OK so there is a test switch that locks you from progressing right? But you can exit the castle freely, I just exited it and the game did not stop me. When I went as Elim, alone, into the Kingsroad, it sent me into the cutscene where he, Odan and Jali and running from the purple dragon. But the cutscene didn't play so I was just locked in the screen where it was happening, hence the softlock.
SwordyNate
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Attacks are strong enough, I'm using the Falcon Crest and flurry of blows + lunar element almost or outright oneshots it. So either health could be bigger, or defence.
The general solar shrine quest is pretty balanced, but I got confused a bit with the SHAM puzzle because I didn't realise that the different floor tile was corresponding to a name. All 3 other clues are distinct enough
Hey, I updated the game from 1.4 to 1.5.2 on Android, and when I tried to restart the loop on my save, while being in an existing run, it gives me this error. Then when I try to restart the game after that on the save it still gives me the same error. I'm not sure what exactly is causing this, could be some relic I had but I didn't have the foresight to check my equipment before restarting the loop, please look into it. Thanks in advance
Stuff I noticed
1) See image for the quest, i dunno what it's supposed to do given that the tower passage is blocked after you complete it. 
2) A lot of the maps seem kinda empty, in particular most of the road passages, the stinger swamp, some of the location after you exit Feylora's cave. There's oftentimes trees in a straight line and not too much variety, maybe something could be done to add flair to the locations. I liked the lunar shrine, the cave, some of the mountain pass to the tower, but still.
3) The balancing becomes a bit off starting in the solar/lunar shrines, for example the knight or the armored enemies are oftentimes not worth facing because you can just have half your health gone. While the rest of the maps before that are pretty balanced especially with the gold and gear you get. Maybe reduce the damage a bit.
3.5) The bosses are a difficulty spike but it's normal for the second boss in the dungeon where if you kill the enemies she isn't too bad, so are the ogres, but Silvaris is slightly bullshit because he can just spam kill one of you or deal ~80% of your damage. So nerf his damage by just a bit. And while i'm aware of the solar/lunar gear, see the next point:
4) The solar/lunar gear doesn't exactly offer you much advantage except against solar/lunar enemies which are only 1 section of the game. On the contrary they cost upwards of 8k gold which is ridiculous, I decided to just dump my gold into anything but.
5) The skills seem to have overall decent damage and usage, but Scything Rend which is an all enemy attack deals absolutely miniscule damage for it's cost. I appreciate the lack of all-enemy attacks for now because in some RPGs provided you have the levels and mana you can just spam those to grind, but the damage Scything Rend does doesn't justify the cost. Which isn't very applicable to the rest of the skills they seem decent
Not sure if I have any other immediate complaints, the story is decent, some of the maps look pretty good, for the most part there is decent balance for your gear/skills, but I hope you can take what I saw into account. Could work out
I'll come back to this game one day as I haven't played it in a year or so, but most likely the reason for the game getting more downloads recently is that it started appearing in the first results when sorted by new and new and popular AFAIK. Perhaps it does that when you update a game after a long while, but that may explain your new surge of users.
Obwohl meine Deutschkenntnisse gut genug sind, um etwa 80 % des Textes im Spiel zu verstehen, sind sie sicherlich nicht gut genug um eine anständige Rezension für das Spiel zu schreiben oder einen AmyNook Stream anzusehen. Daher schreibe ich diese Rezension auf Englisch und Sie können die Rezension in DeepL oder GoogleTranslate eingeben. Das ist wahrscheinlich das Ausmaß meiner Deutschkenntnisse-
Without further ado-
Interestingly enough this isn't my first time interacting with RPGMaker projects for specific internet personalities' fanbases. But while that project was in English and for an IRL YouTuber, this one is for a Twitch VTuber and in German - I am familiar with the former, but not with the latter. I don't watch German content a lot, so AmyNook slipped past my radar. Seems like a cool lady. I don't understand anything, but cool lady.
Anyway, language barriers don't really define the content of a game as long as you understand what to do.
For what the game offers, it's pretty straightforward - avoid enemies, get berries, be your own boss. Occasionally there's dialogue which I found pretty informative, if not a little bit obvious as to what's happening. The game seems technically solid - I didn't encounter any bugs and the game does have basic, fun gimmicks, but a lot of them seem to only be introduced in the later stages, which is fine for a 1.5-2 hour game like this, but if you ever plan on making a longer platformer/chase game consider changing the pacing a bit.
