Heroes of the Monkey Tavern

Heroes of the Monkey Tavern

75% Positive / 157 Ratings

RELEASE DATE

Sep 22, 2016

DEVELOPER / PUBLISHER

Monkey Stories / Monkey Stories

TAGS

    ActionAdventureIndieRPG
After countless days and nights celebrating within the infamous Monkey Tavern, our team of adventurers have spent every last penny... Their fates, however are about to change...

Like a gift from the gods, in walks a mysterious stranger who points them towards a high tower full of invaluable treasures .

It doesn't take much more to rouse their thirst for adventure.

You will enjoy exploring a dungeon full of riddles, dangerous enemies and vicious traps.

And if luck favours...you will discover secret passages sheltering legendary weapons and armours.

Key Features :

- Dungeon exploration in grid-base movement

- 8 classes

- 3 difficulty levels

- 2 hours of intense music

- Static real time fights

- 22 different enemies, including 6 bosses

- Full keyboard and gamepad support

- Numerous traps and secrets

- More than 100 unique items

Heroes of the Monkey Tavern pc price

Heroes of the Monkey Tavern

Heroes of the Monkey Tavern pc price

75% Positive / 157 Ratings

Sep 22, 2016 / Monkey Stories / Monkey Stories

    ActionAdventureIndieRPG
Price Comparison
  • United States
    $9.99 $9.99
  • Argentina
    ARS$134.58 ≈$0.56
  • Turkey
    ₺21.06 ≈$1.01
$9.99 / Get it

Game Description

After countless days and nights celebrating within the infamous Monkey Tavern, our team of adventurers have spent every last penny... Their fates, however are about to change...

Like a gift from the gods, in walks a mysterious stranger who points them towards a high tower full of invaluable treasures .

It doesn't take much more to rouse their thirst for adventure.

You will enjoy exploring a dungeon full of riddles, dangerous enemies and vicious traps.

And if luck favours...you will discover secret passages sheltering legendary weapons and armours.

Key Features :

- Dungeon exploration in grid-base movement

- 8 classes

- 3 difficulty levels

- 2 hours of intense music

- Static real time fights

- 22 different enemies, including 6 bosses

- Full keyboard and gamepad support

- Numerous traps and secrets

- More than 100 unique items

Reviews

  • mhorrill.lorientrust

    Jan 16, 2023

    SHORT REVIEW Heroes of the Monkey Tavern is a very basic and quite short dungeon crawler. If you like classic dungeon crawlers then this game might be worth looking at but if they are not really you're thing then give it a miss. PLOT: The plot (which is never a strong point of dungeon crawlers) is lame even by the very low standard of dungeon crawlers. GAMEPLAY: The combat is the area where this game is really poor. There is a “flee” mechanic that damages the whole party if you try to side step or back up reducing combat to nothing more than a toe to toe DPS race. DIFFICULTY: I played on the “Normal” difficulty setting (out of Easy, Normal & Hard) and found that to be about right. The difficulty is a “one shot” choice made at the very beginning of the game and you can't change it part way through. I did a second run on “Hard” to get the final achievement but found that to be a bit of a slog. GRAPHICS & SOUND: Good and more than adequate for the game but not exceptional by today's standards. REPLAY VALUE: Virtually none. Its worth a play through but once you've done it there is nothing further to keep you interested unless you're a completionist and missed an achievement or two. ISSUES AND BUGS: None. The game works “straight out of the box” with no messing around and appears to be completely bug free. ACHIEVEMENTS AND TRADING CARDS: Full integration with the Steam platform. VALUE FOR MONEY: Average to Poor. Its cheap but its also very short. I would put it in the “wait for a discount in a sale” category rather than the “buy it now at full price” category. If you like dungeon crawlers there is also a Grid-based Crawling Bundle on Steam offering an extra saving which is how I came to end up with this. LONG REVIEW Heroes of the Monkey Tavern is a very basic dungeon crawler. The game is also short. The 16.6 hours I have logged represents two complete run-throughs of the game at quite a leisurely pace as I played on “Normal” difficulty and then did a second run on “Hard” to get the final achievement but found that to be a bit of a slog. The combat is really poor. There is a “flee” mechanic that damages the whole party if you try to side step or back up reducing combat to a toe to toe DPS race. (I suppose some people might consider this a bonus if you don't like the “attack and side step” style of play from games like Legend of Grimrock.) Other than the combat the game is very simple and character progression is fixed. The party also seems to be in a line 4 abreast rather than the usual 2 x 2 arrangement so there is no “front” and “back” row. There are eight (relatively small) levels each with its own end of level boss and then the final fight with the

    Dragon

    . There are the standard loose bricks and hidden buttons but thankfully the puzzles are quite simple, there are none of the horrible push a whole series of buttons in a timed sequence type encounters and thankfully no pits to fall down.

