Compara los precios de Monster Monpiece en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por COMPILE HEART. Publicado por Idea Factory International. Lanzado el 14/3/2017. Disponible en PC. Géneros: Strategy.

A lane-control card battler with genuine tactical bite hiding behind an aggressively lewd aesthetic. Worth a look if you can tolerate Compile Heart's sense of humour.

I went into Monster Monpiece expecting roughly thirty minutes of curiosity before uninstalling, and instead found myself restructuring my deck at midnight trying to fix a mana-curve problem I'd created by hoarding high-cost dragon-tribe cards. That loop, quiet as it sounds, is the game's actual selling point. The core combat runs on a 7x3 grid where you place melee, ranged, healer, and buffer unit cards that physically advance one space each turn toward the enemy stronghold. You get three mana per turn, draw one card, and can skip a turn to bank mana for bigger plays. Winning a lane cleanly requires thinking two or three turns ahead: a ranged attacker sitting behind a melee wall is obvious, but the moment your opponent drops a healer to sustain their front line you have to decide whether to fuse same-race cards mid-field to punch through or pivot to a different lane entirely. That multi-lane pressure, combined with aura-color chaining that buffs all friendly pieces of matching color on the field, gives the system more decision density than its price point suggests. Deck construction is where strategy players will spend serious time. You can carry up to 40 cards into battle and, unlike most digital CCGs, you can hold multiple power levels of the same card simultaneously since leveling creates a new distinct version rather than replacing the original. That means your 30-card starting deck can be tightened into a coherent threat curve or broadened into a fusion-heavy attrition build. The four card tribes (dragon, beast, bird, fairy, among others) each support loose archetypes. The bad news: critics and players consistently note that the strongest strategies become obvious quickly, and the AI in story mode scales through volume rather than clever play. Veteran CCG players will find the ceiling lower than they'd like. For someone newer to grid-based card games, though, the tutorial paces itself well and the campaign's nine chapters plus epilogue give enough runway to experiment without punishing early mistakes. The elephant in the room is the card upgrade system. To raise a monster girl's stats you mouse-click through a timed minigame that involves finding and stimulating specific touch zones on each card's artwork. The art escalates in explicitness with each level. The PC version includes the full uncensored Japanese artwork that was trimmed from the Vita Western release, which some players consider a genuine plus. Whether the minigame itself adds anything mechanically is another matter: leveling cards is mandatory once enemy power scales up, so you will be doing this repeatedly rather than as a novelty. It is not challenging, only time-consuming, and the PC mouse controls are a reasonable translation from the Vita touchscreen even if the intimacy of the original hardware is gone. What the game lacks is a competitive outlet. Multiplayer was dropped entirely from the PC port, which removes one of the more compelling reasons to obsess over deck optimization. No mod ecosystem exists, cloud saves work, and the game runs at 1080p without complaint on modest hardware. Story presentation is visual-novel style with fully voiced Japanese dialogue; the narrative is lightweight anime-school-adventure fare and the characters skew thin, though a handful of scenes show more emotional texture than the premise would lead you to expect. If you are the kind of player who treats the single-player loop as sufficient proving ground for a card game and can engage with the aesthetic on its own terms, there is a legitimately solid lane-control system buried here. If you need competitive play, longevity through mods, or a deck-builder that punishes sloppy construction hard, look elsewhere. Diego, Scout Team

Monster Monpiece

Monster Monpiece

14 mar 2017COMPILE HEARTIdea Factory International
GamerScout opina

A lane-control card battler with genuine tactical bite hiding behind an aggressively lewd aesthetic. Worth a look if you can tolerate Compile Heart's sense of humour.

