Monster Slayers

on Sunday, December 19, 2010
Monster slayers is a party based RPG about a group of adventurers who do the bidding of the ghost of the kingdom's king, who dies during the prologue. You start with one hero in your party, but the number will likely expand to five as the tutorial progresses. There are four basic unit types, each with 5 unique advanced classes. Like Dungeon Developer, it was created by Nerdook.

The most important part of the game it probably one you won't spend too much time on, that being the party screen. Here you hire warriors, change and upgrade your units, and equip your units with hats. The hats are the only form of equipment in the game, providing minor general stat bonuses to hp, max damage, or armor level. Every unit has the ability to upgrade and advance in class, but  each new class tier must be unlocked via the main storyline.

The game has four main types of game play modes, all of which are nearly identical. The Main story shows mini  cutscenes and sends you on a bunch of random and increasingly difficult missions that generally end with some type of boss. Bounty hunting is a mode in which you slay a stronger version of a previously defeated boss. Quests are side missions which involve a variety of tasks, but it really always has the same goal. Whether you are taking a caravan across the map, killing everything on the map, delivering an item on the other side of the map, or what have you, you are always simply walking forward, attacking, rinse, repeat. This holds true for the fourth game type, by it is still by far my favorite, the multiplayer challenge mode.

In the multiplayer mode, you select any team you want from someone else, and fight against them. The star raking shows the general ability level of the enemy team, but the value doesn't exactly always rule king. At star level 25 my team was able to successfully kill a star level 40 team, though just barely. Multiplayer battles are a fun pseudo pvp game type.

I really liked this game, and the pvp can add some additional fun to the game after it's ended, but a few design choices annoy me. Certain class branches are absolutely useless, notably anything to do with building damage. Buildings are rare, and usually the class upgrade choices are either take a unit that fires twice as many shots, or a unit that does double damage to buildings alone. Even if 50% of enemies were buildings, the building destroyers would never be the right choice, because two arrows is just as good as one double damage arrow. Another problem, which I hold it has in common with Dungeon Developer, is that you really dont have any control over the game. Being able to do something simple like set formations for your units would've made it so much better than just telling them to move forward, back up, attack, and defend as a group.

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