  • JegDie

    Sep 24, 2016

    Surprisingly confusing dungeon crawler. with very few of the types of options youd expect in a PC release. Seems like it has a lot of potential and nice graphics (very nice though repetivie dungeons and well animated enemeis - haven't I seen that rat guy before in other games??? In the end I cant recommend an $8 game with such little polish
  • Nyast

    Sep 24, 2016

    Heroes of the Monkey Tavern is a grid-based dungeon crawler similar to Legend of Grimrock 1. It simplifies the formula to the minimum. Let's review it point by point: [b]Technical: 3 out of 5[/b] Graphics are decent for a small indy game, but the tilesets feels very "Grimrockey". Different textures & stones would have helped to make the game feel more original. I counted 3 tilesets but they all feel like simple reskins. Monsters do look nice and are well animated with feedback when hit. Sounds are okay. The best part however are the musics, which are very fantasy and add a lot to the ambiance. Unfortunately the music gets interrupted each time you go to sleep, and you go to sleep a lot. I didn't notice any performance issues, which is the least I would expect from my rig ( 6700K + 32 GB RAM + Nvidia 1070 GTX ). Loading times and quick saving / reloading felt instant, so good work here. [b]Dungeon Design: 2 out of 5[/b] Grid-based dungeon crawlers live or die by their dungeon design. Unfortunately I'd rate [i]Monkeys[/i] slightly below than average in that area. The dungeon is completely linear with progression requiring you to find keys to unlock doors, with an occasional boss battle. Layouts are very labyrinthic with a mix of corridors and rooms, but everything is boring and repetitive. There aren't enough props ( like statues, furniture etc.. ) to give rooms their own uniqueness. There are no variations in room styles or dimensions, no rooms with high ceilings etc... For each floor there's a single entrance staircase and a single exit staircase. No exterior areas to visit. Traps & puzzles are also a disappointment and tend to be on the very simplistic style. Some levers, some statues throwing fireballs, pikes moving up & down and that's pretty much it. Forget pitholes making you fall on a level below, pressure plates, teleporters or other stuff you can usually find in other dungeon crawlers: there aren't any here. No navigationnal puzzles either other than finding keys and most traps are simple rooms with a door that locks behind you and a wall that opens to reveal a monster. Clearly the focus wasn't on making exploration of the dungeon a refreshing experience. Some secrets are hidden and loot is pretty gratifying. [b]Combat: 2 out of 5[/b] Combat is pretty typical for this genre: you click on the weapon icons in your left & right hands, which can also hold a spell ( that's a maximum of 2 active spells per character ). Combat happens in real-time but to avoid the 2-step dancing from [i]Grimrock[/i], the developer implemented a damage-on-flee mechanism which forces you to stand still. It kindda works. As an unfortunate consequence range-based weapons, other than bows, are inexistent and even the bows aren't very powerful. There's a nice variety of monsters but they're all unoriginal looking, and they all fight melee which is another disappointment. You won't find archers throwing arrows at you from the other side of a room, you won't ever have to dodge projectiles, none of the monsters are spellcasters; so in terms of tactics, the game is very poor. Most of the time you'll spam-click your weapons with the ocasionnal healing or fireball spell. Fights aren't too difficult for trash mobs, but a few boss fights will require a bit more thought and potions management. [b]Interface and inventory: 3 out of 5[/b] Forget hotkeys for combat: those require you to cycle through your characters to attack, which makes it slower than manually clicking on icons with the mouse. Movement is fine though. There's no in-game menu to remap keys, but it can be done when the game is launching by keeping the shift key pressed. Inventory has more than enough space for what the game has to offer, and when taking an item a tooltip shows the stats and differences with the currently equipped item which is welcome. The interface sometimes doesn't feel entirely coherent, like it is impossible to drag & drop an item to the hands on the character portrait, you have to use the hands on the paperdoll in the invenstory instead. During combat, especially when a character has run out of mana, it becomes very easy to misclick and to open the inventory instead which has cost me a few fights. Automap is available but only maps the current tile, not the adjacent tiles, which tends to make rooms have holes especially in the corners. There's no way to write your own annotations on the map. [b]Gameplay: 3 out of 5[/b] The game doesn't really feature a story other than pure dungeon crawling. No NPCs to talk to, no gold, no economy, no crafting. Worse, it doesn't feature much in terms of resource management, which is the other cornerstone of a good dungeon crawler. You won't have to find food, drink water, you can sleep for free anywhere ( as long as it's not during a fight ), no items weight or encumbrance.. so you'll only have to manage your hitpoints & mana pool as well as potions. RPG systems are also pretty simple. Your characters level up automatically, you don't get to manually assign skill points and pick new skills or spells. At each level a character, depending on his class, learns a new skill. Unfortunately those new skills are simple attack upgrades or a +1 in an attribute like strength / dexterity / constitution etc.. So you don't really have any class-based specific skills, other than healing spells for priests and attack spells for elementalists. Loot and progression was easily the best part of the game for me. I had fun finding better equipment and seeing my characters become stronger and stronger. Bonuses like +1 strength immediately make a lot of difference to your character's attacks, and a lot of the loot has to be earned by solving a trap or a hostile encounter. My experience was completely bug free. I finished the game in ~5 hours. [b]Conclusion: 3 out of 5[/b] [i]Monkey[/i] isn't terribly ambitious, in fact you could say it does the bare minimum in terms of dungeon crawling. It reminds me of [i]Falls of the Dungeon Guardians[/i], but with real-time combat that prevents 2-steps dancing instead, which I prefer to the MMO-combat style of FOTDG. The game doesn't have a lot of depth, however it is pretty cheap, which makes it a decent quality / price ratio. I wouldn't recommand it at 20-30$ but at 10$ if you are hungry for a new dungeon crawler, you can't really go wrong.
  • FantasyFreak_UK

