MONOLISK Trickster Arts s.r.o. Raid a gazillion handcrafted dungeons, collect loot and creature cards and build your own dungeons for others! MONOLISK… TouchArcade Rating: Free Buy Now Watch Media DetailsRaid a gazillion handcrafted dungeons, collect loot and creature cards and build your own dungeons for others! MONOLISK is a fantasy mobile 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! * Clear heaps of dungeons in an online hack 'n' slash RPG * Collect cards with equipment, abilities, creatures and environments * Customize your 5 heroes with various playstyles * Design unique levels for your friends and followers * Craft new cards and expand your collection * Tell your own stories * Help others rebuild the shattered world of MONOLISK! Information Seller:Trickster Arts s.r.o. Genre:Action, Role Playing Release:Oct 15, 2019 Updated:Feb 07, 2021 Version:1.051 Size:244.9 MB TouchArcade Rating: User Rating:Unrated Your Rating:unrated Compatibility:HD Universal https://apps.apple.com/us/app/monolisk/id1443189754 Kiven Well-Known Member Dec 2, 2011 78 5 8 Male Frustrated Wrestler and Lifelong Gamer Philippines #2 Kiven, Oct 15, 2019 Last edited: Oct 18, 2019 Played a few levels, some early thoughts - Bastion-y feel, you have access to all archetypes at start - ARPG style combat, with skills that have cooldowns - Some of the UI can use some visual upgrades in the future, some look bland or hard to read (preference) - Level creation is fun although more looking for more precision in the tools - Fun to see what type of crazy shards other people have created - not much hand holding in the early game, need to figure out what certain buttons do Added impressions: - Maybe it needs a better matching algorithm for shards in level and difficulty, i always seem to run into into shards where the map maker just dumps their strongest characters i get into a john wick type of swarming fight or maps where a strong enemy is just waiting to ambush me. lol. - Having said that, some of the better maps use elevation and terrain to their advantage. Some even have thematic stories to tell via the signposts. One i loved was one shard with a ton of spiders, my mage had a field day on that one. not particularly complex but good way to play off the strengths of a archetype. Edit a few days later: The combat isn't that satisfying. I feel that the idea was potentially great but the overall execution of the game itself is a boring and bland. hopefully the devs can build on this and get more success. MetaGonzo Well-Known Member May 7, 2009 1,459 271 83 #3 MetaGonzo, Oct 15, 2019 I like the look of this; I’m always keen on anything with user content. I like the style; it’s a nice clean minimalist aesthetic but as we see that’s a personal preference. Looking forward to spending some more time with it; it does indeed need a bit of figuring out. I’ll add you, Kiven. Grungebob Well-Known Member Jul 10, 2010 129 4 18 #4 Grungebob, Oct 15, 2019 The game really needs a few tool tips or a tutorial. Liking what I see here, but slow going on the learning. anybody know how to add elevation on a map? MetaGonzo Well-Known Member May 7, 2009 1,459 271 83 #5 MetaGonzo, Oct 15, 2019 Once you’ve laid ground level tiles, you can choose to place higher level tiles on top of the ground level ones. Looks like just one higher level, accessible by stairs. Grungebob likes this. Royce Well-Known Member Mar 22, 2011 4,240 180 63 #6 Royce, Oct 15, 2019 So far at least that’s all I have access to or have seen. It will be interesting to see if additional tiers can be unlocked through opening packs. Grungebob and MetaGonzo like this. adamphetamine Well-Known Member Jan 4, 2011 968 31 28 Programmer/3D Modeling Bethlehem, Pa #7 adamphetamine, Oct 16, 2019 Hugely disappointed with this game. It's very bland and boring. The grind wouldn't be bad if the gameplay was fun but it's just not. It might get better down the line but they would need to do so much more for that to happen. Don't even get me started on the IAP packs which are nearly complete junk. Ugh I was excited about this game too but it's just a major letdown. jasontkp Member Jun 28, 2018 9 2 3 Male #8 jasontkp, Oct 18, 2019 I agree with you on this. zodiac2k Active Member Jun 23, 2019 41 9 8 Male Software Developer Germany #9 zodiac2k, Oct 18, 2019 I like the UI and the design. It is very clean and the surprises how the level has been constructed are exciting I really enjoy playing user content. Unfortunately the gameplay itself is not very challenging so far (i am level 5 now). It feels like it doesn't really matter which hero you play or what skills you use. I know there are many people out there who want to have easy challenges and don't want to loose. But that is not how you get me deeper into game mechanics to build a challenging level for others. One remark... seeing the first IAP offers already after a 4-5 minutes in the game while opening packs let me thought of uninstalling it again. Ringerill