Attack of the Giant Mutant Lizard

Control a giant mutant lizard to eat people, stomp cars, and throw things with your mutant tail which has claws for some reason. Spend points on upgrades and new abilities and try to survive an increasingly deadly hail of bullets.

You can find an early playable demo at GameJolt.

In case anyone's interested in testing the Android version (decent phone recommended -- 4.1 and up required), here is a thing you may want to click on. I'm interested in seeing what devices have an acceptable frame rate as well as any other problems that pop up.

Latest Article

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People (more than one person, at least) have been asking me about the progress on this game, so I think it's time for another update.

Comments

Unknown Jun, 30th 2019 at 23:28

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This is a very good game but there is only 3 monsters I wish you could create your owne monster

Unknown Mar, 27th 2019 at 21:35

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How do I get past the skyscraper?

ExtraMedicated Mar, 27th 2019 at 22:21

You need to upgrade the "attack" skill until you unlock the roll attack. Then press 'r' to roll into the side of the building.

Unknown Feb, 8th 2019 at 07:25

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who do i kill the ship

ExtraMedicated Feb, 8th 2019 at 12:49

You need to unlock the "hammer throw" ability. You can practice that move in the practice game mode.

Unknown Jan, 2nd 2018 at 01:44

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will it be on ios/apple phones?Do you think it will come out on steam soon?

ExtraMedicated Jan, 2nd 2018 at 03:35

I wasn't really planning on making an iOS version, but it is a possibility. I don't own any Apple devices that I could test it on though.


I'd like to put it in early access on Steam within two months or so. But it's really difficult to give any time estimate. I will say that the finished game will be quite short.

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Articles


Latest Article More Articles

Nov, 3rd 2019

Updated Controls, and Plans for the FUTURE!


Hey everyone!


People (more than one person, at least) have been asking me about the progress on this game, so I think it's time for another update.


I made a change to the way the first monster's tail is controlled by the mouse. Previously, its position was relative to the point where you first clicked when starting to control the tail. I originally did it that way so that on mobile devices, the claws would not be covered by your finger. The mobile version will still work that way, but now the PC version will have the tail follow the mouse cursor directly. Hopefully that's a bit more intuitive for everyone.


I also added some support for controllers, but some of the menus may still need you to use the mouse.


controls


I only tested with a XBOX 360 controller, so I don't know if others will work the same way. I still think it's easier to use the keyboard and mouse though. But for those who want to use a controller, the right joystick can be used instead of the mouse. I added a nifty crosshair so you can tell where you're aiming.




joystickcontrol optimized2




You can try the updated controls in the latest version of the demo:



Windows: -------> Demo -- Attack of the Giant Mutant Lizard 0.7.4 (Windows)


Mac: --------------> Demo -- Attack of the Giant Mutant Lizard 0.7.4 (Mac)


Linux: ------------> Demo -- Attack of the Giant Mutant Lizard 0.7.4 (Linux)




One other new thing is that I enabled Unity's Cloud Diagnostics service, so I'll be able to see all the errors that I'll probably be too lazy to fix.




So what's next for this game?


Despite how short it is, I've been working on this game for a long time, and I can't wait to start working on a new game. But before I do that, I'm working on adding one more monster, and a new map to go with it.


This next one is a giant snake that is able to throw things with its head and swim underwater. That's where the new map comes in:




snake2 optimized




Since snakes typically don't have legs, I'll need to think of some other attack moves for players to unlock. So far I have one attack.



This one:


snake1 optimized




I've also made an addition to the wildlife.



bear2 optimizedbear optimized




There's still a lot of work left to do on this though -- textures, AI, fish that stay in the water instead of floating through the air, etc.



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I recently modified my game to enable me to add translated versions of all the text in the game. All that's needed now is the translations.

Nov, 25th 2018

Update 2018-11-25

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A couple changes. Most notably, two more monsters. There's also a trailer which is already slightly outdated.

Jan, 1st 2018

Update 2018-01-01

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It's been over 7 months since my last update. I should probably write a few things about what I've been up to.

Originally Posted: Apr 23, 2017 at IndieDB

Target Practice -- Featuring a New Ability

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Hey everybody! I’m back with a shiny new version of the demo featuring target practice mode and a new ability to mess around with.

Originally Posted: Mar 4, 2017 at IndieDB

Cutscene Animation and a Funny Lesson About Sound Effects Packs

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This entry is about a new cutscene I made, and also about why I hate searching for sound effects.

