

MONSTER MONPIECE CARDS UPGRADE
The upgrade system also provides a rather unclear path with what benefits each card will get, and so some upgrades will just end up making things worse in the long run. The minigame was clearly built for the Vita's touchscreen, and the transition to keyboard/mouse hybrid controls has not done this already inane system any favours. Simply put, it's a juvenile fanservice, but that might be slightly forgivable if the system wasn't absolutely terrible to control. Rare cards are extremely uncommon, which, while fair considering how plentiful money is, still doesn't feel good when looking for that one rare card.Ĭards can also be upgraded through the "First Crush Rub" system, which allows May to tap into the hidden powers of her monster girl cards by rubbing their clothes off. Packs come in either one or three card varieties, which is rather significantly below the common amount in just about any card game. Opening packs doesn't have that usual excitement either. The best strategies are obvious very early on, especially with the bonuses those strategies provide, so there's no real reason to try new things or iterate on different deck ideas. The elements of personalisation and careful crafting are so shallow here, there's almost nothing about the actual deck building that feels honestly rewarding. A lot of the inherent joy in any card game is the thrill of building a deck in a way that feels rewarding to the person playing it.

This is where a lot of Monster Monpiece's problems come from. The matches do begin to feel samey very quickly, and there isn't really a ton of variety in cards, other than what numbers are printed on them. It's not an amazingly deep system, but it's different, and it does hit some of the right notes. She can also deploy support units which can buff and heal other units directly in front of them. May can reinforce her team by fusing monsters of the same tribe (such as bird, beast, and dragon tribes), combining their stats into a more powerful monster. Monsters summoned will attack opposing monsters played during the opponents turn if they're in range, but won't advance a space the turn they're played, barring some special abilities. Each player has a set number of HP, and each monster that makes it all the way across the board deals a single point of damage to it. Each card has its own stats, such as the cost required to play it, health, attack, and another stat used for a couple different types of support cards.Įvery turn, May can summon one card to any of the spots on her side of the field, which waits a turn before advancing to her opponent's side. On each turn, May recovers mana, which she can use to play any one of the five cards in her hand, drawn randomly from a deck of 30-40 cards. The individual matches aren't long, but there's enough of them that it starts to feel like a slog before the story has barely even started.Ĭard battles take place on a 3x7 grid, with a 3x3 section reserved for both May and her opponent, and a single column of neutral territory separating them. The map is navigated almost like a board game, with different fights and events on each individual space. May, her partner Fia, and their friends Elza and Karen travel across the world, fighting monsters or other girls at every turn. The plot is largely unimportant, and the characters are bland and forgettable, and the monstrously long sections of dialogue only serve to reinforce that. The protagonist, a shy girl named May, is tasked with using her abilities to bond with "monster girls" and fight with them to prevent disaster.
MONSTER MONPIECE CARDS PC
Monster Monpiece is a port of the 2014 PS Vita game of the same name, albeit adapted slightly for a PC interface.
