
Village & Monsters is a card game that challenges you to develop a human settlement as well as viruses. The settlement is periodically attacked by monsters, but the monster population is held back by a virus. The goal of the game is to reach a population of 100 people and not let the virus die.
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Languages: English, Russian
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Несколько озадачивающая игра, которая как родная смотрелась бы на мобильном рынке или на сайте с Flash-играми, упокой Господь их души. Это представитель жанра «Алхимия» (скрафти все предметы мира из того, что под рукой, и того, что ты накрафтил/узнал, как крафтить в предыдущие ходы) с некоторыми осложняющими типа-стратегическими элементами в обёртке пошаговости. Самая точная метка — «Головоломка» (+ «Логика»). В первом приближении можно спутать с Idle или симулятором фермы, [spoiler]а на деле это симулятор таблицы в Excel[/spoiler]. Больше всего меня смутило то, что все рецепты сразу открыты и доступны игроку в любой момент без ограничений. Ладно бы они открывались как метапрогрессия по ходу забегов — можно было бы с чистой совестью назвать «Village & Monsters» алхимик-лайком, ан нет. Следовательно, как может выглядеть прохождение: [olist] [*] Делаем скриншоты/выписываем рецептики. Скриншоты держим под рукой. [*] Получаем конечную продукцию по инструкции: постройки, предметы, вирусоносные формы жизни и постоянные карты. Фиксируем все коэффициенты, которые дают конечная продукция/постоянная карта (прибавка по расходникам, людям, провизии и т. п.). Таким образом, у нас есть две таблички, разнесённые по окнам крафта (деревня и вирус). [*] Составляем систему из линейных уравнений, где учитывается, что на каждой из двух досок для крафта может быть максимум 10 карт (ресурсы первого, второго и т. п. порядков), а постоянных карт может быть только по 4 на каждую доску. Система уравнений должна вести к населению в 100 человек. Решаем эту систему уравнений. Делаем ходы в соответствии с решением. [*] ???????? [*] PROFIT! [/olist] Почему в «Village & Monsters» нет ачивок — потому что разработчик сам открыл все рецептики и, грубо говоря, прошёл игру за вас. Элемента рандома, как я понимаю, в игре нет: вы получаете те виды расходников и настолько часто, которые и насколько обусловлены постройками/разносчиками вирусов. Убыль и прибыль населения, провизии и очков ДНК нам известны, и на эти значения влияют коэффициенты от построек, событий и др. конечных видов продукции. То есть, теоретически, пройти игру можно разными путями, потому что удержать баланс не шибко сложно, но принцип прохождения всегда более-менее один и тот же. Мой племянник научился собирать кубик Рубика по гайдам с YouTube, и теперь собирает любые кубики чисто механически и по одному и тому же алгоритму, и, надо думать, они не сильно развлекают его как головоломки/игра. Вот такое же впечатление у меня от «Village & Monsters». Что могу сказать хорошего? Игра не вылетает и не ломается, запустится на калькуляторе, микроволновке, счётчике Гейгера, картофелине. Обучение внутри игры ≠ туториалу, запускаемому из меню, и, кстати, оно понятнее, чем туториал. Сохранения работают в т. ч. при аварийном выходе. У игры очень стильные иконка и арт с экрана загрузки (он же стимовская обложка). Бед с русским языком беглым взглядом не замечено, всё чистенько, английский не проверяла. Всё. Из недостатков, окромя геймдизайна, отмечу, что игра не запоминает мои настройки. Если я захочу играть без музыки, на русском языке и в оконном режиме, то мне придётся каждый заход выставлять эти настройки вручную (это дело трёх секунд и трёх кликов, но всё же). Ещё хотелось бы иметь возможность настраивать размер интерфейса/текста, поскольку, хоть контрастность цветов надписей соблюдена, из-за мелкости текста я не могу сказать, что оформление совсем не вырвиглаз. Нейтрально отмечу рассогласованность в оформлении обёртки игры и самой игры — но, думаю, был бы бюджет на отрисовку «внутренностей», было бы тогда со всех сторон красиво и благолепно. Я лично игру не распробовала, потому что ем преимущественно рогаликовое и по старой памяти недолюбливаю Flash-игры (а оно очень похоже). Игру рекомендую купить, чтобы проспонсировать порт прикольной алхимички на мобилки с рекламой за открытые рецептики, но не вполне рекомендую играть. Я думаю, что «Village & Monsters» требует переосмысления геймплея, доработки механик и второй части в другой обёртке. Не рефанд чисто из наилучших пожеланий и за замысловатую уже существующую «базу».
Wow, what in the world did I just experience. The publisher is Piece of Voxel. This game's definitely a piece of something all right...