    Sep 26, 2016

    Genre - Grid based movement RPG I grew up on Dungeon Master, Ishar, Eye of the Beholder and Bloodwych and have fond memories of these games. I do appreciate the more open worlded RPGs of today but I will still occasionally go back to retro style games. I played through Legend of Grimrock 1,2 and Ruzar recently and enjoyed them all. Okay so this game plays a bit different to other games in the genre. You have a party of characters but can't position them. They all stand in a row of 4. Monster attacks will AOE attempt to hit all of them but damage is concentrated on your melee fighters. Also you can't dance around the monsters to avoid damage as you will take flee damage. Once you get used to the mechanics the combat is quite satisfying. You have bows, magic and the usual melee weapons to use. You can also find various armour pieces that will boost your stats sligtly. You may need to sleep after every fight though especially if lacking a priest class. I managed to solve most of the puzzles with no help. This means that none were too obtuse and the few I couldn't be bothered with were not required to complete the game on normal mode. I have spoken to the devloper and given him feedback and he has been very receptive and not defensive like some. Mainly I think there is an over reliance on the Priest class, although a common issue in most RPGs It hinders the party diversity. Also you get set skills per level up not allowing any customisation. The graphics look on a par with Grimrock and the monsters look cool whilst they attempt to kill you. You can get surrrounded in a few areas, and this should be avoided if possible as these fights rarely go in your favour. For the price I think this games satisfies and look forward to the developers promised updates and hopefully a sequel.
  • Raatotiainen

    Oct 3, 2016

    Played through the first four levels. It's alright, but nothing remarkable. It has some fundamental flaws that I don't like. First of all it basically forces you to fight at one place, you can't dance around enemies as you get fleeing damage if you do so. This might work coupled with an interesting fight mechanism, but this game doesn't have that. It's just your basic reaction test: push the attack button when your attack is ready. Your charactes are in a line opposed to a grid. This forces you to move your mouse further than in a traditional two by two grid placement and because of that, fast weapons are in disadvantage as you miss those important seconds what you save by using those weapons. Spellcasters can use only two spells at a time and they have to sacrifice their hand slots for them and they even share the cooldowns with each of their spells. This basically means that your utility spells are useless, you just use heals with your healer and your best damage option with other casters. All this combined makes the fights little bit boring. And on top of everything, as your characters don't need any food or water, you can rest after every fight without any disadvantage. Leveling is predefined. You don't get to make any choices as your characters level up. And you don't get to swap your characters in the line, it automatically assign your characters to the imaginary front and back row based on the class. It doesn't tell you which character are in those rows, only way you know that this happens is by reading a random tooltip during sleeping. So the only meaningful choises are made in the beginning by choosing a class and of course what equipment you use with your characters. Level design was a little bit boring. It's your standard labyrinth. It had some furniture in it to evoke some meaning to the design, but mostly it was just boring corridors and rooms. But I've seen worse. Puzzles in the first four levels were pretty basic. Music I liked and couple of the monsters were pretty nice looking. All in all, I can't really recommend this game to anyone else than the most enthusiastic dungeon crawlers.
  • Saboth

    Dec 30, 2016

    I'm going to recommend this game, but with caveats. Heroes of Monkey Tavern is a party-based first person view grid dungeon crawler. Graphically, it is decent. Music is good, gameplay is average. There is no discernable story. You select a party of four from various classes and venture into a dungeon. You'll level up, gain loot, figure out some simple puzzles here and there, look for secret doors, etc. It's a very simple game, and it's short. I finished in about 6 hours. When your party levels up, you do not choose stats or abilities for them, they are assigned for you. The loot is not random. You can only assign 1-2 spells at a time to your casters. Your spells are static, and you'll gain them at preset levels. Combat consists of simply clicking a weapon or spell icon over and over for each character as soon as its cooldown is over. Not much strategy at all. However, there is no square dancing in this game, which is a plus. All-in-all, I did have moderate fun with the game, but it's too short and too simple for a hearty recommendation. It feels like a game you might play on a tablet. But it is well done, and it was an enjoyable 6 hours. Graphics: 6 Music: 6.5 Fun: 6.7 Value: 5.5 (I'd recommend it on a sale, $5-$10 range)
  • Ichthyic

    Jan 24, 2017

    Not a bad game. Very simple design, easy to follow. Graphics are simple but smooth. the bad outweighs the good IMO though: -levels are too similar there is hardly any variation in design of textures -rpg levelling mechanic is forced; no choice in how to develop your characters is given. -the standard tried-and-true mechanic of dodging using square movement in every other dungeon crawler has been changed so if you try to move away to take a ranged shot, or even to the side, every character takes massive damage. this is really what killed it for me. it forces the player into basically buidling only certain kinds of characters, and ranged doesn't do well since it both takes forever to reload, and you can't move away from your taget to shoot. -I can live without a storyline, or basically any interaction at all... but I woudln't do it if there was a choice between a game like this with a story (and there are plenty) and one without.. which is this one. for an indie game, it's not terrible, but very much not to my liking.
  • ManuTOO