Well-Known Member Dec 13, 2012 315 170 43 #10 Ringerill, Oct 23, 2019 I have been following this game since the beta so I knew what to expect from it. I agree that the game does seem bland at first with simple map where you just advance and kill whatever is thrown at you. However, the more you play (in term of days and packs unlocked, not really runs), the more you discover some potential mechanics that makes the game much more fun and strategic. For instance, you have the 5 classes at start but they don't have any equipment and no spells of interest. If you go to Collection and lick on Crafting, you can see what cards exist. You have special equipments that give you certain perks or improved skills and you have spells (attacks, snares, summonings, buffs...) making your progress more based on skills than just pure raw power in some cases. You can also have different "biomes" and each one of them offers unique types of items to construct your map with and also different monsters to populate it. You can have destructibles, traps, doors, stairs, etc. Some people construct worlds just for fun without any special theme, some create some stories, some do labyrinths or some create farms just to quickly slaughter monsters. When finishing a world, you can get Orbs to exchange for packs and Glory to have a kind of rating which I guess is seasonal and will award more packs at the end (not sure about that sorry). Also, there is a possibility to disassemble you cards to receive some dust and craft other ones (e.g. Hearsthone). However there are some negative points that I want to address to people who might hesitate to play this game, even if it is free. At least free money-wise but not time-wise First, there is the fact that you begin with some ressources for maps and some monsters but it is quite limited. Sure when you begin you don't really need the whole thing but after some hours of playing, your creativity might be stopped due to the limited amount of items you can place in your map. You can still create some relatively big maps but the originality might suffer, especially in terms of monsters. The levels you can play have a difficulty rating assigned to it and it limits you if your account level is not high enough. I still don't understand how it is decided but it seems to be related to the amount of monsters on the map meaning that you wouldn't be able to beat the level anyway. Still, I would have liked to try it out anyway, even if I die... The level of your character seems to be only upgraded when you open a pack. Correct me if I am wrong but I played countless maps and the level didn't progress but opening a pack made a 25% progress for the level... Yes, packs can be bought with Orbs that you can loot in worlds but not only you drop a really small amount per world if they are really optimised (the maximum I got was 30 Orbs in ~5min of play), you can only receive drops once per day. And you need 1.000 Orbs to actually purchase a Pack. You have daily quests but they reward you between 400-600 Orbs so you can't really open a pack per day unless you farm like crazy in special maps (because not all monsters drop Orbs and not all Chests contain some). And even if you buy a pack, its the loot box mechanic anyway where you have a certainty of having 1 Rare card but after that is pure luck. One last problem is the reward you get after you complete a world is not clear. Some maps are fun, have many monsters and chests but still you might only gain 10 Orbs and 200 Glory. Even with these points above, I have decided to continue but my main point is now to try and understand what are the actual mechanics behind rewards so that I can construct worlds for people to grind Orbs and Glory efficiently and have more freedom later to build creative maps and venture into more difficult dungeons. When people play, they want a rewarding experience and a possibility to do things on their own. Imagine Minecraft where you had to unlock the different minerals and tools in booster packs before actually being able to craft them? Feel a little bit like it. My recommendations to new players? Create an account, do the tutorial and a quest, open 3 packs freely and hope to receive several epics or legendaries (if possible in their golden versions). If you don't, just remove your Apple link and reinstall the game (if not, your account will be linked to your phone/GC). It can be done in matter of minutes (10-20) so you can repeat it quite easily. Once you are satisfied with the results, go disassemble your epic and legendaries and craft the biomes or monsters you want or get more decent gear. stubbieoz likes this. Erric Well-Known Member May 20, 2013 80 3 8 Czech Republic http://www.erric.cz #11 Erric, Oct 30, 2019 Glory system overhaul We reworked the glory system! available in app version 1.009. This update will become mandatory before the start of November season. More details here: https://monolisk.net/blog/glory-system-overhaul/ Ringerill