Village & Monsters is yet more barely working Russian trashware from serial shovelware pushers, and asset flip scammers, Piece Of Voxel. These guys do nothing but copy premade game templates and game tutorials, fill out a few things/stamp out basic levels using the construction kit templates, slap on an asset flipped set of sprites/assets, and dump them on Steam and into cheap nasty shovelware game bundles as cash grabs. Trying to get paid for someone else's game templates, assets... at best, this is shovelware, at worst, it's a scam/cash grab. Admittedly this entry, amongst the hundreds of garbage/fake games they've polluted Steam with seems to be some attempt to briefly make a game, abandoned by the developer, scooped up lovingly from the garbage pile by Piece of Voxel, because why waste a good opportunity to make gaming worse for everyone? Ilya873/Piece Of Voxel have shown a repeat pattern of unethically dumping other people's work onto Steam as a cheap, nasty cash grab, through this account or through closely linked/alt accounts. Here's some examples so you can see for yourself: [list] [*] "[url=https://store.steampowered.com/app/1547820]Top Truck Driver[/url]" = [url=https://marketplace.yoyogames.com/assets/5820/hill-racing-template-gms1-2]Hill Racing Template[/url] developed by Janko Knez [*] "[url=https://store.steampowered.com/app/1587940]DuelVox Max Quality[/url]" = [url=https://www.unrealengine.com/marketplace/en-US/product/western-desert-town]Western Desert Town[/url] developed by KK Design [*] "[url=https://store.steampowered.com/app/1655880]Kings and Pigs[/url]" = [url=https://pixelfrog-assets.itch.io/kings-and-pigs]Kings and Pigs[/url] developed by Pixel Frog [*] "[url=https://store.steampowered.com/app/1660460]Hoples[/url]" = [url=https://assetstore.unity.com/packages/2d/characters/pixel-adventure-1-155360]Pixel Adventure 1[/url] developed by Pixel Frog [*] "[url=https://store.steampowered.com/app/1787640]Kings and Pigs Prequel[/url]" = [url=https://pixelfrog-assets.itch.io/kings-and-pigs]Kings and Pigs[/url] developed by Pixel Frog [/list] Taking this shovelware seriously as if it was a genuine attempt to make a game, it doesn't meet basic minimum requirements that most PC gamers expect as standard. First, to describe what it is, I guess it's a "card game" but really it's more like a resource management clicker/sim that might as well be a browser game. You wrangle cards that represent resources like wood etc to build out your medieval/fantasy village, a bit like Settlers of Catan but without the map, and if it had been dropped on the head repeatedly as a child. There's also an aspect of virology which makes no sense within the theme of the game. Vodka and game development don't mix. There's no option to change the resolution and no useful graphics tweaks. There's no way to ensure this is running at the native resolution of your display. There's no guarantee this game will look right on any PC as a result of this hamfisted design decision. The game features mostly static, barely animated 2D images, the kind of thing you expect to see in browser/flash games. While the artwork itself, while mediocre, might be considered passable, the visual presentation here is negligible, it might as well be a slideshow or a Youtube video. Pac-Man, Space Invaders and Asteroids had more advanced animation and visuals going on than this game does. The controls can't be customised because the game has such a dumbed down, simplified interface that it's just point and click stuff like a browser/Flash game. The fact that the interface is this dumbed down might be seen as a problem in itself, however... this is a fairly shallow experience if you're the kind of gamer that likes to play games with deep, rich control schemes and interaction. You'll get none of that here. For gameplay purposes, because the user interface for this game is mostly just 2D static images... it might as well be a browser game. And we all know, Steam isn't here to compete with Chrome and Firefox. If the game can be done in a web browser, it's just not rich or compelling enough to appeal to serious gamers on PC. Some of the defects in the game can be attributed to the choice of using the GameMaker Studio construction kit/toolset. This is a very poor quality toolset favoured by amateur developers as it's cheap and requires little in the way of development skill, but unfortunately has very limited capabilities. Just as you can't make a silk purse out of a sows ear, you can't make a great video game if you use a terrible engine. GameMaker Studio is most commonly used to make retro pixel shovelware and cash grabs. A strong argument can be made that construction kits like GameMaker Studio should never be used to make games for profit, as the "developer", Ilya873 has done here. These construction kits are intended to teach people some of the basic principles of game development, and to make small demos to pass around with friends. They're not intended to replace to actual work of real, professional game developers. So it's inappropriate when amateurs try to use these for profit, without any actual, real game development effort taking place. This doesn't result in products that have any real meaningful value for gamers. These technical defects push this game below acceptable standards for any modern PC game. The poor quality of this game is reflected by how many people spent time with it. At the time of this review, SteamDB shows the all-time peak player number was only 2 players. This is a remarkably low number, and now, the only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 120 million gamers on Steam and well over 100,000 games for gamers to choose from, the overwhelming lack of interest in this low quality game is to be expected. It's also important to note the "developer" here has connections to a number of shady Russian asset flippers and review manipulators who show an organised pattern to scam and defraud gamers with fake reviews and asset flipping the work of others for profit. While reviews are about the games, gamers should be informed when developers act unethically. Whether these connections are the same developer using multiple accounts, or just working closely with other unethical developers, gamers should be warned about the harm to gamers by this developer and their associates. Buying games from unethical developers puts your money at risk. So, should you buy this game? Is this one of the best of the 100,000+ games on Steam? Village & Monsters is relatively cheap at $1 USD, but it's not worth it. Given the defects and quality issues with the game, coupled with the unrealistic price, and the questionable ethical nature of the developer and/or their associates (as outlined above), this is impossible to recommend. This is also competing with over 11,000 free games available on Steam, many of them far better than this paid product. [quote][b][url=https://partner.steamgames.com/doc/marketing/profile]Profile Features Limited![/url][/b] Valve have marked this game as "Profile Features Limited" at the time of this review. This is usually caused by poor sales figures and low community acceptance for the game (to date). Until this status changes, this game will not give you +1 to your Game Collector badge count, appear in profile achievements or any other Steam meta-accomplishments, nor can it be displayed in some profile showcases. If these factors are important to you, it may be worth holding off before buying this game.[/quote]
NÃO CONFIA, JOGO DUVIDOSO PARA SER PAGO.