    Jan 30, 2017

    [h1]Ranting Review :[/h1] Hum, this game feels really unfinished and unpolished. With its simple combat system and level design, it could have been a nice introduction to the square-based FPV dungeon-crawling genre, but unfortunately it lacks some user-friendliness. It has however some simple charm, which makes me regret even more the developer didn't build up more his game. So it could be a buy during a sale. Anyway, if you're not sure, there's a demo allowing to try out the 1st level, which should give you a decent idea of the whole game (ie: there's no important change in the gameplay and in the level design, and to estimate the size of the dungeon, know there's a total of 8 levels), so I'd recommend you to try it out. [h1]Pros :[/h1] - Simple level design, coupled with an automap, so you'll never get lost => easy introduction to the genre - No square-dancing, which is replaced by some healing and a tiny bit of tanking (if you rest the game will show an hint explaining you that the front row is made of the fighters and they will protect the back row which is made of the spell casters, although there's no visual hint for that on screen) - Visually, it's decent, although it seriously lacks some variations in the wall design and a bit of unity overall - Puzzles are simple enough - Traps are usually well thoughts without being too painful nor dangerous [h1]Cons (some might be Pros depending of your tastes, and vice-versa! ;-) ) :[/h1] - Combat system is mostly a basic whack-a-mole without challenge, which means we spend the combat staring at the character toolbar to click as soon as possible on their weapons or spells when they're out of cooldown - In Hard mode, most combats will end with your mage and sometimes your Priest without mana anymore, which will force you to rest, which runs a little animation for 20 seconds where you cannot do anything => mood breaker, loss of real-life time - The mage gets its best spell very early and thus all the spells you get after feel nearly useless - The monk hand icons look almost same when they are ready and on cooldown ; for a whack-a-mole game, it's really penalizing ; other icons with weapons look too same as well, but a bit less, so it's almost ok - Enemies don't have an HP bar so it's a guesswork to decide to use potions or not when a combat lasts longer than usually - Can be beaten in 6 hours without speeding ; for a $10 game, that's just not enough - The stone opening most secret passages is really hard to notice because it doesn't have a special shape, but instead it's just a bit more protuberant than other stones, and thus when seeing it from the front it just gets a very faint outline (so it's actually easier to see it from the side) - Leveling brings 0 choice : you get extra abilities or your attributes raise in a predetermined sequence - You get abilities when leveling up, but there's no description about what they do, so you just have to guess their effect >_< - You can only affect 2 spells maximum to your priest and in such case you lose your weapon and thus can't attack - Level design is globally pretty basic and almost nothing is memorable - Can't manipulate the items in the 3D world, so there's no puzzle involving items - No teleporter nor pressure plate - There's no story except the short intro and the mega-mini-end :) (it's not really penalizing in this genre, though) - Fountains resurrect your dead party members, but the game doesn't explain you that - Can't redefine the keys in-game ; it can be only done from the launcher
  • Khogn

    Apr 15, 2017

    As a long-time fan of the genre who grew up with games like Dungeon Master, Eye of the Beholder, Captive and Lands of Lore, I was really excited for this game and tried my best to love it. But already half an hour in, I just can't go on playing this and asked for a refund. This is no Legend of Grimrock, sadly. On the bright side, the game's production is surprisingly good with gorgeous graphics, great music, alright lighting and fluid animations. The interface is also rather intuitive and easy on the newcomers, and the menus are clear and well constructed. Hat down to that, it is directly impressive for a budget game. But the good stops right here. Now on to the bad... First of all, the game hurts you really bad if you try to move while in combat. Yes, you read that right: you cannot really allow yourself to move while fighting, which is probably the core gameplay element in any dungeon crawlers. So you must stand there like an idiot, let the monsters strike you again and again while praying that you will have enough health and protection to survive the encounter. Forget strategic fighting, and you will have to look at the boring sleep/rest screen almost each time between two fights. Secondly, the character placement seems to be on a line. Which means that the two weaker guys also are on the front, taking damage as much as the warriors, but able to strike with melee weapons. It does not make sense either on a strategic plane. Moreover, their portraits are on the bottom, totally obscuring the ground right in front of you. The consequence is that both items and traps are really hard or even impossible to see if you are close to them. Worse even: I dropped a weapon on the floor and was not able to pick it up again. There is something about the game's mechanics which seems to be missing or broken. Last but probably least: there is no story except for the fact that you're broke and go dungeon adventuring to earn money. Overall, there is a cruel lack of depth in this game. Variables like lighting, weight, hunger/thirst, multiple spell handling and combination, tiredness etc. are just not present. It is a beautiful, shallow game with an unsatisfying gameplay system. There was a huge potential here, but it is wasted on very surprising and ill-advised design choices. Hopefully there will be a sequel addressing all its negative aspects.
  • Ralithorn

    Apr 21, 2017

    I pretty much own every dungeon crawler ever made. My addiction started with Dungeon Master on my Atari ST. This game is a lot of fun and a pretty much simplified version of Legend of Grimrock. (Basically you can't strafe in combat) I've played around with all the classes they all are fun. The weapons are varied and the monsters look great. If you like dungeon crawlers I think you should give this one a try.
  • Abracadabarre