Well-Known Member Dec 13, 2012 315 170 43 #12 Ringerill, Oct 30, 2019 Well, what I get from this update is that it does indeed aim to make not farming maps fairer for the Glory rewards. It is already nice to see that they work towards balancing the whole thing and not just aiming at destroying the farming maps system. Basically, it makes people who spend 30 seconds of farming and those who spend 5 minutes in a "normal" dungeon earn the same rewards. However, the main issues will remain it seems. Glory is only useful for Season rankings and do not give you any other advantages. So people who want to be highly ranked will prioritise efficiency over pleasure (at least that's what I would do if I tried to stay competitive). So if you have the choice of playing a map for 20 seconds or 5 minutes to earn the same rewards, what would you chose? Even if the maps can only be accomplished once a day, the amount of playtime you have per day is limited. But they seem to write that it will be a choice, either you want to play complicated maps or just farm in special ones. Also, there seem to be some changes in the rewards that will tend to minimise the gains in Farms but I wonder if it will not backfire like the previous update. To summarise, previously a method consisted in putting a huge amount of spider eggs which in turn spawned spiders with 1 HP. This allowed to easily kill them in chain and be rewarded with glory easily. To counter that, what happened was that the amount of Glory you got from monsters was divided by ~2. So because of that, many low level maps also gave less rewards without any bonuses to compensate this... They increased the rewards based on the time you spent on a map? That directly enters in conflict with the loading message "Sometimes, less-is-more is better when building maps", meaning that small compact maps are better than big empty ones. So now spending more time in a map is better? I didn't have time to experiment with this but if it indeed boosts the rewards by a significant amount, I can also foresee maze-like maps with farms at the end just to compensate. One last point hasn't been addressed though, the rewards for map builders. Why do you think people build farms? Remember that they can't play them to get rewards themselves (which is a huge problem in itself imo). So the point is to build these maps for others to profit because the demand is big. The only reward map builders can get is stars (1/2/3 based on the ratings of people) and once a certain threshold is reached, a pack will be awarded. So there is not point for people to build long, complicated map apart from the joy it might give you. And even that may be limited because if you want to build more original maps with special monsters, you have to unlock that through packs anyway so you will be blocked at some point unless you pay... TL;DR: Great update that focuses on levelling the rewards from normal maps to those of farms. Still, some flaws remain but it is nice to see the developer care for that and trying to bring some balance to the system. LadTy New Member Sep 20, 2016 1 0 1 #13 LadTy, Oct 30, 2019 "So if you have the choice of playing a map for 20 seconds or 5 minutes to earn the same rewards, what would you chose?" Well the point of the rebalance is, that you earn the same amount of Glory for the time spent in two dungeons of the same level. So playing current farms that last 20s would give 15 times less than the other shard that lasts 5 minutes (300 seconds). The farms are lower level in general though, so playing a level 2 20 second farm would not give you as much glory as level 20 map, so it should be insignificant how long you spend in a dungeon from efficiency perspective, you chose if you want to play farm or a story map but you get the same glory per time on average on the same level. But if you can play higher level map, it's worth going into the higher level one instead of the level 1-5 farm. Erric Well-Known Member May 20, 2013 80 3 8 Czech Republic http://www.erric.cz #14 Erric, Oct 30, 2019 "So there is not point for people to build long, complicated map apart from the joy it might give you." Longer shards give the same average glory-per-minute reward, but higher level shards give extra bonus. It's more profitable to play high level shards than low level ones and farms are usually level 1. Ringerill Well-Known Member Dec 13, 2012 315 170 43 #15 Ringerill, Oct 31, 2019 Okay, I have tried several things and indeed the update took care of some things about farms and the like. For instance, you know in advance what the reward might be when you do a dungeon. This will definitely make some maps more attractive because you will know the reward you get and might want to invest some time in it. Still, the remarks from the posts before did not take some things into account. Yes a high level map is always more beneficial because the percentage of glory bonus after clearing it is proportional to the level of the shard. But