
Defeat the Devil Kings! You have been guided to the land of fairies where the Dragon King’s Tower housed the hidden treasures that had brought peace to the land. But one day, the Seven Devil Kings stole all of the treasures, and used their powers to turn the tower into a terrible dungeon!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese**languages with full audio support
Engagement
Hours played at review time, across 22 reviews with recorded playtime.
Reviews
This is perhaps the most 5/10 game Experience has ever made. Nothing about the basic concept is fundamentally bad. It's built on the same framework as most of their titles, and it's a tried and true formula at this point. But Mon-Yu offers very little beyond that basic skeleton, and a lot of the new ideas it DOES implement are simply bad. The biggest point in the game's favour is the fantastic quality of life. You can fully respec your party whenever you want - class, stats, skills, even portraits. You get an infinite-use escape-the-dungeon item that even works during combat against bosses. There's an infinite supply of store items that negate floor damage and poison swamps. Generally very nice stuff in that regard. Unfortunately, my compliments for Mon-Yu end just about there. Everything else in this game feels very phoned in and lazy. - The character graphics are contentious at best. It's clear they didn't have a lot of enemy sprites to work with, because you start seeing palette swaps before the first dungeon is even over. - Because the entire dungeon is in one tower, the environments are agonisingly repetitive. It doesn't help that every dungeon area uses [i]the exact same BGM[/i] but with the pitch getting lower the further you go. Experience is known for re-using content, but this is ridiculous. - The story (as of the 6th dungeon) is almost nonexistent. You're thrown in with a very basic 'go defeat the demon kings who took our country's treasures!' and get almost nothing beyond that. There are only two NPCs to interact with and they have very little of interest to say. Maybe this was intentional to try and capture the vibe of old-school Wizardry, but compared to Undernauts it gave me no drive to actually do my job. All of that's aesthetic stuff, but the combat has its own problems. - Loot odds are garbage. Six dungeons in I still frequently get item drops that would have been obsolete in the first hour. And this is WITH the evaluation buff. - Speaking of evaluation, we have to talk about the level cap. I've been playing on Type B, so it's not AS brutal as it could be, but you will enter every new area woefully underleveled and undergeared until you do a LOT of grinding to bring yourself up to speed. - Boss fights in particular will heavily favour certain class builds. For example, one mid-game boss spends half the fight immune to physical damage and the other half immune to magical damage. If your team's slanted too far in either direction the fight becomes a real slog, so you're really incentivised to switch up as needed. Which runs into this game's worst sin: [h3]EQUIPMENT FARMING.[/h3] Most Experience Inc games have some sort of system to upgrade your equipment. Demon Gaze, for example, lets you break down excess weapons you've collected into Ether, which can be spent on upgrading weapons and armour. It's a perfectly functional system that means you can use extra loot drops for something that isn't just a pittance of cash at the shop. Mon-Yu throws that system away and replaces it with something much much worse. Now your equipment is upgraded while you fight, based on the amount of XP you obtain. Better weapons have higher ranks, which means they can be upgraded further but ALSO require more XP per rank. This looks innocent enough on the surface, but consider what happens when you find a new piece of equipment. Even if it's statistically better than your current gear, it's going to take a lot of grinding to bring it even with what you had before, never mind improve on it. This also turns loot that you aren't going to equip into vendor trash that just clogs your inventory space and sells for disappointingly low amounts. And remember how I was talking about bosses expecting you to switch your classes around? Well, that also means you need to grind loot drops until you've got appropriate gear for them, and then grind MORE to get that gear suitably upgraded! Between the constant level gating and this upgrade system, the grinding in this game is constant and unsatisfying. Maybe this is a deliberate move to pad out the game, because the dungeons themselves have been very short and simple (the first three dungeons have only had one floor!). It really doesn't feel like there was any love or affection put into this, and it was just shoved out to make a quick buck based on the name being funny. Unless you are physically addicted to DRPGs and have squeezed every drop from any other title on the market, I cannot in good faith recommend Mon-Yu to anyone. I've invested 15 hours at this point so I'm going to at least try to push through to the end, but I wouldn't do it again given the chance. If you want to see what Experience can do when they actually try, go play Undernauts instead. Better system, better aesthetic, better story, better map design, better everything. [b]EDIT:[/b] Having now completed the game (all achievements, all S-Ranks on Type B), I can now say with confidence that I stand by my previous assessment. They do try to work in a few plot points near the end of the game to tie in with the general Experience lore, but it involves [spoiler]a horribly forced twist with almost zero foreshadowing.