    May 19, 2017

    I tested the demo before I bought the game, and I'm glad I did ! When you get used to face your enemy without moving during a fight, just like the old school crawlers (forget Legend of Grimrock, it is not the only reference in this world) everything gets instinctive. Sometimes you stop moving to make sure you will listen to the music til the end, some of them are so epic, while others are quiet but still very adapted to your progression. Fights are basics, but entertaining and difficult. Hard to believe that while this game respects all the rules of a good dungeon crawler it still brings unique and epic moments, good job from the devs. Being a fan of the genre I should complain about the dev removing weight, food and craft, but for once it is true that it is relaxing. At the end I think I can only recommend this game, as an introduction to the genre it is a very good one. Though, to me, being a veteran, it was also a nice journey :-)
  • chardogan

    Jun 30, 2017

    Kind of a short and simplified version of Grimrock. Biggest difference is that you can't use creative movement in battle. Well, not true. There is a way. If you keep sidestepping a creature, while it is in movement you can land hits without taking the 'fleeing damage' that you receive if you strategically retreat. Few traps that can be easily disarmed. Still have a thief. Recommend having a Paladin, thief, Berserker and a Mage/Elementalist for the party.
  • Catarter

    Jul 3, 2017

    Heroes of the Monkey Tavern is a good surprise, having played Might & Magic, Lands of Lore, Eye of the Beholder in their time it reminded me of this feeling. I read some people comparing it to Legend of Grimrock, but they should not, it is not the same game at all. Legend of Grimrock is kind of an "Action dungeon crawler", with some impossible riddles and very difficult moments. Where Monkey Tavern is nice and simple to play, no food management, no weight management, etc... just exploration and logic mechanics, listening fabulous music. If it is the work of one man as it looks in the forum, good job dude, I hope you'll offer us a HotMT 2 :-)
  • Verran

    Aug 2, 2017

    I loved this game. I bought it on sale and, after finishing, feel like I should have paid full price. It is a lot like Grimrock, less like Fall of the Dungeon Guardians, but holds true more to the style of Eye of the Beholder (which I loved back in the day). I loved the simplicity of the melee, ranged and magic systems. I loved the traps and puzzles. More than anything, I loved all of the secrets niches, which I found Grimrock and FoDG somewhat lacking (wishing they had more). The equipment/inventory was also enjoyable in its simplicity. I only have two suggestions for a sequel: make resting shorter (or at least a gameplay option to be shorter), and provide a hotkey for resting. Other than that, I really look forward to a sequel if it stays true to this style. Please make another game. And/or, a DLC for this game (another campaign). Thank you!
  • projectmayhem702

    Aug 9, 2017

    I was really in the mood to get into an oldschool Eye of the Beholder type RPG. I own Grimlock 1 and 2, and they're great. Saw this was recommended, and at $10, it seemed like a good deal. I'll say this: it scratched an itch, but didn't really satisfy long-term. The RPG elements are super shallow (almost non-existent), the puzzles are incredibly basic switches and hidden button finding, and the enemy design and combat gets boring pretty quick. I hate to sound so negative, because I can tell it was a noble attempt at a nostalgic style (clearly one which I was looking for as well). But it simply didn't hold my interest for long. In combat I spent more time staring at the weapon icons for each character, just clicking on any whose cooldown had ended. I barely looked up to see what sort of damage it was doing. You likely won't survive any encounters that involve multiple enemies, If you survive combat, you just rest and heal fully with no risk at all. I suppose for $10 bucks I can say I was able to sort of enjoy a 2.5 hour experience before getting bored, but I just longed for something more.
  • abhumansoul

    Oct 9, 2017

    What, this game is good. It's basically a silly Grimrock by a foreign team that was nice enough to include a proper gamepad control scheme. Pros: +Good graphics, because again, it's basically Grimrock +Smooth gameplay, supports gamepad +Simplistic enough for causal sessions +Good price Cons: -Not complex enough to stretch your brain -Goofy and sometimes awkward translation If you've read this far you might as well get it.
  • Evernight

    Oct 28, 2017

    Quite a nice dungeon crawler of the old school variety. Definately feels like all the ones you hear everything compared to in this genre (Dungeon Master, Legends of Grimrock, et al), but there are some caveats. What I liked: -The dungeon just feels right. It's got the look and atmosphere that I like in a dungeon crawler; nostalgic but with better graphics. -The Music is great and carries throughout the game. Suits the dungeon and gets top marks for adding the right kind of atmosphere. What I wasn't keen on: -The length of the game is short. You'd probably complete it in about 5-7 hours, but as the game doesn't cost much I'm not going to complain. -Simple gameplay. It's better than the mobile dungeon crawlers that seem to be popping up alot, but still quite lacking in depth. The levels feel a bit empty, the combat is straightforward as are the puzzles. I pray that this game is a test model for the devs to go on and make a full luxury game from what they've learnt, because if this were the skeleton of it, they'd have a hit on their hands. -Not a great deal of difference between the classes, and their abilities on levelling up are not very well described (no tooltips for them). The online manual goes a little way towards giving the statistical increases, but it's still not entirely clear. Oh wells, they're mostly just attribute increases or increased crit chance, that kinda thing. So overall I found it to be enjoyable and worth the money, though lacking the length and depth that I'm looking for in a dungeon crawler. Hopefully the money from this might have the devs make a full-on version, and dare I dream, perhaps with 2-player coop! ^o^ alright, I know.. just flights of fancy.
  • dorkonfire