being a level 8, I have no way to play a level 20 shard anyway... However, about the level of the maps being smaller for farms, I disagree. The difficulty level seems to be based on the points used by creatures. I managed to create an explosive map containing only small level monsters and it reached level 12. But, I don't know when the developper did that but it seems that the level of this map decreased during the day. So either it decreases with time or if too many people manage to do it too fast, the level drops. But it is just enough to republish the map for the level to come back to normal. Also, when I said "So there is not point for people to build long, complicated map apart from the joy it might give you.", I was pointing out actual builders, not people playing the dungeons. Builders are only awarded Stars and no glory when player play their maps. Even more, if I decided to build a complicated map of of high level, I will face 2 problems: the amount of people who will be able to play it will decrease because the average level of players is low at the moment, and if people don't manage to finish it, they won't be able to rate the shard or comment. This is a reason why I see more maps in the 7ish levels that are more popular than high level ones (apart from the ones created during the beta). So in definitive, I do like the way this update tried to correct and improve the rewards of cool maps. But I really wonder if will be motivated enough to continue playing this game because of the limit imposed by it. I can't do all the maps because I am too low level and to increase it, I have to buy packs. I have opened 3 packs and I only got equipment, making it impossible to create new shards or monsters. Also, I would like to build high level maps containing more interesting monsters but I couldn't unlock them and their price is way too high. The recycling only gives you a small amount of powder and it will take forever to unlock what I want (on average, you have recycle 4 units to create one of the same rating). In a game where creativity is key, limiting the shards size and monsters bothers me quite a lot Erric Well-Known Member May 20, 2013 80 3 8 Czech Republic http://www.erric.cz #16 Erric, Oct 31, 2019 Shard difficulty levels are dynamically updated based on other players' successes/fails. Yes, you can update them to restore their original difficulty, but it gets corrected rather quickly. (When you manage 10+ shards it becomes quite a hassle to resave them regularly). BTW consider meeting us on Discord https://discord.gg/PNMMWVW . There are discussions about various topics, suggestions and also list of top shards picked by the community. Erric Well-Known Member May 20, 2013 80 3 8 Czech Republic http://www.erric.cz #17 Erric, Nov 9, 2019 Featured maps added In the newest version we added Top Shards category in play menu featuring handpicked maps we like. It should now be much easier to find good levels/profiles to play and get inspired. All the details are explained in our new blogpost: https://monolisk.net/blog/new-top-shards-category/ Erric Well-Known Member May 20, 2013 80 3 8 Czech Republic http://www.erric.cz #18 Erric, Nov 9, 2019 Monumental palace level made by one of MONOLISK players Erric Well-Known Member May 20, 2013 80 3 8 Czech Republic http://www.erric.cz #19 Erric, Jun 12, 2020 The Massive Update for MONOLISK is here! 60 new cards, creatures, items, environments. Many new features and improvements, more here: https://monolisk.net/blog/the-massive-update-released/ (You must log in or sign up to post here.) Show Ignored Content Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
Played a few levels, some early thoughts - Bastion-y feel, you have access to all archetypes at start - ARPG style combat, with skills that have cooldowns - Some of the UI can use some visual upgrades in the future, some look bland or hard to read (preference) - Level creation is fun although more looking for more precision in the tools - Fun to see what type of crazy shards other people have created - not much hand holding in the early game, need to figure out what certain buttons do Added impressions: - Maybe it needs a better matching algorithm for shards in level and difficulty, i always seem to run into into shards where the map maker just dumps their strongest characters i get into a john wick type of swarming fight or maps where a strong enemy is just waiting to ambush me. lol. - Having said that, some of the better maps use elevation and terrain to their advantage. Some even have thematic stories to tell via the signposts. One i loved was one shard with a ton of spiders, my mage had a field day on that one. not particularly complex but good way to play off the strengths of a archetype. Edit a few days later: The combat isn't that satisfying. I feel that the idea was potentially great but the overall execution of the game itself is a boring and bland. hopefully the devs can build on this and get more success.