[/spoiler] The game wears its Dragon Quest inspiration on its sleeve a little too openly, to the point of recycling famous plot points from that series rather than coming up with anything of its own. The worst gimmick they steal from Dragon Quest is the 'But Thou Must!' routine. Every single 'choice' the game offers you is fake - if you don't pick the option the game wants it'll either refuse to progress until you do or act like you did want you wanted it to do anyway. I [i]hate[/i] this trope with a passion; if you've already decided how the player character is going to react, what's the point of even offering me a choice? [spoiler]You can't even take the offer to share half the world with the Devil King at the end, because if you try the game insists it was all a nightmare and 'true heroes would never give in to the temptation of darkness!'[/spoiler] [h2]Just play Undernauts instead. I'm begging you.[/h2]
Mon-Yu is a dungeon crawling RPG similar to games like Etrian Odyssey or other titles by the same developer Experience. If you've enjoyed their past titles, you'll probably also like this one. There is a simple premise that serves to get you exploring the dungeon as fast as possible. The land of fairies is in trouble because a bunch of devil kings stole their treasure, so they isekai'd you and your team to help them recover their treasure. Now go explore the dungeon and fight the demons. Your characters are customizable with no pre-determined back story. You choose their names, appearances (from a lot of portraits, including characters from past Experience games), and their class. The portraits and class don't have to match, if you like the portrait for a warrior, but want a knight in your party, for example. Dungeon crawling is first person on a grid. A map will fill out as you explore (depending on your difficulty/play style, you may need to meet certain requirements to actually unlock the map.) The enemies are static encounters that respawn every time you enter a dungeon. The moment you leave a dungeon, you are fully healed, and if you wipe in a dungeon, your characters will get some extra HP and MP to better survive next time at the cost of some gold. The interesting thing about this dungeon crawler is how experience works. Obviously your characters will level up, but there is also a level cap that raises as you explore and beat bosses. Once you have enough exp, you have to manually level up your characters, but you can also level down your character in order to be at the recommended level for a boss to get the highest rewards. You also get skill point experience that is separate from level experience. As your characters level up, they will gain access to more skills, and as you gain skill experience you can then learn those skills. So even with the level cap of the dungeons, you can gain a bunch of skill points if you feel like grinding. Equipment also gets experience points. A piece of equipment can only level up as high as its rank, so even if you have leveled gear, if you find something that has a higher rank, you might want to switch it out so you can get this new gear even higher. Equipment with the same name can have different ranks, so while all starting equipment is rank 1, you'll eventually find equipment in the dungeon with the same name but a higher rank, and different stats. I've found two knives that are both rank three, but have different Hit % stats for example. After every battle you will get a treasure chest that will have new equipment or items in it. Due to all of the above, it really seems like this game wants you to do a lot of fights, find the best equipment, level it up instead of your character, and then after you are ready, go fight the next boss. There are a lot of things to level up and grind for. The music and sound is standard Experience fare, I'm pretty sure I've heard some of these songs before, and the sound effects are all familiar. The art style on this one is very different, and most things are in a chibi style. The character portraits for the game are all trying to be cute, and most of the returning characters have been redone in the games style. There are a few of them that look way out of place, but if you don't like that they clash, you don't have to use them, there is a lot of character artwork available to choose from. I'm still super early in the game, but I'm having a good time with it so far. I'd recommend it if you like dungeon crawlers like this. I'll update my review as I play more if anything changes or the late game becomes a slog.