    Dec 27, 2017

    Very basic dungeon crawler with a fleeing mechanic where you take damage when moving away from an enemy. It turns all combat into clicking on your characters when their cool down is over as you can't move around in combat. All enemies are basically the same, everything is simple melee combat. There are only a few actual puzzles in the game which tend to revolve around guessing the right direction to flip a group of switches. Every other level or so your character will get a new skill from leveling up but you get no information as to what the skill does past it's name. The classes without spells to cast (most of them) have no use for a mana bar as there are no activatable skills. The ressurection mechanic is a bit of a hassle and you'll often find yourself having to go back to a previous floor to get to the revive point, lots of needless walking. All in all I found it way too lackluster on all levels. There wasn't a single thing in the game that I found to be above a mediocre level. If you're really hurting for a dungeon crawler try something else before this one.
  • Capital D

    Feb 12, 2018

    It is incredibly easy to die and there is only one way to resurrect your heroes, which has limited uses throughout the entire game. That concept isn't explained in anyway IN the game and so I only found that out on the community pages. Later IF you hired a priest hero and acutally got him to the sufficient level there is a resurrect spell, While that makes the "challenge" of playing greater, its makes the success/failure, at least in the early game, threshold boil down to getting good rolls on attacks and defense. You can't disengage combat without suffering automatic damage so hit a run tactics are out, When you try to use the healing spell and don't have enough mana, it opens the inventory, since this is a real-time game cut into turns, this means that you have moslt likely taken more hits or have missed a chance to hit while you close the inventory and another hero dies. Given that combat loop is about spending your limited economy of hps it further compounds the generally unfun mechanic. Maybe if the puzzles or the voice acting were better it would be worth it. The music is good.
  • Sol

    Apr 1, 2018

    This game feels like an asset flip of Legend of Grimrock. it feels and plays like a bootleg version of it. the monster and attack sounds are copied. mechanics are copied and watered down. the style of the maps and everything is just a trash tier copy of legend of grimrock. just play legend of grimrock instead of this.
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Heroes of the Monkey Tavern

Heroes of the Monkey Tavern

75% Positive / 157 Ratings

RELEASE DATE

Sep 22, 2016

DEVELOPER / PUBLISHER

Monkey Stories / Monkey Stories

TAGS

    ActionAdventureIndieRPG
After countless days and nights celebrating within the infamous Monkey Tavern, our team of adventurers have spent every last penny... Their fates, however are about to change...

Like a gift from the gods, in walks a mysterious stranger who points them towards a high tower full of invaluable treasures .

It doesn't take much more to rouse their thirst for adventure.

You will enjoy exploring a dungeon full of riddles, dangerous enemies and vicious traps.

And if luck favours...you will discover secret passages sheltering legendary weapons and armours.

Key Features :

- Dungeon exploration in grid-base movement

- 8 classes

- 3 difficulty levels

- 2 hours of intense music

- Static real time fights

- 22 different enemies, including 6 bosses

- Full keyboard and gamepad support

- Numerous traps and secrets

- More than 100 unique items

Heroes of the Monkey Tavern pc price

Heroes of the Monkey Tavern

Heroes of the Monkey Tavern pc price

75% Positive / 157 Ratings

Sep 22, 2016 / Monkey Stories / Monkey Stories

    ActionAdventureIndieRPG
Price Comparison
  • United States
    $9.99 $9.99
  • Argentina
    ARS$134.58 ≈$0.56
  • Turkey
    ₺21.06 ≈$1.01
$9.99 / Get it

Reviews

  • mhorrill.lorientrust

    Jan 16, 2023

    SHORT REVIEW Heroes of the Monkey Tavern is a very basic and quite short dungeon crawler. If you like classic dungeon crawlers then this game might be worth looking at but if they are not really you're thing then give it a miss. PLOT: The plot (which is never a strong point of dungeon crawlers) is lame even by the very low standard of dungeon crawlers. GAMEPLAY: The combat is the area where this game is really poor. There is a “flee” mechanic that damages the whole party if you try to side step or back up reducing combat to nothing more than a toe to toe DPS race. DIFFICULTY: I played on the “Normal” difficulty setting (out of Easy, Normal & Hard) and found that to be about right. The difficulty is a “one shot” choice made at the very beginning of the game and you can't change it part way through. I did a second run on “Hard” to get the final achievement but found that to be a bit of a slog. GRAPHICS & SOUND: Good and more than adequate for the game but not exceptional by today's standards. REPLAY VALUE: Virtually none. Its worth a play through but once you've done it there is nothing further to keep you interested unless you're a completionist and missed an achievement or two. ISSUES AND BUGS: None. The game works “straight out of the box” with no messing around and appears to be completely bug free. ACHIEVEMENTS AND TRADING CARDS: Full integration with the Steam platform. VALUE FOR MONEY: Average to Poor. Its cheap but its also very short. I would put it in the “wait for a discount in a sale” category rather than the “buy it now at full price” category. If you like dungeon crawlers there is also a Grid-based Crawling Bundle on Steam offering an extra saving which is how I came to end up with this. LONG REVIEW Heroes of the Monkey Tavern is a very basic dungeon crawler. The game is also short. The 16.6 hours I have logged represents two complete run-throughs of the game at quite a leisurely pace as I played on “Normal” difficulty and then did a second run on “Hard” to get the final achievement but found that to be a bit of a slog. The combat is really poor. There is a “flee” mechanic that damages the whole party if you try to side step or back up reducing combat to a toe to toe DPS race. (I suppose some people might consider this a bonus if you don't like the “attack and side step” style of play from games like Legend of Grimrock.) Other than the combat the game is very simple and character progression is fixed. The party also seems to be in a line 4 abreast rather than the usual 2 x 2 arrangement so there is no “front” and “back” row. There are eight (relatively small) levels each with its own end of level boss and then the final fight with the

    Dragon

    . There are the standard loose bricks and hidden buttons but thankfully the puzzles are quite simple, there are none of the horrible push a whole series of buttons in a timed sequence type encounters and thankfully no pits to fall down.