I like the look of this; I’m always keen on anything with user content. I like the style; it’s a nice clean minimalist aesthetic but as we see that’s a personal preference. Looking forward to spending some more time with it; it does indeed need a bit of figuring out. I’ll add you, Kiven.
The game really needs a few tool tips or a tutorial. Liking what I see here, but slow going on the learning. anybody know how to add elevation on a map?
Once you’ve laid ground level tiles, you can choose to place higher level tiles on top of the ground level ones. Looks like just one higher level, accessible by stairs.
So far at least that’s all I have access to or have seen. It will be interesting to see if additional tiers can be unlocked through opening packs.
Hugely disappointed with this game. It's very bland and boring. The grind wouldn't be bad if the gameplay was fun but it's just not. It might get better down the line but they would need to do so much more for that to happen. Don't even get me started on the IAP packs which are nearly complete junk. Ugh I was excited about this game too but it's just a major letdown.
I like the UI and the design. It is very clean and the surprises how the level has been constructed are exciting I really enjoy playing user content. Unfortunately the gameplay itself is not very challenging so far (i am level 5 now). It feels like it doesn't really matter which hero you play or what skills you use. I know there are many people out there who want to have easy challenges and don't want to loose. But that is not how you get me deeper into game mechanics to build a challenging level for others. One remark... seeing the first IAP offers already after a 4-5 minutes in the game while opening packs let me thought of uninstalling it again.
I have been following this game since the beta so I knew what to expect from it. I agree that the game does seem bland at first with simple map where you just advance and kill whatever is thrown at you. However, the more you play (in term of days and packs unlocked, not really runs), the more you discover some potential mechanics that makes the game much more fun and strategic. For instance, you have the 5 classes at start but they don't have any equipment and no spells of interest. If you go to Collection and lick on Crafting, you can see what cards exist. You have special equipments that give you certain perks or improved skills and you have spells (attacks, snares, summonings, buffs...) making your progress more based on skills than just pure raw power in some cases. You can also have different "biomes" and each one of them offers unique types of items to construct your map with and also different monsters to populate it. You can have destructibles, traps, doors, stairs, etc. Some people construct worlds just for fun without any special theme, some create some stories, some do labyrinths or some create farms just to quickly slaughter monsters. When finishing a world, you can get Orbs to exchange for packs and Glory to have a kind of rating which I guess is seasonal and will award more packs at the end (not sure about that sorry). Also, there is a possibility to disassemble you cards to receive some dust and craft other ones (e.g. Hearsthone). However there are some negative points that I want to address to people who might hesitate to play this game, even if it is free. At least free money-wise but not time-wise First, there is the fact that you begin with some ressources for maps and some monsters but it is quite limited. Sure when you begin you don't really need the whole thing but after some hours of playing, your creativity might be stopped due to the limited amount of items you can place in your map. You can still create some relatively big maps but the originality might suffer, especially in terms of monsters. The levels you can play have a difficulty rating assigned to it and it limits you if your account level is not high enough. I still don't understand how it is decided but it seems to be related to the amount of monsters on the map meaning that you wouldn't be able to beat the level anyway. Still, I would have liked to try it out anyway, even if I die... The level of your character seems to be only upgraded when you open a pack. Correct me if I am wrong but I played countless maps and the level didn't progress but opening a pack made a 25% progress for the level... Yes, packs can be bought with Orbs that you can loot in worlds but not only you drop a really small amount per world if they are really optimised (the maximum I got was 30 Orbs in ~5min of play), you can only receive drops once per day. And you need 1.000 Orbs to actually purchase a Pack. You have daily quests but they reward you between 400-600 Orbs so you can't really open a pack