
Raid a gazillion handcrafted dungeons, collect loot and creature cards and build your own dungeons for others! MONOLISK is a fantasy ARPG, CCG and dungeon builder in a single package. Build dungeons, share them with your followers, gear up your heroes and clear levels built by your friends!
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Languages: English, French, German, Czech, Russian
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I really wish there was a meh option for reviews, because this isn't really a yes or no kind of game. Despite my playtime on steam, I have played this a bit on mobile, and so this review will be largely focused on the overall mechanics and progression of the game, as opposed to the port itself. To jump right in, Monolisk is a game split into two core modes, the ARPG dungeon crawling hack and slash, and the level builder, both with their own Pros and Cons. On the ARPG side, you have a fairly simplistic top down hack and slash with 5 classes to choose from, and 4 possible skills equipped at any time. Then based off the level of your gear and hero themselves, you can tackle levels made by other players to accrue small amounts of currency and exp. With this stream of never ending player generated content, you have a much wider range of stages that go far beyond a random level generator, but likewise, that also means many levels aren't professionally made, so you trade craftsmanship for variety. The big problem arises with how the game handles loot however, you know, that thing that ARPGs live and die by. For in Monolisk, loot from dungeon crawling, isn't really a thing. Instead of monsters dropping any kind of usable or interesting items, they drop that aforementioned currency, in very small amounts. The actual total in each stage is based off the average clear time, and can range from 1-30. With this currency you can buy packs of cards for 1000, which contain 5 random cards. These cards could be useful gear to you, or they could be trash that you dust. With said dust, you can craft any card you want, but the ratios are absurd as it can take months of dusting cards to make a desired set. If that sounds unrewarding to you, it's because it very much is. Now once a day you do get a random daily quest, which can stack up to 3, and these can give 500-600 currency each, which means it's far more rewarding to play the game for 10 minutes every 3 days, than it is to play for several hours. This in itself kills any sense of that traditional ARPG Progression, but if you have a very limited amount time to play games, it can be nice. Now on to the level making portion of the game, which you would think the developers would really want to go all out on since this is what people will be engaging with most, both as dungeon crawlers and builders! However, that's not really the case as the CCG Gacha aspect of the game becomes its biggest downfall in this mode. For you see, to make a level, you require a map, a shard, which determines the size limit of a map, and the monsters themselves. And while the monsters can be used repeatedly on all your maps, the maps and shards themselves are one time use, and colour coded, so if you pull a green map, and a red shard, they don't work together, for no real reason outside bad monetization. What this means in actual practice, is as a level maker you're extremely limited with what you can actually make, and have to either throw literal hundreds of dollars at the game, or grind dailies for months before you can really start to make some interesting maps. Oh, and those dailies are all for the dungeon crawling side, so I hope you're not only here to make levels, because you get very little reward for even making them. Eventually, IF enough people play and rate your maps well, you'll occasionally get a pack from it, but these are extremely few and far between. As for the actual process of making said maps, you can place ground, furnishings, and monsters on a large tile based grid. You can get a bit creative in design, but there's almost no mechanical depth at all beyond place monster here or there. No delayed spawners, triggers, or patrol routes of any kind, just static monsters placed in one spot until aggroed. With the very very few things like portals and key doors, locked behind very rare map cards, that cost weeks worth of dust to craft a single copy of. You can also place signs with custom text, and link maps together in a campaign to create a pseudo storyline, but without any kind of NPC system, it feels very oddly fake. Like a ludonarrative scenario that you have to buy into with imagination, as opposed to the level itself feeling like the thing it claims to be. Overall though, despite the complaints, what is here is made competently and has a nice layer of polish for an indie game. The developers themselves are also worth praising as they are friendly and active on the discord. I do not personally believe the poor monetization is done out of malice or sheer greed, but it does inadvertently ruin the game. This is just one of those games that would have been so much better off being a 1 time purchase with DLC, as the CCG Gacha kills the joy of ARPG progression, and dramatically limits your tool kit as a level maker. There are just better games in both genres that are so much more respectful of your time and money, but at the end of the day, it's not the worst of its kind either.
