
Beastmancer is a monster tamer tactical RPG. Play as an adventurer in a fantasy world, capture monsters and make them fight in turn based battles.
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Languages: English
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Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Что можно сказать об этой игре? В целом - это более "дарковая" и мрачная версия диги-поке-коро и прочих "монов". То есть вы - ловец и тренер монстров. Ваша история, в этом мире, начинается с того, что вы узнаете немного лора игрового мира, в плане того, как произошел некий "катаклизм", которые привел к тому, что мир заселили множество монстров разных видов и форм, но также появились "Бистмансеры", те кто способен ловить, подчинять и использовать в сражениях этих пойманных монстрюков. Также в начале игры вы выберете пол своего героя и монстра-"стартовика". Ничего не напоминает, нэ?))) Ну а дальше, все по стандартной схеме игр про "тэймеров" - исследуете локации, находите ништяки, сражаетесь и ловите монстров, формируете собственный отряд (кстати тут стоит заметить, что в сражении одновременно принимают ВСЕ монстры, что состоят в активном боевом отряде), прокачиваете их, открываете новые способности (которых фиксированный набор для каждого монстра одного вида, только некоторые становятся доступны с повышением до определенного уровня, а некоторые доступны "по умолчанию"), находите секреты, ловите сверх-редких и легендарных монстров, попутно прокачиваясь самим героем, изучаете лор мира по диалогам и книгам, проходите сюжетную историю и выбираете одну из 2х концовок - вот и все) Немного о боевой системе - она аналогична Героям Меча и Магии 5, Эйдж оф Уандерс 2 или Дисайплз 3 - то есть в сражении есть поле боя, поделенное на квадраты, с одной стороны ваша группа монстров, с другой группа врага. Передвигаемся по клеточкам, атакуем либо ближними, либо дальними атаками, используем скилы и способности монстров, роль Героя сводится к магии атаки/поддержки, применению предметов (для хила, атак или ловли монстров), а также замене на поле боя крепко побитых монстриков на иных из резерва (да в бестиарии кроме основной активной группы монстров, можно 1-3 монстров добавить в "резерв" откуда, по мере надобности заменять ими вырубленных, убитых или просто лоухпэшных монстров). Кратко упомяну минусы игры, их тут гораздо меньше, чем многие считают. Сразу скажу, что лично я, НЕ считаю минусом множество сражений и "гринд" для прокачки монстров - правильно подобранный состав группы делает сражения весьма быстрыми, а лютый гринд для опыта был ВО ВСЕХ играх про дигимонов, покемонов и прочих игр схожей тематики, причем чаще там все было в разы лютее т.к. там могли сражаться 1-3 монстрик и капы уровней обычно были 99. В Бистмансере же кап прокачки уровня - 20, так что, при сильном желании, вкачать всех 64 разных монстра до максимума - не особо и сложно, тем более, что ближе к концу игры ты влегкую сможешь ловить монстров 12-15 уровней, что означает, что для капа необходимо вкачать всего 5-8 уровней. Что, как по мне, существенный минус игры - это недоролевая система прокачки Героя. Так как он также ограничен 20 уровнем, то мы получим всего 19 очков навыков, которые нужно раскидать по 6 веткам прокачки...и это крайне МАЛО! Чаще всего мой герой получал кап уровня еще в первой трети-четверти игры и дальше весь опыт за квесты и достижения, а также все бои были бесполезны для него. Что касается графики...да - она устаревшая и звезд с неба не хватает, но называть это прям ужасным минусом я не стану. В-общем и целом: Игра стоит того, чтобы ее приобрести и поиграть часок-другой. А если вы поклонник любых "монов", хоть Дигимонов, хоть Покемонов, и давно хотели поиграть во что-то похожее, но НЕ связанное с этими мирами или являющееся просто калькой с иными названиями (Коромоны, Нексомоны, Монстер Краун и прочее) - то это просто отличная игра для вас, аналогов которой я больше нигде не встречал.
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Une Bonne idée mais le gameplay est vraiment pauvre pour un tactical, les zones sont redondantes se ressemblent toutes et les espaces en ville a parcourir plutôt vides
Beastmancer, developed and published by Autarca, is an independent tactical RPG that merges monster taming with turn-based strategy in a way that feels both nostalgic and refreshingly distinct. Set across a chain of mysterious islands, the game places players in the role of an aspiring Beastmancer invited to compete in a prestigious tournament. While the premise initially suggests a straightforward quest for glory, the narrative gradually reveals a world filled with secrets, social tensions, and hidden dangers. The setting carries a darker tone than many creature-collecting games, giving the adventure a unique identity that immediately separates it from more traditional entries in the genre. At its core, Beastmancer revolves around assembling a team of creatures and using them effectively in tactical combat encounters. The game features more than sixty monsters to capture and train, each offering different skills, combat roles, and strategic applications. Battles take place on grid-based maps where positioning is often just as important as selecting the right attack. Some creatures excel at absorbing damage, while others focus on mobility, ranged attacks, or support abilities. This tactical layer adds considerable depth to the experience, encouraging players to experiment with different lineups rather than relying on a single overpowered companion throughout the entire campaign. Exploration is another major component of the game. The island environments are packed with hidden paths, optional encounters, and rewards for curious players. Traveling from one location to another provides opportunities to uncover lore, recruit additional monsters, and encounter rival Beastmancers. The story itself benefits from the world's atmosphere, presenting Beastmancers as individuals who are not universally welcomed by society. This underlying tension adds weight to the