好きな会社のゲームでレビューが無かったので レビューを初めて書きます 2層までのレビューです 2023/10/11 クリアしたので追記しています 追記箇所は [b] 太字 [/b] か [spoiler] Spoiler(ネタバレ) [/spoiler] で記載しています ■ 良い所 ・テンポの良いゲーム進行 他の剣の街の異邦人、蒼き翼のシュバリエ、黄泉ヲ裂ク華等を同じようにコマンド記憶・高速戦闘は勿論 ダンジョンの進行自体も特に不満無く進められ、テンポも悪くないと思います [b]なお、過去作兼ね合いの話にはなってますが本作だけでも問題なく楽しめます[/b] ・キャラ絵が可愛い 過去作と比べてかなりポップな絵柄なので好みはあるかと思いますが 受け入れられる形かなと思います また、キャラメイクで使えるポートレートについても過去作のキャラクター絵があり ・全滅にデメリットが無い 過去作と比べると比較的難易度が高いかな…と少し感じますが 仮に全滅したとしてもゲームオーバーにならないし 死んでも復活で灰になることもないし、街に帰れば自動的に復活するのは気楽に挑戦が出来るかなと思います ・ステ振り/スキル振りが自由にできる 階層やボスごとにスキルを振りなおせるのは勿論ですが ステ振り失敗したわ…と思った時に自由に振りなおせるのは良い所でした ■ 悪い所 ・レベル制限がある 個人的には致命的に悪い所でした。 ダンジョンが層に分かれており各階層をクリアしなければレベル上限が解放されず レベルを上げて安心した状態でボスに挑もう…といったプレイができません 後述の戦闘評価システムも合わさり各階層のレベル上限よりもレベルを抑えた状態でプレイする必要があります [spoiler] レベル制限についてはクリア後に黄金虫を50匹集めると99まで解放されます。が…(後述) [/spoiler] ・ボス評価システム これも最悪でした 各階層のボス戦を倒した後に 「平均PTレベル」「ボス戦のターン数」「その階層の地図の完成度」 3つで攻略を評価するシステムがあります。 この中で「平均PTレベル」についてはその階層のレベル上限からさらに下げて挑戦しなければなりません ※階層の上限レベルが4だったら平均レベル3でボスを倒さなければならない [b]※S評価をとるには3つの評価を平均★4評価を取ればよいので[/b] [b]そこまで無理はしなくても達成は可能ではあります[/b] 尚、この評価はやりなおしができるものの、次の階層に行くと再チャレンジができません そして評価が悪いと次の階層で出るアイテムが変わります(悪くなる) [b]本作はランダム出現の敵はおらず全ての敵がシンボルエンカウントになります[/b] [b]シンボルエンカウントの敵は宝箱を落としますが[/b] [b]宝箱はC~Aまで「ランダム(詳細不明、戦闘内容ではないらしいです)」に宝箱ランクが決められます[/b] [b]ボス評価が良い評価だと次の階層に出るシンボルエンカウトの敵が落とす宝箱ランクが上昇します[/b] [b]ボス評価がSの場合、宝箱ランクBはAに、AはSに昇格するといった内容です。[/b] [b]Sランクの宝箱は通常落ちないため(少なくとも私のプレイ(難易度B)では一切出ませんでした)、ボス評価でSをとらないと絶対にでません(もしくは相当確率が低い)[/b] [b]Sランクの宝箱のほうが良いアイテムが出る(ないしはSランクではないと出ないアイテムがある)ので[/b] 高評価(Sランク)をとらないと実質ペナルティ、つまりはPT強化が辛くなります。 戦闘評価が低評価でもクリアは出来るのかなとは思いますが [b]低評価の宝箱からは良いものが出づらかったので、今作の難易度的には結構厳しい印象を受けました[/b] この手のトレハンをするゲームで出るアイテムが悪くなるって何?と思うぐらい ゲーム仕様として面白くないと感じました 尚、レベル上げについては手動で行う形のため 武器防具だけでも強く…と思って戦闘をしてても勝手にあがってしまうことはありません 誤ってレベルをあげたしまったときも手動で下げることが出来ますが 良い点…ではあるのですが、というかこのシステムいる??と思います [spoiler]そしてクリアまでこの仕様に縛られる形になります。 最終ダンジョンでもボス評価システムがあるせいで 高評価をとる場合はゲームクリアまでレベルが自由にあげられません。 また、クリア後にレベル制限が99まで解放される要素がありますが 後述の隠しダンジョンがない理由により、解放されてもなあ…と感じてしまいました [/spoiler] ・武器防具に育成要素がある これもあまり… 武器防具については使い続けると強化されていくような熟練度システムになっており 過去作のように鍛冶で鍛えるようなシステムではなくなっています このため、武器防具を新調したときに0からスタートして再度戦闘を行う必要がありますが レベルをあげてしまうと評価システムに影響があるため 結局違った意味でのレベル上げが必要になり「なんだかなぁ…」と感じました 悪い点ここまでの3つについてですが このゲーム難易度が3つありますが、どの難易度でも仕様のため変わらず悪い点は一緒です ・実績が少ない 個人的に実績収集はあんまり気にしていない要素ではあるのですが 黄泉と同じように実績は少ないので気にされる方にはマイナスかなと思います (シュバリエの実績が多すぎたから?) [b] 通常通りクリアしていればだいたいはコンプリート出来るかと思います [/b] ・キャラ絵のカラーバリエーションが少ない 本作オリジナルのキャラ絵についてはカラーバリエーションがあるのですが2種類しかありません。 (個人的にですが何かすごいショッキングカラーになるのが多く感じました) もう少しあったら嬉しかったかなと思います 尚、過去作のキャラ絵についてはカラバリ自体が無いです [spoiler]・隠しダンジョンがない これはちょっとがっかり要素でした 折角レベル制限が撤廃されてトレハンとレベルあげを自由に楽しめる…! と思ったら試す場面も無く… 結局クリアまでレベル制限をされる縛りプレイが継続した形でした [/spoiler] ■ まとめ 全体的には悪くないです 過去の剣街や黄泉、シュバリエなどやった人にはやりやすいかと思います つまり良くも悪くもいつものエクスペリエンスのゲームです。安心安全。 しかしながら、本作については悪い所が本当に悪いです このゲーム以外にもレベル制限をさせるゲームがあったりしますが 育成した時の楽しみが無くなるから本当にやめてくれないかな…と思います [b]この仕様がなければ…もしあれがあったら…という思うところはあったものの[/b] [b]ゲームとして絶望的に破綻しているわけではないですし、[/b] [b]これも一つの形かな…と思ってなんだかんだクリアまでプレイしました[/b] [b]しかしながら、過去作の剣の街の異邦人、蒼き翼のシュバリエ、黄泉ヲ裂ク華をやっていない場合はそちらをお勧めします[/b] [b]そちらもクリアしてExperienceのゲームがやりたいなぁ…というときにはお勧めします[/b] このゲームはSwitch版が2021年7月15日に発売され、Steam版は約2年後の2023年9月21日です。 遅いよ!! コンシューマーゲーム機を持っていないのでSteam版を待っていたのですが 本当に忘れてた時にたまたま新作チェックしてたら出ていることに気づきました。 会社の方針かとは思うのですがもっと早く出してくれない物かなぁ…
