I'm a big sucker for monster taming games and the whole metroidvania setup, so I was very excited to finally make time for Monster Sanctuary. I enjoyed my time with it, but it just didn't quite deliver well enough in any one area to become a favorite.
The exploration is just ok. There are plenty of exploration abilities and hidden areas, but none of the zones really excited me and the platforming is mediocre. A large part of the excitement in Metroidvanias is the danger that goes along with the exploration. With battles being turn based and platforming a bit of an after thought, the tension just isn't there. Exploration also requires some sort of aesthetic appeal or excitement about the nature of the zone, and neither of those really existed. The zones were standard video game fare of caves, frost zone, lava zone, etc. and the artwork just wasn't strong enough to get me excited.
I enjoyed the monster designs. They're a bit more on the Dragon Warrior Monsters part of the spectrum than Pokemon, which I consider a positive. It seemed to me that just about every monster was viable and could fill a roll in the 3v3 battles, which I greatly appreciate. I'm always disappointed when a monster I like is strictly outclassed or just too weak to use in a monster taming game. Each monster also has a large ability tree (you'll get 40 points to spend on it by the end) and one of two possible "shifts" allowing for a lot of customization in what rolls your monsters fill and how they fill those rolls. I actually think this was a bit too much, and would have preferred smaller, more meaningful choices.
The story exists.
Finally, combat. Normal battles are 3v3, keeper battles are 6v6 with 3 out on the field at a time. The battles revolve around the combo meter -- the more 'hits' (includes healing, buffs and debuffs) that you've done on your turn, the more damage the next hit does. There's not much strategy around it other than saving your biggest hitter for last, but it's a wrinkle I suppose. There are, of course, elemental weaknesses and resistances, though it's been expanded so that some monsters are strong or weak to all physical, magical, or debuffing skills. Most of combat really happens before the battle even starts -- you'll want to, and arguably need to, build a synergistic team. For example, you can make a team with a monster that applies buffs while healing, a monster that heals while buffing, and a monster that gets stronger for every buff on it. Tied to my complain with the skill trees, I think this goes a bit further than it should -- allowing too many synergies to stack makes game balance almost impossible, and frequently ends up restricting player choice in the end. Regardless, all of the aspects around combat are competently done, which puts this on the upper end of monster tamers.
In the end, the game was a bunch of pretty decent ideas done alright. Good enough to spend time on, but I don't really see myself revisiting it in the future.