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Monster Sanctuary

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1Monster Sanctuary Empty Monster Sanctuary Thu Dec 10, 2020 2:52 pm

Birdman


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Some new indie game.

I might post some videos later. It you can look them up yourselves. It's not hard.

I got the basic gist of it. Here's some quick notes.

>Turn based monster game similar to Pokemon I guess.
>You can have a party max of 3.
>Defeating monsters may cause an egg to drop. That's how you get new ones.
>Status effects matter. Trigger almost always.
>Monsters have equipment.
>Tons of abilities. They have 4 skill trees.
>Skills are level locked. For example I can't access tier 2 skills until level 10.
>level design is 'metroidvania'.
>Each monster has a field ability for stuff like traversal or find stuff.
>You choose one of 4 starters. I got the frog because it looked poisonous. And it is.
>There's some kind of evolution but not sure on specifics.

More later.

2Monster Sanctuary Empty Re: Monster Sanctuary Thu Dec 10, 2020 10:32 pm

Birdman


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Evolution explanation.


There's also light and dark versions but I don't know how those work yet.

3Monster Sanctuary Empty Re: Monster Sanctuary Fri Dec 11, 2020 5:41 am

Birdman


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Once again, poison and burn are pretty much identical. Damage at the start of each turn.

I think Trials of Mana had the most unique version of burn I've come across.

4Monster Sanctuary Empty Re: Monster Sanctuary Fri Dec 11, 2020 12:31 pm

TaiTsurugi

TaiTsurugi
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Do they affect stats like in Pokemon? I.e. Burn decreasing attack paralisys decreasing speed and stuff like that?

Also are combat and animation fast? The game looks interesting, but I worry that the turn based combat could become a chore when you start to backtrack or get lost in the metroidvania map.

https://www.youtube.com/channel/UCFWlmU4vDpbsx6v7TMfgtyQ?

5Monster Sanctuary Empty Re: Monster Sanctuary Fri Dec 11, 2020 2:30 pm

Birdman


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>Do they affect stats like in Pokemon?

Not that I know of.

>combat animations fast?

Not really. But you can see the enemies and jump over them of use the bird to glide past if possible. I just got double jump which makes avoiding even easier.

There's an option to speed up battles and also a weird rule where monsters won't respawn until you've had a few other fights first.

The combo mechanics is neat. Every attack does an amount of hits. Healing and buffs also add to the combo. The higher it is the more damage or healing you do. So the monster who goes last will be stronger/heal more.

There's PVP too. Can't wait to get to this. I already have a team build in mind. I hope this game doesn't boil down to raw damage.

6Monster Sanctuary Empty Re: Monster Sanctuary Sat Dec 12, 2020 1:19 am

Birdman


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So burn is a little different from poison but only in how damage is calculated.

Burn does damage based on the target's magic defense or attack, whichever is higher.

Poison is 10% of the target's max HP.

7Monster Sanctuary Empty Re: Monster Sanctuary Sat Dec 12, 2020 3:05 pm

Birdman


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Got a nice setup now, but at times it takes a while to win because I refuse to change to exploit weaknesses.

My team is all poison types. Toad has a passive that has a 40% chance to apply poison when being attacked and another that has a 25% chance for it to take a hit for an ally.

Blob has a poison and def down attack. A passive that applies a random debuff to a random enemy every time it takes an action that isnt attack. There's no defend command so it's healing or buffing. I use this blob to heal so I get tons of debuffs in.

Blob later gets a skill where each blob in the party will apply armor break (def down) to a random enemy after each action. I plan to build around this but you don't get it until level 40.

There are some other skills that go well with this like the one that makes debuffs do more damage if armor break is applied.

Debuffs stack too of you have a monster with that skill. I got this mushroom thing that can do it with poison. Debuffs can stack up to 3 times but the second and third are weaker.

Seems to be a really debuff focused game. They will always work even on enemies that you'd think would be immune. Bosses too. A lot of the healing spells or passives have the ability to remove a stack or two, maybe more if it's  a high tier spell.

8Monster Sanctuary Empty Re: Monster Sanctuary Fri Dec 18, 2020 11:13 pm

Birdman


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Just got some info that made me drop this.

You can't use more than one of the same monster in PVP. At first you could but it was removed. Apparently it led to serious balance issue and cheese strats. Which still exist, but not as bad I guess.

I don't give a shit though. This removes so many options and customization of teams I can't even imagine them all. They should've added a separate arena where anything goes.

A while back I almost got into Magic: The Gathering. I was informed there were two types of battles. One where you can only play using cards from the current rotation, and one where you could use absolutely anything. They should've done PVP like this.

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