  • JegDie

    Sep 24, 2016

    Surprisingly confusing dungeon crawler. with very few of the types of options youd expect in a PC release. Seems like it has a lot of potential and nice graphics (very nice though repetivie dungeons and well animated enemeis - haven't I seen that rat guy before in other games??? In the end I cant recommend an $8 game with such little polish
  • Nyast

    Sep 24, 2016

    Heroes of the Monkey Tavern is a grid-based dungeon crawler similar to Legend of Grimrock 1. It simplifies the formula to the minimum. Let's review it point by point: [b]Technical: 3 out of 5[/b] Graphics are decent for a small indy game, but the tilesets feels very "Grimrockey". Different textures & stones would have helped to make the game feel more original. I counted 3 tilesets but they all feel like simple reskins. Monsters do look nice and are well animated with feedback when hit. Sounds are okay. The best part however are the musics, which are very fantasy and add a lot to the ambiance. Unfortunately the music gets interrupted each time you go to sleep, and you go to sleep a lot. I didn't notice any performance issues, which is the least I would expect from my rig ( 6700K + 32 GB RAM + Nvidia 1070 GTX ). Loading times and quick saving / reloading felt instant, so good work here. [b]Dungeon Design: 2 out of 5[/b] Grid-based dungeon crawlers live or die by their dungeon design. Unfortunately I'd rate [i]Monkeys[/i] slightly below than average in that area. The dungeon is completely linear with progression requiring you to find keys to unlock doors, with an occasional boss battle. Layouts are very labyrinthic with a mix of corridors and rooms, but everything is boring and repetitive. There aren't enough props ( like statues, furniture etc.. ) to give rooms their own uniqueness. There are no variations in room styles or dimensions, no rooms with high ceilings etc... For each floor there's a single entrance staircase and a single exit staircase. No exterior areas to visit. Traps & puzzles are also a disappointment and tend to be on the very simplistic style. Some levers, some statues throwing fireballs, pikes moving up & down and that's pretty much it. Forget pitholes making you fall on a level below, pressure plates, teleporters or other stuff you can usually find in other dungeon crawlers: there aren't any here. No navigationnal puzzles either other than finding keys and most traps are simple rooms with a door that locks behind you and a wall that opens to reveal a monster. Clearly the focus wasn't on making exploration of the dungeon a refreshing experience. Some secrets are hidden and loot is pretty gratifying. [b]Combat: 2 out of 5[/b] Combat is pretty typical for this genre: you click on the weapon icons in your left & right hands, which can also hold a spell ( that's a maximum of 2 active spells per character ). Combat happens in real-time but to avoid the 2-step dancing from [i]Grimrock[/i], the developer implemented a damage-on-flee mechanism which forces you to stand still. It kindda works. As an unfortunate consequence range-based weapons, other than bows, are inexistent and even the bows aren't very powerful. There's a nice variety of monsters but they're all unoriginal looking, and they all fight melee which is another disappointment. You won't find archers throwing arrows at you from the other side of a room, you won't ever have to dodge projectiles, none of the monsters are spellcasters; so in terms of tactics, the game is very poor. Most of the time you'll spam-click your weapons with the ocasionnal healing or fireball spell. Fights aren't too difficult for trash mobs, but a few boss fights will require a bit more thought and potions management. [b]Interface and inventory: 3 out of 5[/b] Forget hotkeys for combat: those require you to cycle through your characters to attack, which makes it slower than manually clicking on icons with the mouse. Movement is fine though. There's no in-game menu to remap keys, but it can be done when the game is launching by keeping the shift key pressed. Inventory has more than enough space for what the game has to offer, and when taking an item a tooltip shows the stats and differences with the currently equipped item which is welcome. The interface sometimes doesn't feel entirely coherent, like it is impossible to drag & drop an item to the hands on the character portrait, you have to use the hands on the paperdoll in the invenstory instead. During combat, especially when a character has run out of mana, it becomes very easy to misclick and to open the inventory instead which has cost me a few fights. Automap is available but only maps the current tile, not the adjacent tiles, which tends to make rooms have holes especially in the corners. There's no way to write your own annotations on the map. [b]Gameplay: 3 out of 5[/b] The game doesn't really feature a story other than pure dungeon crawling. No NPCs to talk to, no gold, no economy, no crafting. Worse, it doesn't feature much in terms of resource management, which is the other cornerstone of a good dungeon crawler. You won't have to find food, drink water, you can sleep for free anywhere ( as long as it's not during a fight ), no items weight or encumbrance.. so you'll only have to manage your hitpoints & mana pool as well as potions. RPG systems are also pretty simple. Your characters level up automatically, you don't get to manually assign skill points and pick new skills or spells. At each level a character, depending on his class, learns a new skill. Unfortunately those new skills are simple attack upgrades or a +1 in an attribute like strength / dexterity / constitution etc.. So you don't really have any class-based specific skills, other than healing spells for priests and attack spells for elementalists. Loot and progression was easily the best part of the game for me. I had fun finding better equipment and seeing my characters become stronger and stronger. Bonuses like +1 strength immediately make a lot of difference to your character's attacks, and a lot of the loot has to be earned by solving a trap or a hostile encounter. My experience was completely bug free. I finished the game in ~5 hours. [b]Conclusion: 3 out of 5[/b] [i]Monkey[/i] isn't terribly ambitious, in fact you could say it does the bare minimum in terms of dungeon crawling. It reminds me of [i]Falls of the Dungeon Guardians[/i], but with real-time combat that prevents 2-steps dancing instead, which I prefer to the MMO-combat style of FOTDG. The game doesn't have a lot of depth, however it is pretty cheap, which makes it a decent quality / price ratio. I wouldn't recommand it at 20-30$ but at 10$ if you are hungry for a new dungeon crawler, you can't really go wrong.
  • FantasyFreak_UK