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MONOLISK is a tough game to recommend, so I won't. The idea behind it is great: you explore player-created mini-dungeons, or "shards", with one of five heroes of your choice (you can swap between them between dungeons). The execution and artstyle aren't bad. The problem lies with the monetization system - it is much akin to early Hearthstone levels of greed, back before there were "Watch&Learn" dailies to get packs, and events to get packs, and brawls to get packs, etc. Here, once you progressed passed the few starter rewards, you only get one daily quest for roughly 600 points, and whatever you can scrounge up from shards (up to 30 points from a larger shard, and as little as 0 from some of the more "inventive" puzzle shard makers who forget that players also want to be rewarded). Where it all falls flat is that you need to open packs to get more minions for your shards, more shard environments and more shard stones to keep creating and keep your content at a relevant level, and unless you play obsessively you'll only get one pack each two days. And while you can buy packs, and I'm sure the devs hope you do, the packs usually won't contain what you want, and breaking what you get and crafting what you want is horribly expensive. So if you want to - let's say - make a dragon lair style Crimson Zikkurat shard (something I have seen done quite beautifully) be ready to fork over at least 25$ for two legendaries. More if you want to keep some of the minions and a good stone to work with. And while you pay that, you get nothing for your heroes. Oh, and while we're listing the game's flaws, there is what is called the account level; you can only play shards up to 5 levels higher than your account. You only gain account level exp by opening packs (even if you only open creator packs, meaning you get nothing for your heroes). This just paygates the content you can access. If you're playing the mage and got some good gear, you'll be invincible in no time flat (especially if you choose the staff as your free legendary, which makes your first spell deal splash damage), but you will only be permitted to fight in low level, low mob density shards because you didn't pay enough. Obviously, this makes the game needlessly boring. You might think "Oh, well, I'll play the other heroes and only pull out the mage when I need to!" except the developers foresaw that, and decided to punish you if you try to have fun. So each hero gains passive stat points as you play them. Those are not shared with other heroes, which means that in order to efficiently clear higher level shards and the increasing monster numbers in them (since monster stats are set, and variety is limited, the only thing that higher level shards can have is more dudes) you will want to have said stat points. This means you are incentivized to only play one character, or two at most, otherwise they'll all be substantially weaker than they could have been. It could've been grand, but as it currently is the most I can afford it is a 5/10, and that makes me slightly sad. Oh well.
With this game you can have fun in two ways: -You can play the maps created by other players: You will have 5 different types of heroes to choose from, each of which has specific abilities. There are nearly 300 different types of equipment in the game, for now, this translates into infinite possibilities of customizing your hero, so that you can adapt it as you prefer to your playing style. As for the maps to play, being created by other players, you will find new maps to play every day. -You can create your own maps to entertain other players: You will be able to create your own maps with an easy to use level editor. To do this you will have at your disposal 20 different types of terrain, and over 40 different types of enemies. As for the technical part, this game has really good graphics, and a soundtrack no less. The gameplay is simple and easy to master. There is also a mobile version (both for android and for IOS), with which you can connect your account, so you can progress with your adventure even when you are not at the PC. Last but not least, the social side: directly from the game menu you can join the official Discord server. In this server you will find a lot of other players with whom you can talk about the game and more, get advice, suggest improvements (the developers are very helpful)... So my advice is: download this game now and start enjoying!
