comments for Whack-A-Monster Demo
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williamist • 2026/01/22 January 22, 2026 +9comment score: 9
this game looks great so far, very polished!
Fun game, easy to understand, little short demo but enjoyed my time none the less :)
Nice demo! Pretty new concept with the whack-a-mole!
Some feedback:
The menu panels / buttons could be made a different color? They look a little dull / placeholder-y IMO.
Some feedback:
The menu panels / buttons could be made a different color? They look a little dull / placeholder-y IMO.
developer response: Thanks! We can definitely play around with the colors.
Good stuff, thanks!
Sometimes I had hard time seeing the bats in second area.
developer response: We have toned down on all the gore and tweaked outlines and colors a bit, that should help!
really fun little demo! i love the style and the implementation of the whack-a-mole mechanic; it's super fun!
I want more.
developer response: We just added a new level and a bunch of new content, just for you :P Wonder what you think of the new boss mechanic and lightning bolts!
had a lot of fun playing through this! though i don't see the point of unlocking all the hammers, because that reduces your chance of getting a specific one, and the golden hammer is easily the best for grinding... perhaps im just not playing with the right mindset, lol
training dummy should be removed imho.... did have fun. golden hammer for first few levels then swapped to bone and ghost hammers and finished crab with training dummy + chain lightning spam..
Update -- yeah, can beat the game in 'bout 40 minutes (at level 16), get enough Armor + Lighting/Ghost Hammer procs and "Restore HP on hit" to above 2, and you can blitz the Shroom, get your Training Dummy, and then plow through the Crab in under a minute.
Hammer is fine enough, although I think it's pretty overpowered (I went with ONLY proc-chances, didn't touch any damage upgrades on it, and it still decimated everything). Gear was 15% Chance of Ghost Hammer, Ghost Hammer +1/1, and x1.5 Monster Spawn speed, and you're clearin' things CRAZY fast.
More stages will necessitate the other gear/stats/hammers, but focusing on Ghost Hammer crazy early (and using the Golden Hammer to grind out the cash necessary) absolutely destroys this section of the game. Like it so far, can't wait to see even further insanity.
Hammer is fine enough, although I think it's pretty overpowered (I went with ONLY proc-chances, didn't touch any damage upgrades on it, and it still decimated everything). Gear was 15% Chance of Ghost Hammer, Ghost Hammer +1/1, and x1.5 Monster Spawn speed, and you're clearin' things CRAZY fast.
More stages will necessitate the other gear/stats/hammers, but focusing on Ghost Hammer crazy early (and using the Golden Hammer to grind out the cash necessary) absolutely destroys this section of the game. Like it so far, can't wait to see even further insanity.
Fun, but Training Dummy + procs is positively hax, you can simply position your auto-swing over the Dummy and let everything get eaten alive, even lets you easily bypass the Shroom boss's mechanics because you'll eventually whack those stupid Grey-Hat mushrooms down. Either that, or scale back Ghost Hammer, mebbe tie it to a "Magic" Stat (same with Lightning/Poison/Bombs). It should NOT be duplicating damage that hard, I was sitting still and clearing the Beach in ~20 at around level 18.
I feel like I speedran this game as I finished it in 45 minutes. It was quite fun to play, though can you make harder boss fights where you have to strategize instead of just upgrading until you beat the boss?
Current update works a helluva lot better -- granted, the "Training Dummy" strat still works, but you need a TON more of other stats just to try and pull it off (I spent another 10+ minutes of grinding), which as far as I am concerned means that the casual player will wind up spending a lot of time going back to other zones and grinding out bosses or cash.
Oooooh, could you eventually put in a green-coin upgrade, that increases the chances of Chests dropping from bosses? It'd make going back to previous locations a lot more viable, in case there was a certain item you missed. Or increasing the chances of the Hammer Upgrade items, or the chances of Mimics! (Or....something that increases the chances of those last few "Hammer Drops" from happening, in case you still hadn't found Leeching or whatever.)
Anywho, love the update, good balance across the board!
Oooooh, could you eventually put in a green-coin upgrade, that increases the chances of Chests dropping from bosses? It'd make going back to previous locations a lot more viable, in case there was a certain item you missed. Or increasing the chances of the Hammer Upgrade items, or the chances of Mimics! (Or....something that increases the chances of those last few "Hammer Drops" from happening, in case you still hadn't found Leeching or whatever.)
Anywho, love the update, good balance across the board!
Is there any way to guarantee that a chest spawns at the end of a level? Or improve the odds?
I've been repeating that first map for what feels like way too often.
I've been repeating that first map for what feels like way too often.
I can't seem to get the game to load. It's just stuck on the "Loading game for the first time..." screen. It's been well over 5 minutes. Currently in the most recent version of Chrome.
developer response: Should be fixed!
The game stuck after the last boss and erased my save
developer response: Sorry this happened to you! We're looking into it
Can't gather any coins on mobile, but plays fine otherwise.
Discord link doesn't work
developer response: Thanks for the heads-up, should work now!














