zone. The art style and creature design are charming, but I played with the game muted most of the time to focus. Overall, it's a cute and relaxing puzzle game that's well worth the small price.