MONOLISK is the closest thing we have to getting a game like "Mighty Quest For Epic Loot." This makes me very happy to play, but also sad that Monolisk misses some major points as well. What I enjoy is the simplistic design and gameplay. Yes this game is originally a mobile game, but it's still super fun to play. Pick a class, enter some maps that other players have made, and try to complete them. Then you can gather some monster cards and level themes, and create your own maps or even an adventure by stringing 5 maps together! This is what I was saying this is as close to Epic Quest we can get, since Ubisoft killed off that game. That was the main reason why I loved that game, was the building the maps for others to play. You gain the XP and money from the maps, and you repeat that over and over! This is where my biggest problem to the game is as well. The grind you have to put in to get ANYTHING is huge. To get gear and monsters for your maps, you need to purchase "card packs" which cost you 1000 orbs per pack. The issue, per map you can get 1-30 orbs. PER, MAP! There is some daily challenges as well, but you only get 1 per 24 hours, and don't take long to finish. You can also earn packs from people playing and leaving stars on your maps. That's fine and all, but with the real lack of players, you won't get many. I mostly hate that you can ONLY get cards from those packs. You can earn a card after so much "crowns" (your points from beating maps) but you only get 1 card at a time from a selection of 5. Which again the grind for them is very long! I just wish you were able to get random item drops for finishing a level or adventure, or even be able to get crafting materials as drops as well, but you can't! Even the crafting materials (one for gear, another for monsters) you can only get for salvaging duplicate items! This sucks! Which, doesn't really matter as you can only craft basic items, but can craft any monster. In the end, I am still enjoying this game, though I'm not sure how much more of the game I'm willing to grind through. Here's hoping that they expand on this game more, as this is the kind of game that I really love and want to play more of. I just don't want the stupid long grinding. A person can only take so much before they decide to stop and move onto something else. Still, I am enjoying this and will keep playing it here and there. Plus it's free! [h1] [url=https://store.steampowered.com/curator/32912601-Aythadis/] My Currator Page for My Other Reviews! [/url] [/h1]
I've been playing this game for over a year on mobile. Monolisk is an interesting free to play game, made by a small development team and has great potential. It's a fantastic freeware game that gives you the ability to build your own shards (maps) and possibility of combining them in one campaign, moreover, all the maps are created only by the player base. Unfortunately, this is a double-edged sword, but more on that later. The map editor is very simple, but at the same time it is very functional. To create the shard you begin by selecting one of the realm card (available in 5 colours) which define the appearance and type of blocks available. Then we choose a same colour of shardstone (available in different sizes) that determines the maximum number of monsters, text signs, object and the number of available blocks. All in-game items, skills, realms, shardstones and monsters are obtained in the form of cards. These are acquired from card packs that can be purchased with the in-game Orb currency gained during the game or with cash. The big advantage of Monolisk is the ability to get everything without spending anything on the game, but it will take a lot of time :) The loot-downside is the lack of any system to guarantee better card quality over a certain number of opened card packs... The RNG in its purest form. We can't forget about ARPG aspect of the game. This is when you earn most in-game currency. You can choose from 5 characters, which we can customise using items, skills and passive points. Passive points are gained by passing maps and getting Glory. At the moment the gameplay is not very complicated and unfortunately it gets repetitive quite fast :/ Another downside are poorly constructed maps made by some players, especially at low level. However, it is possible to follow players who build maps that suit you. Overall, I recommend it :)
[i] My Experience [/i] I was excited when I found Monolisk. It looked quite polished, with its charming, isometric graphical style, and was a free ARPG (a genre that I love). Unfortunately, it's just not that fun to play. The combat feels stilted and simplistic, and I never quite felt that I had complete control over my character. The game moves fast, and I often missed enemies that I was trying to click with my mouse to attack. They would just sit there attacking me until I could pinpoint them more precisely. Your skills and gear are randomly dropped, and so Monolisk is less about creating a build and more about just making do what whatever the game decides you can have. This was a real deal-breaker for me, as looking through skill trees and creating a build is one of my favorite aspects of ARPGs. The levels are of wildly-varying quality since they are almost entirely user-made, and there is no real story campaign to speak of. There ARE sequences of user-created levels that the game designates as "campaigns," but these were generally incoherent. Although it's nice that Monolisk is free, I'd just recommend rolling a new character in a [b]Torchlight[/b] or [b]Grim Dawn[/b] if you have that ARPG itch.
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Here's what I think of Monolisk ATM. Pros: Fun start, lots of new packs to get you going. It is fun and rewarding when other players rate your maps. In game purchases are not expensive. Cons: Not enough players for you to keep going, stars required to get new packs gets more expensive and there is no players to fill that. ON THAT NOTE - There are packs that you get by just playing the game until some point and then game just DIES. This has to be infinite 'till more players are playing the game so you can get stars. There is no incentive to keep playing because to get 1 pack you usually need around 50 levels and that's with 20 shards average but that can be way lower. I really LIKED the game and recommended it to everyone around me since its f2p and can't lose anything BUT at this point without limitless amount of packs for playing people just quit and you can't progress further. I will give it thumbs up if developers add that back to the game, I think people would stay longer and player pool would be bigger for everyone to enjoy!
The controls have a stupid layout probably due to the lazy port from mobile. It's pretty bad even for a mobile game.
It is a dungeon exploring game, except the dungeons are made by players. You have five heroes, you can level them up and get different types of gear for them, same goes for your dungeons, different enemies, levels, and tiles. It is fun if you're into that sort of game, otherwise, it does get repetitive quickly. Hope this helps. Sincerely, Some random guy on the internet
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