As we stand on the eve of Halloween—that delightfully ghoulish time of year—what could be a better game to review than one called Making Monsters?
In this one, players take on the roles of mad scientists—think two to four Dr. Frankensteins—gathering at the Monster Maker Science Fair, where, much like back in their school days, they compete to create the best project. And in this case, that means crafting the most renowned monster.
It all sounds creepy and dark, and designers Jonathan Gilmour-Long and David Gordon I) certainly could have gone that route given the theme. But that’s not what Making Monsters is about. Instead, it embraces a Saturday morning cartoon monster vibe, heavy on fun rather than fright. That playful tone broadens its appeal considerably, and the charming artwork by Brett Bean and Jordi Planellas fits the style perfectly.
Here, players collect body parts to build better monsters, with a built-in push-your-luck element powered by a bag-building mechanic.
“I love bag builders,” noted Joe Welsh, owner of publisher Sky Lion Games (www.skyliongames.com). He explained via email:
“This game was inspired by Quacks of Quedlinburg. Quacks, as you know, is one of the most famous games of all time. The designers wanted to build on what makes Quacks great, but add more dynamic elements—like bluffing and mind games—to Making Monsters. The game has a more streamlined, dynamic feel.”
Welsh also praised the art direction:
“Outside of Quacks, I love beautiful art. I was initially attracted to Everdell because it invested heavily in art, components, and that artistic structure—the tree, the berries, everything. Some of my other favorite games are Evolution, Axis & Allies, Exploding Kittens (which has a lot of the same humor as Making Monsters!), and Unmatched.
I’m an omnivore gamer. I love games with high-quality art and fun player interaction.”
Given that Making Monsters aims for fun over fear, the push-your-luck mechanic fits well—though luck can feel like a deciding factor at times, as you hope “Lady Luck” smiles on your creations.
Adding to the game’s charm is a rotating Lazy Susan centerpiece that constantly shifts available upgrades and options, keeping everyone on their toes.
“Having the Lazy Susan bring different upgrades around makes the game very dynamic,” said Welsh.
Completed monsters earn players points—how else would you determine the winner? They also grant special abilities, giving you a sense of progress even if you’re trailing behind. A final-round showdown injects some late-game drama and the possibility of a comeback, which adds to the excitement.
Throughout, laughter is part of the experience—a deliberate design goal.
“I wanted a family game that makes people laugh,” Welsh said. “We’ve been through tough times, and I wanted to create something addictive, strategic, and funny—a perfect antidote to difficult days. This is a game that brings people together, off screens. My seven-year-old calls it her favorite game, and my parents love it too. It’s truly for all ages.”
He added a personal note about the game’s creation:
“It’s my first game, and I finished developing it while recovering from chemo with my daughters, who are seven and eleven. I’m hoping to keep publishing games and growing Sky Lion Games. The tabletop community has been incredibly supportive—kind, inclusive, and full of people who care about human connection.”
At around one hour of playtime, Making Monsters hits a sweet spot. Longer, and luck might overstay its welcome; shorter, and you’d be left wanting just a bit more time for your monstrous ambitions. Simultaneous turns help keep the game moving while adding tension—since it’s harder to track opponents while managing your own monster lab.
You can pre-order this monster of a game on Kickstarter.
About Author
Calvin Daniels is a Saskatchewan-born, self-taught journalist. He is currently Editor of Yorkton This Week, with 35-years in the newspaper business.
Making Monsters a fine choice for Halloween season
In this one, players take on the roles of mad scientists—think two to four Dr. Frankensteins—gathering at the Monster Maker Science Fair, where, much like back in their school days, they compete to create the best project. And in this case, that means crafting the most renowned monster.
It all sounds creepy and dark, and designers Jonathan Gilmour-Long and David Gordon I) certainly could have gone that route given the theme. But that’s not what Making Monsters is about. Instead, it embraces a Saturday morning cartoon monster vibe, heavy on fun rather than fright. That playful tone broadens its appeal considerably, and the charming artwork by Brett Bean and Jordi Planellas fits the style perfectly.
Here, players collect body parts to build better monsters, with a built-in push-your-luck element powered by a bag-building mechanic.
“I love bag builders,” noted Joe Welsh, owner of publisher Sky Lion Games (www.skyliongames.com). He explained via email:
Welsh also praised the art direction:
Given that Making Monsters aims for fun over fear, the push-your-luck mechanic fits well—though luck can feel like a deciding factor at times, as you hope “Lady Luck” smiles on your creations.
Adding to the game’s charm is a rotating Lazy Susan centerpiece that constantly shifts available upgrades and options, keeping everyone on their toes.
Completed monsters earn players points—how else would you determine the winner? They also grant special abilities, giving you a sense of progress even if you’re trailing behind. A final-round showdown injects some late-game drama and the possibility of a comeback, which adds to the excitement.
Throughout, laughter is part of the experience—a deliberate design goal.
He added a personal note about the game’s creation:
At around one hour of playtime, Making Monsters hits a sweet spot. Longer, and luck might overstay its welcome; shorter, and you’d be left wanting just a bit more time for your monstrous ambitions. Simultaneous turns help keep the game moving while adding tension—since it’s harder to track opponents while managing your own monster lab.
You can pre-order this monster of a game on Kickstarter.
About Author
Calvin Daniels
Calvin Daniels is a Saskatchewan-born, self-taught journalist. He is currently Editor of Yorkton This Week, with 35-years in the newspaper business.
See author's posts