Visual speaking, it's a departure of the most recent EXPERIENCE game, Undernauts. It looks like they're trying to appeal to a much younger audience. With that, the tone is much more lighter. I for one prefer the more darker side. Notable features: Longest game title ever (probably) Recycled music, sound effects from their previous games. i.e. SoSC most notably Some newer music and nostalgic 80's-90's sound effects Graphically appealing - even if it's not for me Enemies are mostly animated - even the little bit is nice A lot of loot drops - like every battle Does not appear to be any random battles - you can see all the enemies on the map. This makes grinding a lot more tedious since you have to constantly exit the dungeon You can revive or heal just by going back to down You need to manually level up - this is nice since you can allocate points where you want You build you team almost as soon as you start a new game - much like Etrian Odyssey Acquiring skills is much like Undernauts - skills cost SP, which you earn as you level/progress. Some skills are also level locked Very simple story To sum it up... it's not bad. It's just not worth the $50 entrance fee. Even though I said I'd pay $60 in my Undernauts review, this isn't necessarily a game you need to EXPERIENCE. Most games in the genre, i'd expect to have some sort of level up type growth... Ironically, like EXPERIENCE's logo, their level bar only goes up a fraction. Knock this down to $30 and I think this is a solid purchase. Thumbs down @ $50, thumbs up @ $30.
Having played the Japanese Switch version and restarting on the PC version, I can say that I am enjoying this Experience game. I like how it brings new elements to their style of gameplay. There is enemies you have to chase, enemies that will chase you. Playing on normal and hard difficulties makes it harder to track you map until you find the proper key item. You are also graded on how much of the map you fill out, so those who like to map out every square of their DRPG games will be rewarded. Grading is also determined by how fast you defeat the bosses. The reward is also higher for fighting the boss at a certain level where the lower you are, the better you victory will feel. The artwork is very cute. It features the artwork of Motor, who also worked on the Genki Tokki Seven Pirates game. You can use their models for the game which range from typical heavy armor paladin, to cat girls. I was wondering if it would be changed for the western release but glad everything is the same as the Japanese version from all the DLC, unaltered artwork and difficulty. A must play for other Experience RPG fans and anyone that has played and enjoyed DRPGs before. Other RPG plays might need to play other easier DRPGs like Demon Gaze to see how they feel before plunging into this more classical game.
TL;DR Wait for a sale. I was looking forward for this game a while back because I love Mota's art and especially for 7th Dragon DS. I was excited to see more of their designs. I was severely disappointed by the small amount of options. There's no setting to add your own pictures or there's just no modding community for this game. - The gameplay is OK and it can be pretty fun! It's a very cozy dungeon crawler. - The aesthetics is super cute. But I'm not gonna lie, I wish I was playing EO: Nexus instead.