PC
Steam Deck UnsupportedProtonDB Gold
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €1.64

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Acerca de Monster Monpiece

I went into Monster Monpiece expecting roughly thirty minutes of curiosity before uninstalling, and instead found myself restructuring my deck at midnight trying to fix a mana-curve problem I'd created by hoarding high-cost dragon-tribe cards. That loop, quiet as it sounds, is the game's actual selling point. The core combat runs on a 7x3 grid where you place melee, ranged, healer, and buffer unit cards that physically advance one space each turn toward the enemy stronghold. You get three mana per turn, draw one card, and can skip a turn to bank mana for bigger plays. Winning a lane cleanly requires thinking two or three turns ahead: a ranged attacker sitting behind a melee wall is obvious, but the moment your opponent drops a healer to sustain their front line you have to decide whether to fuse same-race cards mid-field to punch through or pivot to a different lane entirely. That multi-lane pressure, combined with aura-color chaining that buffs all friendly pieces of matching color on the field, gives the system more decision density than its price point suggests. Deck construction is where strategy players will spend serious time. You can carry up to 40 cards into battle and, unlike most digital CCGs, you can hold multiple power levels of the same card simultaneously since leveling creates a new distinct version rather than replacing the original. That means your 30-card starting deck can be tightened into a coherent threat curve or broadened into a fusion-heavy attrition build. The four card tribes (dragon, beast, bird, fairy, among others) each support loose archetypes. The bad news: critics and players consistently note that the strongest strategies become obvious quickly, and the AI in story mode scales through volume rather than clever play. Veteran CCG players will find the ceiling lower than they'd like. For someone newer to grid-based card games, though, the tutorial paces itself well and the campaign's nine chapters plus epilogue give enough runway to experiment without punishing early mistakes. The elephant in the room is the card upgrade system. To raise a monster girl's stats you mouse-click through a timed minigame that involves finding and stimulating specific touch zones on each card's artwork. The art escalates in explicitness with each level. The PC version includes the full uncensored Japanese artwork that was trimmed from the Vita Western release, which some players consider a genuine plus. Whether the minigame itself adds anything mechanically is another matter: leveling cards is mandatory once enemy power scales up, so you will be doing this repeatedly rather than as a novelty. It is not challenging, only time-consuming, and the PC mouse controls are a reasonable translation from the Vita touchscreen even if the intimacy of the original hardware is gone. What the game lacks is a competitive outlet. Multiplayer was dropped entirely from the PC port, which removes one of the more compelling reasons to obsess over deck optimization. No mod ecosystem exists, cloud saves work, and the game runs at 1080p without complaint on modest hardware. Story presentation is visual-novel style with fully voiced Japanese dialogue; the narrative is lightweight anime-school-adventure fare and the characters skew thin, though a handful of scenes show more emotional texture than the premise would lead you to expect. If you are the kind of player who treats the single-player loop as sufficient proving ground for a card game and can engage with the aesthetic on its own terms, there is a legitimately solid lane-control system buried here. If you need competitive play, longevity through mods, or a deck-builder that punishes sloppy construction hard, look elsewhere.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstrading-cardscloud-savestier:sub-5Lane ControlGrid-Based CombatCard LevelingVisual Novel ElementsFanserviceMana ManagementAnime CCGNo Multiplayer PC

Requisitos del sistema

Mínimos

OS
Windows 7 (64-bit)
Memory
4 GB RAM
DirectX
Version 11
Storage
6 GB available space
Graphics
DirectX 10.x or OpenGL 3.3 or better graphics card with 1 GB RAM and support for v4 shaders
Processor
3 GHz Intel i3 or equivalent
Sound Card
DirectX 9.0c compatible sound card

Recomendados

OS
Windows 10 Home (64-bit)
Memory
6 GB RAM
DirectX
Version 11
Storage
6 GB available space
Graphics
NVIDIA GeForce GTX 960 or comparable
Processor
Intel(R) Core(TM) i5-4460 CPU @ 3.20GHz
Sound Card
DirectX 9.0c compatible sound card

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Información del juego

Desarrolladora
COMPILE HEART
Distribuidora
Idea Factory International
Fecha de lanzamiento
14 mar 2017

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¿En qué plataformas está disponible Monster Monpiece?

Monster Monpiece está disponible en PC.

¿Cuándo se lanzó Monster Monpiece?

Monster Monpiece se lanzó el 14 de marzo de 2017.

¿Quién desarrolló Monster Monpiece?

Monster Monpiece fue desarrollado por COMPILE HEART y publicado por Idea Factory International.