per day unless you farm like crazy in special maps (because not all monsters drop Orbs and not all Chests contain some). And even if you buy a pack, its the loot box mechanic anyway where you have a certainty of having 1 Rare card but after that is pure luck. One last problem is the reward you get after you complete a world is not clear. Some maps are fun, have many monsters and chests but still you might only gain 10 Orbs and 200 Glory. Even with these points above, I have decided to continue but my main point is now to try and understand what are the actual mechanics behind rewards so that I can construct worlds for people to grind Orbs and Glory efficiently and have more freedom later to build creative maps and venture into more difficult dungeons. When people play, they want a rewarding experience and a possibility to do things on their own. Imagine Minecraft where you had to unlock the different minerals and tools in booster packs before actually being able to craft them? Feel a little bit like it. My recommendations to new players? Create an account, do the tutorial and a quest, open 3 packs freely and hope to receive several epics or legendaries (if possible in their golden versions). If you don't, just remove your Apple link and reinstall the game (if not, your account will be linked to your phone/GC). It can be done in matter of minutes (10-20) so you can repeat it quite easily. Once you are satisfied with the results, go disassemble your epic and legendaries and craft the biomes or monsters you want or get more decent gear.
Glory system overhaul We reworked the glory system! available in app version 1.009. This update will become mandatory before the start of November season. More details here: https://monolisk.net/blog/glory-system-overhaul/
Well, what I get from this update is that it does indeed aim to make not farming maps fairer for the Glory rewards. It is already nice to see that they work towards balancing the whole thing and not just aiming at destroying the farming maps system. Basically, it makes people who spend 30 seconds of farming and those who spend 5 minutes in a "normal" dungeon earn the same rewards. However, the main issues will remain it seems. Glory is only useful for Season rankings and do not give you any other advantages. So people who want to be highly ranked will prioritise efficiency over pleasure (at least that's what I would do if I tried to stay competitive). So if you have the choice of playing a map for 20 seconds or 5 minutes to earn the same rewards, what would you chose? Even if the maps can only be accomplished once a day, the amount of playtime you have per day is limited. But they seem to write that it will be a choice, either you want to play complicated maps or just farm in special ones. Also, there seem to be some changes in the rewards that will tend to minimise the gains in Farms but I wonder if it will not backfire like the previous update. To summarise, previously a method consisted in putting a huge amount of spider eggs which in turn spawned spiders with 1 HP. This allowed to easily kill them in chain and be rewarded with glory easily. To counter that, what happened was that the amount of Glory you got from monsters was divided by ~2. So because of that, many low level maps also gave less rewards without any bonuses to compensate this... They increased the rewards based on the time you spent on a map? That directly enters in conflict with the loading message "Sometimes, less-is-more is better when building maps", meaning that small compact maps are better than big empty ones. So now spending more time in a map is better? I didn't have time to experiment with this but if it indeed boosts the rewards by a significant amount, I can also foresee maze-like maps with farms at the end just to compensate. One last point hasn't been addressed though, the rewards for map builders. Why do you think people build farms? Remember that they can't play them to get rewards themselves (which is a huge problem in itself imo). So the point is to build these maps for others to profit because the demand is big. The only reward map builders can get is stars (1/2/3 based on the ratings of people) and once a certain threshold is reached, a pack will be awarded. So there is not point for people to build long, complicated map apart from the joy it might give you. And even that may be limited because if you want to build more original maps with special monsters, you have to unlock that through packs anyway so you will be blocked at some point unless you pay... TL;DR: Great update that focuses on levelling the rewards from normal maps to those of farms. Still, some flaws remain but it is nice to see the developer care for that and trying to bring some balance to the system.