Mon-yu is Experience's latest DRPG, and builds off of the gameplay changes that Undernauts started over the gameplay designs from their earlier works. Of chief notes here are the inclusion of challenge modes, improved respeccing, and equipment leveling changes, all of which work well to allow you to design the kind of challenge you're looking for and what you experience. As for the PC port specifically, while it doesn't have anything of note in regards to "PC Exclusive" features, overall the game works well, looks good, and doesn't have any weirdness that would detract from the experience. All in all, the game is about a 30-40 hour quest to 100%; And while that time is spent with some impressive gameplay and Experience DRPG fun, it's up to you to determine if that's enough to justify it's price tag.
チームラのDRPG 職などは黄泉ヲ裂く華と同じような職業になっているが常駐効果などのバフ辺りは削除されている感じ。同じく転職などは自由にできる 戦闘は割ときついがそもそもランダムエンカウントではなくシンボル式なので全力で殴り合うような感じではある レベル制限はかかるが代わりにスキルポイントや武器強化は制限がないので戦闘を繰り返すことでタイトルの様にいつかは倒していけるはず 全滅してもデメリットはなく、むしろ一時的にHPMP上がるなどのメリットをリスクなしで受けれるので全滅してもいいやぐらい気軽に戦闘すればいい点ではある意味楽ではある 欠点はさんざん言われるが評価システム。マップはまだしも平均レベルやターン制限などもあって例えば一人旅みたいな方式は完全に否定されてしまっている。 評価でS取らなければいけないのはないとはいえ評価があったら高評価狙いたいのが人としての性だと思うのでこれはいただけないと思った また武器強化が戦闘を繰り返すことで成長することにより、というシステムになってるがこれのせいで装備の入れ替えがなかなかしづらいことになっている。無難にランダムで+付与される方式でもいいのではないのかなぁと。一応黄泉と同じような形で武器ランクがある程度変わることで普通のより防御が高いとかもあるのだが・・・ また、前作に比べるとバフデバフがほぼ命中回避低下ぐらいになってるので編成の自由が上がった。 かのように見えて実際は物理魔法に強いどころか無効化するボスが中盤から出てくるので魔法攻撃要因の魔法使いを二人は入れておくことがほぼ必須のような感じになっていた 転職のデメリットがない(一応能力値上昇アイテム以外)ので変えればいいとは思うが、そうなると今度は装備の熟練度が足を引っ張る形になる。結局装備し続けたほうが強くなる以上は転職するよりはと。ランダム+なら拾った高プラスのがあれば即戦力になっただろうにと また、セット装備で能力値にボーナスが付く仕様上で胴体は今まで頭だけ変える。というのもややしにくいのもマイナス要因 またラスボスのレベル評価の★4がレベル32程度なので各キャラも本領を発揮する前に終わるような印象が強い。スキルもそれほど習得できず、ようやく30レベルで習得できるスキルもMPを思うと豊富な魔法使い以外は・・・と もう少しクリア後があるのならMPとかスキルポイントで余裕が出てくればまた違った印象がでるキャラはいたとは思うが・・・騎士などは正直今作では忍者が幻影を覚えたらほぼ必要性がなくなる。 そこそこ面白いけど個人的には微妙、新システムなどが完全に足を引っ張る形に やすければ検討してもいいかもしれないがこれ買うぐらいなら同社のほかの作品をすすめる
エクスペリエンスの3DダンジョンRPGのファンで 当作品以外は、全てプレイ済みです。 当作、デスヘイムクリアまでプレイ済み。 クリアまで頑張ろうと思いましたが、やる気が出ません。 今までのダンジョンRPGと違い、今作は「全滅が軽い」です。 雑魚ですら相当強く、容易に全滅しますが、ペナルティはゼロどころか 全滅後に、HP&MP最大値が若干増えるオマケ付き。 レベル上げに制限があり、キャラを思う存分育てられない。 スキル降り直しや、転職にもペナルティゼロで 雑魚やボスに対し、パズルのように転職を繰り返して対処する。 今までのダンジョンRPGに「似てるようで、明確に違う」ゲームです。 サムライだったのに、魔術師になったりで キャラに愛着が沸きにくいのも、私に合わなかったのか・・・。 漢字のふりがなもズレてたりするし、私はお勧めできません。
I do like it but other games in the genre have more depth. the quality of life stuff is top notch but the price is high for how much is here.
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