Compare Little Inner Monsters - Card Game prices across 50+ stores and find the best deal. Developed by Mens Sana Interactive. Published by Mens Sana Interactive. Released on 6/20/2022. Available on PC, Mac. Genres: Casual, Indie, Strategy.

War-style card battles wrapped in adorable monster art - a micro-sized PvP title that works best as a shared-screen excuse to beat a friend, less so as a solo grind.

I spend most of my time stress-testing netcode and griping about TTK, so reviewing a pocket-sized card game is not exactly my wheelhouse. But here we are, and honestly Little Inner Monsters is a cleaner experience than its price tier has any right to be. The core loop is War-with-teeth: both players play cards simultaneously, and the winner of each round is decided by comparing stat values across six categories per card - Joy, Anger, Will, Disgust, Altruism, and Fear. You pick which stat to contest, your opponent does the same, and whoever read the matchup better takes the round. With 36 cards in the full set, each carrying its own unique stat spread and location affinities, there is more read-and-react happening here than a coin-flip game has any right to claim. Matches are played as best-of-3 sets, with three cards open at a time per player, and the endgame is simple: drain your opponent of every card in their deck. The single-player opponent is an AI called Sana, and the devs made the interesting call to give Sana a mood system that shifts its behavior mid-match. The lowest difficulty level is labeled "Bored" and it still brings enough pressure to punish sloppy stat selection while you are learning the card pool. Higher difficulties are locked behind progression, which at least gives the solo mode something resembling a structure. The wildcard mechanic is the Panic button - a roulette wheel with a limited number of spins per game that can shake up the board state by introducing new cards, new location modifiers, or new feeling rules. It cuts into the RNG a bit rather than adding to it, which is the right call for a game this small. It does mean a comebacks are possible even when you are getting stomped, which competitive-minded players might find aggravating. The flip side is that it keeps casual sessions from feeling completely decided by card draw. The PvP online mode is where the concept makes the most sense, and also where the biggest practical problem lives. The player pool is thin. Reports from the time of launch describe lobby waits long enough that the devs added a marshmallow-roasting minigame to fill the dead air. That is charming, but it also tells you everything about the server population. If you have a specific friend to invite, the online mode is a perfectly fine way to share a low-friction card game across distance. If you are hoping to drop into quick matchmaking against strangers, set expectations low. There is no ranked ladder, no matchmaking rating, nothing for a competitive player to sink into past the novelty phase. The art from Katia Numakura is legitimately good - pastel, cartoony, and cohesive without tipping into saccharine. The Steam user score sits north of 90 percent from a small but real sample of reviews. It is a well-made thing in a very specific lane. My lane is pinging headshots at 144hz, so take the enthusiasm with appropriate salt. But if someone in your household wants something to play together that is not another battle royale, this fits the bill without demanding any real learning curve. Fred, Scout Team

Little Inner Monsters - Card Game
CasualIndieStrategy

Little Inner Monsters - Card Game

Jun 20, 2022Mens Sana Interactive
GamerScout Says

War-style card battles wrapped in adorable monster art - a micro-sized PvP title that works best as a shared-screen excuse to beat a friend, less so as a solo grind.

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About Little Inner Monsters - Card Game

I spend most of my time stress-testing netcode and griping about TTK, so reviewing a pocket-sized card game is not exactly my wheelhouse. But here we are, and honestly Little Inner Monsters is a cleaner experience than its price tier has any right to be. The core loop is War-with-teeth: both players play cards simultaneously, and the winner of each round is decided by comparing stat values across six categories per card - Joy, Anger, Will, Disgust, Altruism, and Fear. You pick which stat to contest, your opponent does the same, and whoever read the matchup better takes the round. With 36 cards in the full set, each carrying its own unique stat spread and location affinities, there is more read-and-react happening here than a coin-flip game has any right to claim. Matches are played as best-of-3 sets, with three cards open at a time per player, and the endgame is simple: drain your opponent of every card in their deck. The single-player opponent is an AI called Sana, and the devs made the interesting call to give Sana a mood system that shifts its behavior mid-match. The lowest difficulty level is labeled "Bored" and it still brings enough pressure to punish sloppy stat selection while you are learning the card pool. Higher difficulties are locked behind progression, which at least gives the solo mode something resembling a structure. The wildcard mechanic is the Panic button - a roulette wheel with a limited number of spins per game that can shake up the board state by introducing new cards, new location modifiers, or new feeling rules. It cuts into the RNG a bit rather than adding to it, which is the right call for a game this small. It does mean a comebacks are possible even when you are getting stomped, which competitive-minded players might find aggravating. The flip side is that it keeps casual sessions from feeling completely decided by card draw. The PvP online mode is where the concept makes the most sense, and also where the biggest practical problem lives. The player pool is thin. Reports from the time of launch describe lobby waits long enough that the devs added a marshmallow-roasting minigame to fill the dead air. That is charming, but it also tells you everything about the server population. If you have a specific friend to invite, the online mode is a perfectly fine way to share a low-friction card game across distance. If you are hoping to drop into quick matchmaking against strangers, set expectations low. There is no ranked ladder, no matchmaking rating, nothing for a competitive player to sink into past the novelty phase. The art from Katia Numakura is legitimately good - pastel, cartoony, and cohesive without tipping into saccharine. The Steam user score sits north of 90 percent from a small but real sample of reviews. It is a well-made thing in a very specific lane. My lane is pinging headshots at 144hz, so take the enthusiasm with appropriate salt. But if someone in your household wants something to play together that is not another battle royale, this fits the bill without demanding any real learning curve. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpachievementscloud-savestier:sub-5Stat-Selection CombatMood-Driven AICouch-FriendlyLow Learning CurvePanic MechanicRemote Play FriendlyBest-of-3 Rounds

System Requirements

Minimum

OS
Windows 10
Memory
4 GB RAM
DirectX
Version 9.0
Network
Broadband Internet connection
Storage
900 MB available space
Graphics
Graphics card supporting DirectX 9.0c
Processor
2 Ghz Dual Core
Sound Card
Any

Reviews & Ratings

No ratings available

Game Info

Developer
Mens Sana Interactive
Publisher
Mens Sana Interactive
Release Date
Jun 20, 2022

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