"So if you have the choice of playing a map for 20 seconds or 5 minutes to earn the same rewards, what would you chose?" Well the point of the rebalance is, that you earn the same amount of Glory for the time spent in two dungeons of the same level. So playing current farms that last 20s would give 15 times less than the other shard that lasts 5 minutes (300 seconds). The farms are lower level in general though, so playing a level 2 20 second farm would not give you as much glory as level 20 map, so it should be insignificant how long you spend in a dungeon from efficiency perspective, you chose if you want to play farm or a story map but you get the same glory per time on average on the same level. But if you can play higher level map, it's worth going into the higher level one instead of the level 1-5 farm.
"So there is not point for people to build long, complicated map apart from the joy it might give you." Longer shards give the same average glory-per-minute reward, but higher level shards give extra bonus. It's more profitable to play high level shards than low level ones and farms are usually level 1.
Okay, I have tried several things and indeed the update took care of some things about farms and the like. For instance, you know in advance what the reward might be when you do a dungeon. This will definitely make some maps more attractive because you will know the reward you get and might want to invest some time in it. Still, the remarks from the posts before did not take some things into account. Yes a high level map is always more beneficial because the percentage of glory bonus after clearing it is proportional to the level of the shard. But being a level 8, I have no way to play a level 20 shard anyway... However, about the level of the maps being smaller for farms, I disagree. The difficulty level seems to be based on the points used by creatures. I managed to create an explosive map containing only small level monsters and it reached level 12. But, I don't know when the developper did that but it seems that the level of this map decreased during the day. So either it decreases with time or if too many people manage to do it too fast, the level drops. But it is just enough to republish the map for the level to come back to normal. Also, when I said "So there is not point for people to build long, complicated map apart from the joy it might give you.", I was pointing out actual builders, not people playing the dungeons. Builders are only awarded Stars and no glory when player play their maps. Even more, if I decided to build a complicated map of of high level, I will face 2 problems: the amount of people who will be able to play it will decrease because the average level of players is low at the moment, and if people don't manage to finish it, they won't be able to rate the shard or comment. This is a reason why I see more maps in the 7ish levels that are more popular than high level ones (apart from the ones created during the beta). So in definitive, I do like the way this update tried to correct and improve the rewards of cool maps. But I really wonder if will be motivated enough to continue playing this game because of the limit imposed by it. I can't do all the maps because I am too low level and to increase it, I have to buy packs. I have opened 3 packs and I only got equipment, making it impossible to create new shards or monsters. Also, I would like to build high level maps containing more interesting monsters but I couldn't unlock them and their price is way too high. The recycling only gives you a small amount of powder and it will take forever to unlock what I want (on average, you have recycle 4 units to create one of the same rating). In a game where creativity is key, limiting the shards size and monsters bothers me quite a lot
Shard difficulty levels are dynamically updated based on other players' successes/fails. Yes, you can update them to restore their original difficulty, but it gets corrected rather quickly. (When you manage 10+ shards it becomes quite a hassle to resave them regularly). BTW consider meeting us on Discord https://discord.gg/PNMMWVW . There are discussions about various topics, suggestions and also list of top shards picked by the community.
Featured maps added In the newest version we added Top Shards category in play menu featuring handpicked maps we like. It should now be much easier to find good levels/profiles to play and get inspired. All the details are explained in our new blogpost: https://monolisk.net/blog/new-top-shards-category/
The Massive Update for MONOLISK is here! 60 new cards, creatures, items, environments. Many new features and improvements, more here: https://monolisk.net/blog/the-massive-update-released/