My main complaint would probably be the difficulty. It's not the amount of enemies, it's how they act. The game wants you to manipulate their behaviour, which is fine if not for the fact that that's really unclear to do. I played on Hard and in some stages if your movement isn't literally perfect, you lose 3 hearts and you restart.
However the general concepts of enemies are fun. I didn't get frustrated with the labyrinth in 4-9 and the bossfight in 4-F even if it took me some tries. It's just... predicting the enemies is nearly impossible and most of the times on Hard you're praying for your life. On Normal it actually seems balanced, though, so good job on that.
All in all, good, short and sweet game, hope you make more stuff like this - maybe branch out for other VTubers or somewhere else entirely? Decisions, decisions. There's only so many of them.
Noted, thanks. Went to the merchant and the list says I need three pieces of ruby for a Potential up, but I have four and he doesn't accept them - does the merchant actually require five pieces of ruby? Either way I'll be on the lookout for materials and such - not sure if they're just in the desert, though, but I'll keep looking.
So far found no issues, so neat. Any clue on how to find the "bizarre character" you need coal, gold, rubies and diamonds for? Or have they not been implemented yet?
Also a bit confused about the abandoned house in Goldoasis City, does the woman and son exist? Or is that just nothing/hasn't been implemented yet? Where do I find them
Ah, I didn't look closely enough to realise they were in Latin... Thanks for the clarification. I'll wait for the patch before continuing (mostly because of Ylva's skills not working and the Lost Notes bug - my slight perfectionism is not gonna let this one go...).
Regardless of the bugs, fun game! Before you returned with v1.1.0 I was actually convinced the game was dead... and I couldn't progress in v1.0.6 because of softlocks. They're fixed now so that's amazing
So this is just gonna be a thread of whatever I found in the game that doesn't work as of v1.1.1 and onwards. I may delete or cross out stuff here like this based on what gets fixed or clarified.
Updated based on what I find. Read the entire thread I don't only post here.
1) Meadow battleback is not loading. Fixed in v1.1.1.
2) Labyrinthic Ruins are broken, I'm pretty sure? I press on the two gargoyles yet the roadblock is not cleared. This renders my 1.1.0 save softlocked. Had to import my old 1.0.6 one ← Couldn't replicate, remains unsolved.
3) Lost Notes: Volume II text seems to not fit into the text box on a few occasions Works in v1.1.1.
4) Malicia's dialogue in the battle itself is not translated. Also the inn dialogue in softsnow city is not translated too, idk italian but i will try finding more untranslated stuff Translated in v1.1.1.
4.1) Wolf-like familiar battle dialogues (all of them) are not translated Translated in v1.1.1.
4.2) Craftable armour descriptions in Goldoasis City (and an NPC in Foggy Cave) are not translated. Excluded, thanks Dribio! The NPC comment still stands though. (the NPC is the girl on the 3rd floor) Translated in v1.1.1.
5) Ylva's triple arrow skills (5 & 15 TP) give this message: "Theolized SBS: Error occurred on RPG::Actor in ID 7 Undefined sequence key "" for skill phase This is your fault. Not this script error!" Yes, this crashes your game. Fixed in v1.1.1.
6) Rocky Cave's rock at the entrance gives a Speed Up when broken but does not show up in the inventory Works in v1.1.1.
Came digging for copper, found a weird gem resembling a malachite made out of paper-like substance.
That is perhaps the best short description of monsia I can wrap my head around. Within a lot of RPG Maker games made recently it is hard to find these short, refined, optimised experiences that have a lot of style and substance. monsia succeeds at that in... surreal fashion, perhaps.
The trailer and images may perhaps indicate that the game and it's world are crude and cheap. But monsia isn't crude, it's articulate, auteurish and offers way more content even for the seemingly short amount of time advertised and shown.
The weird, green-and-white large world of monsia, it's inhabitants, and the not-so-large crew of three that you control has a ton of charm and, at the same time, instability - as it should be - within themselves. I found the ramblings of every NPC you encounter, as well as the ramblings of your own team, alongside minor bits of comedy, very immersive and well crafted. I would love to hear a lot more from them, to be honest. And the plot, while somewhat basic - well, it's a 3.5-4 hour adventure, not much to spill anyway - has it's elements of depth and coherency that can keep the player excited for what else is to come.
The visuals and the OST are definitely an acquired taste. They are unique and may, like I've already said, initially deter a player from diving deeper into the game. However, they definitely grow on you and start to fit a lot better the further you go into the game and explore it's atmosphere. Sure, the graphics may blend into themselves, and the OST may have it's highs and lows (I felt this a lot during the FunHouse section), but it overall crafts a unique and deep experience that really allows you to see the depth of the world that monsia has to offer.
