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breeding-boye-monstors-first-vaza-na-the-monster-breeder-s-2

Breeding combat monsters. First glance at The Monster Breeder

Building, creating detachments from people and monsters, tactical battles on arenas. Early access.

The game is declared for the Windows platform.

Lyrical introduction

I played quite a lot, but never absorbed some fundamental moments in practice. Therefore, the first glance.

The gameplay is a mixture of city -building, management of people and monsters, step -by -step battles.

In the beginning, we choose a flexibly customized complexity and installation of the game, which will some extent determine our preferences (bonuses to different classes).

We find ourselves in a world where there are not many points of interest, but those that are offered by rich functionality.

There is our base and four arenas of different houses with which we will develop a reputation and, accordingly, get the opportunity to take part in more and more complex battles.

We begin in an almost empty camp that will have to restore for a long time and stubbornly, attract fighters and monsters here.

An impressive list of buildings is available for construction that can perform different functionality or even permanently strengthen our army. Structures require gold and time to create.

The entire gameplay is divided into moves, during which it is worth doing several main things:

– First of all-make sure that something is constantly being built in the camp.

– Train their warriors at the base.

– Take part in one battle on arenas.

It is noteworthy that all these activity fit into one move (t.e. We must do all this constantly, and not choose) and, not knowing this, you can skip your capabilities.

The game has two types of troops, which, in turn, are divided into several subclasses, we all recruit and train them at the base. The variety is so great and plays such a large role that it is worthwhile to dwell on this in more detail.

People. Fighters of several types: warriors, archers, magicians, blacksmiths, alchemists. Can train and wear equipment items. Alchemists and blacksmiths, in addition, craft/improve equipment and potions, respectively.

Some fighters will simply refuse to enter our banner if there is no certain level of reputation.

Several things need to be remembered when it comes to human warriors. On the one hand – their services cost money, on the other – the generation of coins occurs at tournaments, where not all units can fight at the same time. In addition, each hired person must be equipped with equipment, which at first will also get into a penny.

Units are very worked out, everyone has a whole bunch https://gamblingdata.net/casinos/casino-uk/ of parameters and features for development and application in appropriate situations. Everyone, in the future, carries a whole lot of equipment and potions, develops a bunch of skills.

Archer and part of the Skill tree (another warrior).

Archer and part of the Skill tree (another warrior).

On the basis, it is necessary to organize the process of constant learning and it is quite complicated. We determine each move – which parameters (out of a dozen available) and to what extent, each fighter will be better developed in the process of training. It is possible to put one of the units, an instructor for the rest, which will help them to better develop (the instructor does not pump).

Instructor and training plan.

Instructor and training plan.

Monsters. There are three types (my free translation): insects, lizards and predatory mammals.

The first animals and eggs are bought in the market. In the future, the monsters can be paused, trying to get offspring with the desired properties. The menagerie is divorced and subjected to selection using alchemical potions. Now (but this is not exactly – has not reached) you can mate monsters of only one species, in the future they promise mutants who will come from different.

Units-sounds need to be fed and in the process of food they develop (for a certain number of moves) their qualities. Potions supplied as food can give monsters additional properties or help study something faster.

Battles. For the sake of them, all of the above is taught. Our detachment has been trained, equipped and torn into battle. You can do this in one of the four provinces of local aristocrats. Each move has been opened by tournaments from one to three Arena, once a “year” – a royal arena with enhanced awards and tests.

The variety of types of fights is great. Monsters and people in different compositions and under different conditions come out against each other. A lot of nuances lurk here:

– Each arena has something like relief and natural features. They can greatly affect the outcome of the battle. For example, toxic traps, slowdown, buffs for some types of units against others.

– The compositions of participants can be strictly set. For example, two magicians and an archer against three monsters, and we, as a sin, have three warriors, two archers and zero monsters.

– General conditions of a particular battle. Only standard equipment can be allowed (which can also be bribed, at least – trite, overloading the warrior) or the use of potions is prohibited.

– For some battles, a corresponding level of reputation with the house of the aristocrat will be required.

– Fights can be fatal (then the reward is higher) or something like a training, where no one will suffer.

Fights occur on locations divided into hexes, where different conditions can operate, there are “traps”, randomly arranged obstacles.

The battles were performed in the form of step -by -step tactical battles. Units have resources (action points, energy, mana) that they can spend on their move.

The combat system is quite strict:

– The weight of the equipment matters. If the unit is overloaded, then he fights and runs much worse.

– There are free blows when passing through a cage next to the enemy.

– Archers and magicians do not shoot if your fighter is on the line of fire.

– It is worthwhile to very carefully analyze the upcoming battle: the Buffs/Debuffs of the Arena, Skill/Equipment of Warriors, try to understand as much as possible – against whom our units will come out and try at the stage of preparation for the battle to create advantages (for example, we must fight against lizards, and we just have a person with a trait against them and so on).

Consider the pros and cons of the game, summarize the results.

+ Good musical and sound accompaniment.

+ Good study of units – people and monsters. There are many types of both those and those, plus each fighter, in fact, is unique in its properties.

+ Many types of weapons, equipment.

+ Good tactical battle.

+ There are useful craft and potions.

+ There are detailed, but not interfering descriptions of almost all.

What can be both a plus and a minus:

+- I did not seem bad to the graphics, did not strain. But I can understand those who do not like it.

+- Too imbalanced, as for me, conditions on some arenas. Bonuses to damage/accuracy/evasion, etc.D. in the region of 50% (not all for all, fortunately) it is somehow too cool. But maybe someone will like.

+- Lack of the final of the game and some meaning except the grind of the best units and equipment. I like this, but someone does not.

– A lot of text and small fonts. Read, personally, it seemed difficult for me.

– There is no Russian localization at least the text, but you need to read a lot. Middle-naught knowledge of English is difficult, some things are not understood the first time.

An uninhabited theme with the cultivation of monsters and subsequent various tactical battles – pleased. A large, high -quality, already done work is visible. Despite the status of early access, the game is more like a finished product. If they implement all the promised (more monsters, equipment, aren.D.), then it will be excellent in general.

PS: probably did not reveal all aspects, could miss something. I will be glad to supplement/adjust the review or answer questions in the course of communication in the comments.

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