I don't mind this at all, not usually my kind of game but the upgrade process seems fairly balanced and timers fair enough (might get tougher at higher ranks though). Matchmaking seems OK and I like the fact the multiplayer isn't versus people directly eliminating the problem of bad manners and abuse. The graphics are bright and have a sense of humour. Controls in battle are more directing the attacks indirectly but once you realise what you need to loot/destroy you can strategise accordingly. I'll be playing for a while yet and hope the pay wall doesn't appear anytime soon.
App Codes! Hey everyone! Thanks for the welcoming replies - the team appreciates it! Here's another few App Codes: MHKRJJRPAYTA NERA74EYYLAP HK3JYM77XFR9 NLAPTLWJLALR These codes should work for about a week as we have a new update coming. Android Builds: Yes, we will have Android available in some countries for soft launch very soon.
So, here's my thoughts after the first couple days Firstly, the game is great. I'm having a lot of fun (I'm also a very active Castle Clash and Clash of Clans player, so I DO like these type of raid games). The theme is new and refreshing, and the monsters themselves are pretty neat. Initially I felt I wanted more control during battles, but found that you can maintain pretty decent control by smart usage of monster ability. My only concern comes with strategy in syndicate wars later on - would be amazing for Monstrocity syndicate wars to achieve the level of complexity that Clash of Clans currently has in competitive clan wars. I did notice that once I started upgrading my monsters, my playing time decreased significantly. I'm pretty much not able to raid enough resources to recharge my heroes, and thus I have to wait for my buildings to produce more resources before I'm able to play again. Personally, I'd prefer a significant decrease in cost (and time) for monster rest time so I would have a reason to not close out the app quite as often. I'm still a bit on the fence so far on this game. I foresee myself playing it for a while at least on how much I'm liking the look and theme of the game - really looking forward to see how (and how often) the devs will go about tweaking and updating the game!
No, not the raiding game to make a raiding convert out of this non-raider (that would probably require proper, traditional RTS combat with a much greater focus on skill and strategy that what the Clash of Clans paradigm offers). But at least from early appearances, this seems like a treat for those of you who do enjoy the genre! Very polished and quite charming.
Thanks for the feedback! Our team is fully dedicated to supporting this game. We have a roadmap for adding new features, new monsters, new defenses, game balance, and strategies on a regular basis. Our plan is to alternate how these roll out in updates to keep the game fresh and interesting. The next update (coming soon) will have new monsters, defenses and game balance. Interesting point on your play time as you upgraded monsters. Thanks for letting us know! Once you get to controlling 3-5 monsters in battle it gets pretty interesting and a lot of fun. Advanced updates on features like leagues and more depth in Syndicate Wars will surely go a long way in your player experience.
Thanks Ayjona! RTS and strategy games are in our blood. I was on the original team for Warhammer 40K: Dawn of War and Company of Heroes. We felt the controls in MonstroCity are just enough for players to focus on the mayhem in battles while also making decisions in real time on their phones. Monsters still auto target buildings if you leave them alone but their abilities allow that extra control to target buildings.
I'm really enjoying playing this game. I never got into the whole clash of clans type games, but something about the rampage style destruction made me bite. Played for a good hour or so, all went well. But then I got to a point ep9 urban planning, that slowed the whole game down to where I'm opening the game just to play for a few minutes before there's nothing else to do but wait. It seemed quite well balanced up to that point.
That's not mine xD BTW, if anybody want a promo code for Monstrocity feel free to PM me, i got one ready xD ---->>> TAKEN xD
There are a couple of humps but it gets better once you realise which resources need to be managed to get both the building/upgrades going and maximising play time. I can get a pretty long raiding session in now before I need to wait for the creatures to recharge (and whatever I'm building/upgrading to complete). Also, if you can evolve a creature their energy resets so waiting until they are nearly out is best. I don't go for Clash type games either but I'm liking this, it's somehow less brutally confrontational to be able to strategise an attack without a 'live' opponent. Once you get a few creatures going and learn their strengths and weaknesses it really opens up. Not got into the syndicate thing yet. Might push some $ the Devs way if this keeps up, nicely done. A couple of observations ... I got matched against the same opponent multiple times in a raiding session (around 5) so this may need to be tweaked. I also went up against a rank 13 as a rank 6 ... it did not go well!
This is a good point. I think this mission is a little too difficult for the progression at this point. We adjusted the strength of the defenses which makes this particular mission on the difficult side. Thanks for pointing this out.
Thanks for playing VimFuego! Rampages: Rampages are win streaks. Crates rewards go up in value as you put together a good win streak. However, the difficulty of cities does get more challenging as your streak goes longer. This would explain why you got matched with a higher level city (however you probably shouldn't get matched to that high of a city). The other thing is that since we have lower player numbers starting out, you may see some cities more than others. This will lessen as more players join and create new cities to be challenged.
That's some resumé, man! Explains the level of polish and design chops in MonstroCity. And yeah, I do think you've hit a really sweet spot for a compromise between automation/casual play and manual control of units. There are actually a few full RTS titles with traditional mechanics (even if they are sometimes interfaced with in a non-traditional manner) for iOS, and I never felt out of control, overwhelmed or underperformed even on my iPhone 5S (heck, not even on my iPhone 3GS) screen. But I can certainly see why that might not hold true for all types of mobile gamers, and why the simplified RTS paradigm of social raiding games has a much broader appeal.
Ah, that figures, thanks, I think I was on a (rare) 6 win streak. Took a punt and bought the starter pack, hope to see the game take off.
Cool. I'm getting a "Network Error" for some of my Revenge attacks. Others seem OK and my connection is rock solid (today anyway). Maybe the account no longer exists for some reason? Also I just had a Defeat replay that didn't match the result. The replay showed that I'd won and the % destroyed was wrong.
Update 0.9.5 Released! Hey Everyone, We have a new update released today! For those of you who installed using App Store Codes, you will need a new code to continue playing as codes are only good for the version you have. Please PM me for a new code. Quite a lot went into this build so I won't get into everything. Here's a summary: - New monsters are added: PFC Panda, Misty, Rocky Balboulder - Facebook Connect issue has been fixed - Game balance to various monsters and defenses has been tweaked - We have a new Rampage system for win streaks that is more rewarding than previously - Some Single Player Cities have had their defenses scaled back as it was too hard for early players - Monster recharge times and costs have been adjusted.