nie git
Village & Monsters, developed by Ilya873 and published by Piece Of Voxel, is a compact strategy title that mixes card-based resource management with a survival concept built around opposing forces. At a glance, it resembles a minimalist village-building game, but its defining idea lies in how it asks players to manage not just growth, but also a persistent threat that is paradoxically necessary for survival. This tension between expansion and control forms the backbone of the experience and gives it a slightly unusual identity within its niche. The main objective is straightforward: build up a settlement and increase the population to a target number. Players achieve this by using cards that represent resources, tools, structures, and various developments, combining them in different ways to unlock new possibilities. The system is easy to grasp early on, with a clear sense of progression as new combinations lead to more efficient production and faster growth. Each successful interaction feels like a small step forward, reinforcing a steady rhythm that keeps the game moving at a comfortable pace. What distinguishes the game from more traditional builders is the presence of a secondary system that operates alongside the village. A virus-like force exists within the world, and it must be maintained carefully because it plays a role in controlling the monsters that periodically threaten the settlement. This creates a balancing act where players must manage two interconnected systems at once. Allowing one side to dominate can destabilize the entire setup, forcing players to think beyond simple growth and consider the long-term consequences of their decisions. This mechanic introduces a layer of strategy that adds tension to what might otherwise be a purely incremental experience. The card system itself is central to how everything unfolds. Cards are limited in number and must be used efficiently, encouraging players to prioritize certain actions over others. Some cards provide lasting benefits that improve production or stability, while others offer immediate solutions to pressing problems. Random events further complicate the process, occasionally disrupting plans and requiring quick adjustments. These elements help prevent the gameplay from becoming entirely predictable, even if the overall structure remains consistent. Visually, the game keeps things simple, using a clean and functional style that emphasizes readability. The interface presents information clearly, making it easy to track resources, population growth, and the state of both the village and the opposing system. While the presentation lacks visual flair, it supports the mechanics effectively and ensures that players can focus on decision-making without unnecessary distractions. The understated design reflects the game’s overall approach, prioritizing function over form. Over time, however, the limitations of the design become more noticeable. The core loop of combining cards and managing resources does not change significantly, and once players become familiar with effective strategies, the sense of challenge can diminish. The variety of available options is somewhat limited, which reduces the potential for experimentation in later stages. As a result, the experience can begin to feel repetitive, especially during longer sessions where new elements are introduced less frequently. Another aspect that stands out is how the game’s most interesting idea is not fully explored. The interaction between the village and the virus system has clear potential for deeper mechanics or more complex scenarios, but it remains relatively straightforward throughout. While it adds a unique twist, it does not evolve enough to keep the experience feeling fresh over time. This gives the impression of a strong concept that could have benefited from further development. Despite these shortcomings, Village & Monsters offers moments of genuine engagement, particularly for players who enjoy optimizing systems and finding efficient solutions within constraints. Its simplicity makes it easy to approach, and its central mechanic provides enough variation to remain interesting in short bursts. It is not a game that demands long-term commitment, but it can be satisfying when played in smaller sessions where its ideas still feel novel. In the end, Village & Monsters is a modest but creative strategy game that stands out more for its concept than its execution. It delivers a clear and accessible experience with a unique twist, even if it does not fully capitalize on its potential. For players interested in compact, system-driven gameplay, it offers a brief but worthwhile experience that highlights both the strengths and limitations of its design. Rating: 6/10
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