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Monster Collection Game Project Intake

This takes about ten minutes. Most of the questions are about quantities, because that's what actually determines the cost.
Rough numbers are fine and there's a "not sure" option nearly everywhere. Once this comes back you'll get an itemised quote with every system broken out line by line, plus a delivery schedule.

About you and the project

What's your name?

Best email to reach you on

Discord or X handle

Working title of the game

Describe the theme and setting

The world, the tone, and what the creatures are. A few sentences is plenty.

Games you're using as a reference

Beyond Catch a Monster. Links are welcome.

Which platforms do you want supported at launch?

Mobile and console support means a full control and UI pass across every system, so this one moves the price.

When do you want to launch?

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What budget range are you working with, in USD?

This is the most useful answer on the form. It lets us design toward something real instead of quoting a version of the project that was never on the table.
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What already exists?

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Tell us what already exists

Creatures and collection

How many creatures at launch?

The single biggest variable in the whole quote. Each creature needs a model, textures, animations and stats. Catch a Monster has roughly 75.

How many rank tiers?

The reference uses six, E through S.

How should the creature models be made?

Recolours and variants cost a fraction of what fully unique models do.
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What animation set does each creature need?

Multiplied across the whole roster, so three animations versus six is a real difference.
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Roughly how many abilities per creature?

Do you want shiny or variant versions?

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Which collection features do you want?

Capture and progression

How does capturing work?

In the reference you weaken a creature in battle first, then throw a ball, and the throw can still fail.
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Describe your capture idea

How many tiers of capture item?

Standard through premium, with better catch rates at each tier.

How do creatures level up?

Do you want fusion evolution?

Merging multiple copies of the same creature to push it up a rank. Cheap to build in from the start, expensive to bolt on later, because it touches the stat model and all the balancing.
A
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How many copies are needed per fusion?

The reference uses four.

Do you want a randomised evolution roll?

In the reference, a multiplier between roughly 100 and 220 percent means two identical evolutions produce different results. It's a large part of what keeps the grind loop alive.
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Should top evolutions require boss drop materials?

A
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Do you want an egg and hatching system?

Eggs, incubation pods, hatch timers and rates, plus the UI for all of it.
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How many egg types at launch?

Combat, bosses and dungeons

How does combat work?

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How many bosses at launch?

Each boss is a unique model, moveset, arena and drop table.

How should bosses spawn?

The reference rotates three bosses on a 15 minute per server timer.
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Do you want rift or dungeon areas?

Instanced areas with guaranteed rare encounters and exclusive drops, on a reset timer. A significant backend job.
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How many rift or dungeon areas at launch?

Do you want PvP?

Matchmaking plus combat balancing. Usually costs more than people expect.
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Do you want a separate sub mode?

The reference runs a tower defense mode alongside the main game. This is effectively a second game, so it gets quoted on its own.
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Economy and monetisation

How many currencies?

Do you want boosts and potions?

A
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Which monetisation do you want at launch?

Do you want player to player trading?

Worth flagging: trading brings scam risk and needs careful backend work, so it costs more than it looks like it should.
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Live operations and social

Do you want a promo code system?

A
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Do you want an events framework?

Reusable infrastructure for limited time events, so new ones can be run without rebuilding each time.
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Which social features do you want?

How often do you plan to update after launch?

This tells us whether the systems need to be built for easy content additions, which changes how they're architected.
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Do you want us handling updates after launch?

A
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UI, art and extras

Which menus and interfaces do you need?

Any Missing Interfaces?

What level of UI polish?

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Which branding assets do you want from us?

Do you want a guided tutorial for first time players?

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Do you need sound design?

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Priorities

What are the three things this game absolutely has to nail?

Rank these by importance

Use the up and down arrow keys to change the rank.
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Anything else we should know?

Got it, thanks

We'll go through this and come back with an itemised quote, every system broken out line by line, plus a delivery schedule. If anything needs clarifying we'll reach out first rather than guess.