Knock the Monster challenges you to knock things over with a 16-ton weight. Doesn't sound hard, right? Except that the weight invariably begins at the upper right corner and will simply fall down, unless you use your mouse to draw a chain or chains onto which it hooks, thereafter swinging as you might expect in a game with a rudimentary physics engine. Of course, the placement of your target varies -- as does the placement of obstacles on which anvil and/or chains can get caught (the red stripy thingies in the screenshot).
That's about it, really; entertaining in a lightweight way, which is mostly what we expect from Petri Purho's monthly games (this one in collaboration with Erik Svedäng). Well, that plus swinging music, which this game has.
But there's one other bit I thought I'd point out, just to take another jab at those who think games are all about stories: here's Erik & Petri's "story" for this game:
- "Your girlfriend is dead and the Gods say that to bring her back you have to knock over dozens of Monsters."
Oh, yeah, right. Will your experience of the game be improved by knowing this? Actually, I think they came up with that line with perfect ironic insincerity; games gotta have stories, right? Poppycock.