Overall I've spent almost 4 hours exploring every nook and cranny of monsia. After fully completing the game, I didn't feel deterred in any way, even thogh I completed the game over the course of two days - not an experience you may want to complete in one go. On the contrary, monsia left me wanting a lot more. A lot more of the adventures of Opso, Rhumb and Spact as they... defeat another robot and a buncha rats or something. It speaks a lot abot the game's quality if it can really make you want more of it. Perhaps the short-ish length of the game is it's only flaw.
monsia was certainly a unique experience I wouldn't recommend anyone to miss out on. Give it a try and see it's depth and creativity. Really excited for the next entry in this saga, whatever it'll be, because I'll definitely be there.
Thanks frogsoop for an absolutely amazing game!
Replaying on a new save file: go straight to Tek after the robot boss. He's not there, but you can press the computer and part of the cutscene will start again.
May as well round up what else I've found:
- All Allies skills like Hot Box Heal are almost impossible to use in the menu. Single-ally skills work.
- Minor object clippings, such as the phone at Dups' lab in Cunch
- Music and SFX can entirely disappear in battle or when entering a location. I have no idea how to trigger it - it seems to work 100% when you enter the dungeon with the dragon at the castle. It's possible to reenable music and SFX when exiting and re-entering the game, but the opposite can happen too
- What's the A button for if it doesn't appear anywhere but after the three slimes fight in the abandoned town?
- Ancient Horn can be used in battle, but does pretty much nothing.
- Text can go out of bounds in textboxes (watch the ones with all caps) and particularly the status screen.
While said issues are minor, not having them makes games better to play ^^

I originally intended to write a review here after I finished the game, but I got stopped.
In the cave you find the girl that got lost in the forest, right? For some reason the game softlocks after you finish the encounter with the 4 bats. This didn't happen with any other cutscenes in the game, so I'm a bit weirded out here.
Would prefer this to be fixed. Thanks. ⚔ Nate
Played this in mid-September. Saw the game got updated a day ago, played it again. Here's my review.
So I generally like the game as it currently is. The artstyle is nice. It seems unique while not flashy and pretentious. The plot is fine, nothing significant, but nothing bad either - good for a first chapter.
The gameplay is neat. Area design is nice aside from one area which I'll mention later. Secret pathways being used as, well, secrets, while also as shortcuts and plot points is nice. I also liked the dog gimmick. Builds on the plot and the general atmosphere. Training dummies and targets are better than the regular "level up and get a skill" system, which I found nice. Equips and skills also have some uniqueness to them.
It's solid for a first chapter, but it doesn't come without some drawbacks, albeit not major. Here's my nitpicks:
- The "new weapon found" screen can take maybe 0.5/1s faster to disappear?
- Found a bug where a hidden path just goes nowhere. See screenshot.
- I liked the "choose your fight" segment with the dog, but the parts where you have to choose what you get seem a bit scummy. Maybe make it in future chapters so that you can come back and get these items later? Don't change the current area design.
- Description nitpick: Plastic Boomerang is seemingly "capable" of returning to it's owner... but is a one-time use item. Troll.
- Chem gets 107 hp at level 4. Does that tie into stats for the next chapter or is that a bug? It doesn't affect much, but it has me wondering.
Like I said, the first chapter is pretty solid and I like it. Minor issues here and there, but they can be fixed. Not sure at what rate the chapter will be released, but I can wait. Also I don't wanna rate this anything since the game is far from being finished so yeah.
Good luck with the development.
⚔︎ Nate

I created this account just to write this review. Will I use it again? Fuck if I know, man.
Anyway, for the amount of content this game has, it slaps. It might also slap your nerves on harder difficulties. Luckily, I am playing on a difficulty that makes me impervious to my brain suddenly outputting an upcoming Death Grips album.
Anyways, yes, it's an RPG Maker game. Yes, it may not look as impressive compared to some other titles here. But the game isn't finished yet, and it has enough charm, confusing maps, plot and character conflict to keep you playing. It worked for me, at least.
Also, there's a fair ton of surprise encounters, so keep being on the grind. You'll need it to make the developer ponder about his life choices.
Conclusion: Play the game. And if you can, write a review. Oh, and don't make it as deranged as this one is.
- Swordy, the bored and depraved teenager who has no life and he plays random shit on itch.io to cope and keep himself mildly entertained



