Five Game-Changers in MinoMonsters 2.0

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MinoMonsters, the popular iOS monster battling title, has hit a milestone in reaching over 600,000 downloads. To celebrate, MinoMonsters 2.0 has been released, bringing major changes that overhaul some of the most fundamental aspects of the game. The game is now free-to-play and rife with microtransactions, but that’s not all that’s changed.




MinoMonsters is a game where you catch, collect, and battle monsters. One-on-one turn based battles are the meat of MinoMonsters, where you use a small variety of attack types to defeat your foe. In some cases, when a monster’s health is low, you can catch it by tossing candy to it. If it eats the candy, it’s yours. By battling more and more monsters, you boost the strength of those in your stable, and can progress to new areas. Battling and catching monsters is fun, especially on a system that you can fit in your pocket and take with you anywhere.



An arm, a leg, and my first-born baby boy for virtual candy? Seems fair.

MinoMonsters 2.0 operates in a world that runs on MinoCredits. As you complete battles with bosses, you gain MinoCredits. You can also find MinoCredits in random crates on your trek through the islands. MinoCredits can be used to purchase Candy and additional MinoMonsters from the MinoMonsters Store. Though the prices for some items and monsters are ludacris, when you’re in a tight squeeze and need some Candy, buying some MinoCredits becomes a much more attractive broad (or fella, if you prefer).




Candy is the lifeblood of MinoMonsters gameplay, and your success or failure can often depend on your current stock of Candy. You use Candy to catch monsters. You use Candy to heal your monsters in battle. With the update to MinoMonsters 2.0, you can only have five pieces of Candy in your inventory at one time. That is, unless you purchase Candy from the MinoMonsters Store, at which point, you can have MANY pieces of Candy in your inventory. It’s particularly disheartening when you find a “Candy Monster” in the wild, but your inventory is already “full” at five pieces of Candy. That Candy is wasted, and you move on with your sad, sad life.


So I take a right up here, and then...?

Remember the exploration from MinoMonsters before the update? MinoMonsters 2.0 does away with it entirely. The map is now “node-based,” with a monster at each node. You progress from node to node by battling and defeating monsters, with a “boss” character at the last node of an area. Upon defeating the boss, you are rewarded with MinoCredits, as described above. Clearing an area opens up access to the next area, where the process begins anew. Clearing all the areas on an island opens up the next island, and you can (and will) revisit previous areas to gain more experience and monsters. Being honest, the exploration from the original kind of sucked anyway.



This is why we can't have nice...monsters.

So, basically, MinoMonsters is a grind-fest. There…I said it. Before the update, you would constantly be chasing enemies so that you could battle, level up, and move on to new areas. The new node-based system described above works in a similar fashion, but it exposes how grind-heavy the game can be. You fight the monsters in an area, and you move on to the next. However, if you aren’t strong enough to kill the monsters in the new area, you can always go back to previous areas and fight the lower-level monsters there. If you just defeated those monsters (with time described in minutes or seconds), then they are likely on a respawn timer, which can take between minutes (normal enemies) and hours (boss characters). Be ready to put your play session on hold if you get stuck in one of these unfortunate pickles.



Why, yes, I think I will!

When you start MinoMonsters, like many monster-battling games, you have to chose a starter monster. In MinoMonsters 2.0, ala Pokemon, you can literally evolve your monster into a more powerful version of itself at level 30. When the monster evolves, its stats increase and it gets new attacks, aside from getting an extreme makeover. From what I can tell, evolving is centered around starter monsters, and it’d be great if, eventually, all monsters could evolve and have new forms.



I'm just to durn slow...

I’m already late to the party, it would seem. MinoMonsters has updated to version 2.1, and with that comes the unlocking of Fire Island, an new area to explore, and additional monsters to catch. I’m certainly looking forward to checking out the newest update).


MinoMonsters, even at 2.1, still has its issues. It’s grind-heavy. The social aspects are minimal at best. You can’t even trade monsters or battle with friends yet! Being heavily reliant on microtransactions isn’t something I am a fan of, and MinoMonsters, in my option, requires you to pay to continue progressing or wait for respawn timers to go away. There are still the issues that weren’t fixed from the original by the update, such as slightly shallow combat and confusing elemental types, but MinoMonsters is still worth a look. It’s good. It’s free. It’s light RPG action on the go. With this release, MinoMonsters is attempting to break through to a whole new audience. Maybe MinoMonsters 2.0 is giving me an experience that I wasn’t even aware that I needed…a pick-up-and-play, simple RPG on the go. Don’t be surprised if you see MinoMonsters plushies next time you go to the store…they’re on the brink of doing something great.

MinoMonsters 2.0 was played over a series of days, with a few in-app purchases being made. Grunt was chosen as the starter monster (from the original download). MinoMonsters was downloaded during one of the first price drops from being $0.99 to free, and was played entirely on an iPhone 4S.

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