Originally Posted: Feb 5, 2017 at IndieDB

Toon Shading, Steam, and a New Gameplay Video

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Thanks for helping my game get Greenlit! Here's a gameplay video showing what the game looks like with a toon shader on everything.

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It’s been about a month since my last post, so I thought I should take some time to say a few things about my game and recent developments before people start to think I’ve gone missing.

Originally Posted: Jan 1, 2017 at IndieDB

Another Year, Another Devlog...

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I'm updating the demo with some of the latest improvements, and I'm also working on improving the UI graphics.

Originally Posted: Dec 26, 2016 at IndieDB

Greenlight and a New Gamelay Video and Other Fun Things

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Hey, everyone -- I just put my game on Greenlight, so go put on your voting pants and get ready to click any and all buttons that have the word "Yes" on them!

Originally Posted: Nov 27, 2016 at IndieDB

Devlog 2016-11-27

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Hello, people. It’s been a relatively productive holiday weekend and I have some new stuff to show (I didn’t update the demo though).

Originally Posted: Nov 21, 2016 at IndieDB

Update 2016-11-20

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It's been a few weeks since my last update. Here's a summary of what I've been up to (Bug fixes, mostly. But there's a few new things to show too). Contains GIFs!

Originally Posted: Oct 15, 2016 on IndieDB

Update 2016-10-15

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Updated the demo with a new enemy type. I also added the project to Steam Greenlight as a concept and I'm looking for feedback.

Originally Posted: Oct 2, 2016 at IndieDB

Mobile Version Alpha Testing and Other News

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A link to opt-in for testing the mobile version from Google Play and a few words about the other bits I've been working on.

Originally Posted: Sept 11, 2016 at IndieDB

Updated Demo.

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Added a couple improvements including two new upgrade types and new button graphics for the upgrades menu.

Originally Posted: Aug 11, 2016 at IndieDB

Demo Released

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I just released the first playable build. Includes a single scene made just for the demo, with a brief tutorial at the start.

Originally Posted: Aug 20, 2016 at IndieDB

Searching for Sounds

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A brief update about my progress so far, and my search for audio clips that don't make me cringe when I listen to them.

Originally Posted: Aug 11, 2016 at IndieDB

Introduction

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Control a giant mutant lizard to eat people, stomp cars, and throw things with your mutant tail which has claws for some reason.

Jan, 1st 2018

Update 2018-01-01


It's been a while since the last time I posted an update for this game, so I thought I should take some time to talk about what I've been doing since then before people start to assume I simply quit or went into a coma or something.


I made a new level about 8 months ago that I haven't really said anything about yet. It's a small beach/boardwalk area.


Here's a screenshot:
Beach level screenshot


And since I have a beach, I also needed to add elephant seals (It would be crazy not to!).



Seals




During the summer I took a break from developing this for a few weeks. Instead, I got addicted to playing Dwarf Fortress (again) spent a couple days developing my new website, medicatedgames.com, where people can maybe post comments, get updates, and report bugs. I also formed my own LLC, which I hope was a good idea because it kind of feels like I made a big mistake for some reason.


Back to the game though -- I added the ability to select story mode or free-play mode when starting the game. Story mode lets you restart from checkpoints. I've been working on a couple achievements for the Steam version, and now the game records your high score and some other stats for story and free-play modes. I was also working on adding a new monster for free-play mode, but I'll save that for a future article.


Another thing that's different now is the way the character accelerates when running, and the pose used for jumping forward. Previously, if you got a couple speed upgrades, the character would move at full speed as soon as you pressed the button.



Running




Lastly, I updated the demo, but so far I only have the Windows version ready (the Linux version got horribly screwed up and I didn't even test the Mac version yet). [EDIT: I fixed the problem that caused the error on Linux and Mac. But, seeing what the error was, I'm now baffled about how the game ever worked in the first place.] I upgraded the project to a newer version of Unity from version 4.6, so you can expect to see some new bugs.


This time the demo isn't just that one little demo scene. It has the first part of the story mode (don't get too excited, it's not that great). If you've played the Android version, you may have already seen it.


Windows:
Mutant Lizard -- Demo 7 (Windows)


Linux:
Mutant Lizard -- Demo 7 (Linux)


Mac:
Mutant Lizard -- Demo 7 (Mac)



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