Main game
3.67 average rating based on 3 ratings
Monsters' Den: Godfall is a solid take on the Darkest Dungeon formula, but with a high fantasy setting and more approachable systems.
The combat is surprisingly good, and is the primary reason I stuck with Monsters' Den for just shy of 10 hours. It's fairly standard turn-based combat fare, featuring a 2x3 tile area for players and another for enemies, to add in some positioning elements. There are 5 classes available, each with a very healthy variety of abilities. The player and enemy abilities are smart mixes of buffs, debuffs, different types of damage, summons, etc. that lead to impressively dynamic combat. Nothing is particularly innovative, but it's done well. These systems are supported by a basic, but competent, implementation of Diablo-style loot.
Dungeons are procedurally generated and explored from a top-down map view, where you click to move from room to room. It's not particularly exciting, but it gives you a good balance of information leading to some decent strategic choices of when to avoid enemies and so on.
There's also a larger scale strategy in developing your company, upgrading your keep, raising reputation with various factions and so on. It's all fairly standard, but, again, competent.
There's a …
Monsters' Den: Godfall is a solid take on the Darkest Dungeon formula, but with a high fantasy setting and more approachable systems.
The combat is surprisingly good, and is the primary reason I stuck with Monsters' Den for just shy of 10 hours. It's fairly standard turn-based combat fare, featuring a 2x3 tile area for players and another for enemies, to add in some positioning elements. There are 5 classes available, each with a very healthy variety of abilities. The player and enemy abilities are smart mixes of buffs, debuffs, different types of damage, summons, etc. that lead to impressively dynamic combat. Nothing is particularly innovative, but it's done well. These systems are supported by a basic, but competent, implementation of Diablo-style loot.
Dungeons are procedurally generated and explored from a top-down map view, where you click to move from room to room. It's not particularly exciting, but it gives you a good balance of information leading to some decent strategic choices of when to avoid enemies and so on.
There's also a larger scale strategy in developing your company, upgrading your keep, raising reputation with various factions and so on. It's all fairly standard, but, again, competent.
There's a bit of a story to Monsters' Den, but it's mostly a sandbox. Unfortunately, I don't think there's quite enough variety in any of the above systems to keep me invested in playing a game that's mostly focused on being a sandbox. It ends up feeling like a major time sink. To be honest, there are times in my life where I'd have enjoyed that. If you want to max out a company of adventurers and run some dungeons, this is a great game for that. But, for me, there's just so many excellent games out there that long term time sinks have to really catch my attention in some way, or I'll start feeling antsy to move on to something else.
So, I'm moving on from Monsters' Den after ~10 fairly enjoyable hours. I'd recommend it to the niche audience looking for a less stressful, somewhat grindy Darkest Dungeons type experience.