player's journey and gives the setting more personality than one might expect from a modest indie title. Although the narrative does not reach the complexity of larger RPG franchises, it remains engaging enough to carry players through the adventure. Visually, Beastmancer embraces a pixel-art style that prioritizes charm and functionality over spectacle. The monster designs are particularly memorable, leaning into a darker fantasy aesthetic that complements the game's themes. From intimidating beasts to bizarre magical entities, the roster feels varied and thoughtfully designed. Environmental art is serviceable and succeeds in creating distinct regions, though some areas can appear repetitive during extended sessions. Likewise, the soundtrack does a competent job of supporting the atmosphere, even if few tracks leave a lasting impression after the credits roll. Despite its strengths, Beastmancer occasionally shows the limitations of its independent development. Certain maps feel overly large, resulting in periods where exploration slows the pace more than intended. The user interface is simple and can sometimes feel cumbersome, especially for players accustomed to modern quality-of-life features. Combat, while enjoyable, may become somewhat predictable during the latter stages of the game as players settle into favored strategies. Nevertheless, the underlying systems remain compelling enough to keep the experience entertaining from beginning to end. What makes Beastmancer stand out is its willingness to combine two beloved genres without losing sight of its own personality. It successfully captures the appeal of collecting creatures while layering meaningful tactical decision-making on top of every encounter. The game may not possess the production values of larger RPGs, but it compensates with ambition, creativity, and a genuine appreciation for strategic gameplay. Fans of monster-collecting adventures and tactical RPGs alike will likely discover an overlooked gem that deserves more attention than it received upon release. Beastmancer is an admirable effort that demonstrates how much can be accomplished with a clear vision and thoughtful design. Its dark fantasy world, strategic battles, and satisfying sense of progression make it an easy recommendation for players seeking something different within the monster-taming genre. While a few rough edges prevent it from achieving greatness, the overall package remains enjoyable and memorable. Rating: 7/10
Un gioco che potrebbe migliorare molto ma per ora non è totalmente malvagio. Le creature catturate aumentano solo i parametri coi livelli ma non le abilità. L'equipaggiamento è abbastanza ridotto, a parte ingredienti, libri e crafting non c'è altro. Non si sono talenti per il beastmancer, non ci sono formazioni per le creature utilizzate. La storia non è complessa ma in generale è un gioco discreto rispetto ad altri. Da provare in occasione degli sconti.
not bad 20h for my first playthrough with a lot of (unnecessary) grinding involved 7h 2nd playthrough i strongly suggest playing it the first playthrough without the noctua druid he is totally overpowered once the first of him reaches lvl 20 wich can be done relatively early if you focus on it its basically god mode enabled so better ignore him and have fun collecting nd trying everyone and use him for your 2nd playthrough to get the last achievements if you ant to have fun
I love the art design, the creatures look great as does the environment. However, there's small things which really hold it back. Dialogue screens sometimes have a delay and I was unable to find a way to skip text fade in. Made pace of travel feel really sluggish. I imagine combat gets better later but it feels so slow early to the point that I don't think I could make it further. Maybe get it on sale, as it's not the worst thing out there but you can definitely feel 'my first project' energy behind it.
Gra niby z 2017 ale grając miałam wrażenie że cofnęłam się do lat 90. Wszystko było takie brzydkie :D W grze przeszkadza kamera która jest tak nisko zawieszona nad graczem że nie widać dokąd sie idzie (nie ma opcji jej zmiany). Czcionka użyta w grze została chyba tak wybrana by utrudnić graczowi przeczytanie czegokolwiek. Grałam 30 minut ale wynudziłam się niemożebnie. Może później gra się rozkręca, ale ja się od niej odbijam :<
10/10 for concept, 7/10 for execution. Nonetheless I would still say that it is a nice experience to have. The game is already there, but it definitely lacks polish. If you like HOMM/King's Bounty gameplay while having the concept of monster taming games, you'll love this. If you check the discussions, the developer did say that a sequel or the like is very far off due to poor sales which is such a shame since I really do believe that the idea of the game is very great, and if it did get polish, it would been a very great game.
♥♥♥♥!!! ITS ♥♥♥♥♥♥♥ ♥♥♥♥!! NO REVIVE, LOOSE HOURS OF WORK FOR NO REASON. WHAT THE ♥♥♥♥!!!!! COLLECT MONSTERS, PLAY THE GAME THEN DIE. ITS OVER... OF COURSE, IF REVIVE IS ACTIVE ITS OK.... IF. IF YOU BEAT THE GAME TO A CERTAIN POINT. OTHERWISE ITS OVER. SO WHY HAVE REVIVE AVAILABLE?! BAD GAME DESIGN. DONT PLAY GAMES THAT YOU NEED TO KNOW HOW TO PLAY WITHOUT PLAYING YET. WHY WOULD YOU DO THIS?! PPL WANT TO PLAY FOR >>FUN<< *NOT* BEING CAREFUL. THESE GAME DESIGNERS NEED TO STOP DOING THIS ♥♥♥♥! LOSING EVERYTHING AND SCREWING NEW PLAYERS. KMON! WTF? ONCE PPL GET THE HAND OF THINGS *THEN* YOU CAN PUT CHALLENGES, INSTANT DEATH ETC. BUT PPL DO NOT WANT TO PLAY A GAME WITH 237293 SAVES *IN CASE* SOME BS AND U LOVE EVERYTHING AND CANNOT CONTINUE. WTF?!!!
This is a soft yes - I thought this to be a 6.5/10. Only for really hardcore fans of the genre. + Cool art + Good atmosphere + Many cool creatures to collect + Good game length (approx 7 hours to finish) - Lots of backtracking - Too much time spent traversing the maps - Running speed and text speed too slow, which takes up lots of time.
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