    Sep 26, 2016

    Genre - Grid based movement RPG I grew up on Dungeon Master, Ishar, Eye of the Beholder and Bloodwych and have fond memories of these games. I do appreciate the more open worlded RPGs of today but I will still occasionally go back to retro style games. I played through Legend of Grimrock 1,2 and Ruzar recently and enjoyed them all. Okay so this game plays a bit different to other games in the genre. You have a party of characters but can't position them. They all stand in a row of 4. Monster attacks will AOE attempt to hit all of them but damage is concentrated on your melee fighters. Also you can't dance around the monsters to avoid damage as you will take flee damage. Once you get used to the mechanics the combat is quite satisfying. You have bows, magic and the usual melee weapons to use. You can also find various armour pieces that will boost your stats sligtly. You may need to sleep after every fight though especially if lacking a priest class. I managed to solve most of the puzzles with no help. This means that none were too obtuse and the few I couldn't be bothered with were not required to complete the game on normal mode. I have spoken to the devloper and given him feedback and he has been very receptive and not defensive like some. Mainly I think there is an over reliance on the Priest class, although a common issue in most RPGs It hinders the party diversity. Also you get set skills per level up not allowing any customisation. The graphics look on a par with Grimrock and the monsters look cool whilst they attempt to kill you. You can get surrrounded in a few areas, and this should be avoided if possible as these fights rarely go in your favour. For the price I think this games satisfies and look forward to the developers promised updates and hopefully a sequel.
  • Raatotiainen

    Oct 3, 2016

    Played through the first four levels. It's alright, but nothing remarkable. It has some fundamental flaws that I don't like. First of all it basically forces you to fight at one place, you can't dance around enemies as you get fleeing damage if you do so. This might work coupled with an interesting fight mechanism, but this game doesn't have that. It's just your basic reaction test: push the attack button when your attack is ready. Your charactes are in a line opposed to a grid. This forces you to move your mouse further than in a traditional two by two grid placement and because of that, fast weapons are in disadvantage as you miss those important seconds what you save by using those weapons. Spellcasters can use only two spells at a time and they have to sacrifice their hand slots for them and they even share the cooldowns with each of their spells. This basically means that your utility spells are useless, you just use heals with your healer and your best damage option with other casters. All this combined makes the fights little bit boring. And on top of everything, as your characters don't need any food or water, you can rest after every fight without any disadvantage. Leveling is predefined. You don't get to make any choices as your characters level up. And you don't get to swap your characters in the line, it automatically assign your characters to the imaginary front and back row based on the class. It doesn't tell you which character are in those rows, only way you know that this happens is by reading a random tooltip during sleeping. So the only meaningful choises are made in the beginning by choosing a class and of course what equipment you use with your characters. Level design was a little bit boring. It's your standard labyrinth. It had some furniture in it to evoke some meaning to the design, but mostly it was just boring corridors and rooms. But I've seen worse. Puzzles in the first four levels were pretty basic. Music I liked and couple of the monsters were pretty nice looking. All in all, I can't really recommend this game to anyone else than the most enthusiastic dungeon crawlers.
  • Saboth

    Dec 30, 2016

    I'm going to recommend this game, but with caveats. Heroes of Monkey Tavern is a party-based first person view grid dungeon crawler. Graphically, it is decent. Music is good, gameplay is average. There is no discernable story. You select a party of four from various classes and venture into a dungeon. You'll level up, gain loot, figure out some simple puzzles here and there, look for secret doors, etc. It's a very simple game, and it's short. I finished in about 6 hours. When your party levels up, you do not choose stats or abilities for them, they are assigned for you. The loot is not random. You can only assign 1-2 spells at a time to your casters. Your spells are static, and you'll gain them at preset levels. Combat consists of simply clicking a weapon or spell icon over and over for each character as soon as its cooldown is over. Not much strategy at all. However, there is no square dancing in this game, which is a plus. All-in-all, I did have moderate fun with the game, but it's too short and too simple for a hearty recommendation. It feels like a game you might play on a tablet. But it is well done, and it was an enjoyable 6 hours. Graphics: 6 Music: 6.5 Fun: 6.7 Value: 5.5 (I'd recommend it on a sale, $5-$10 range)
  • Ichthyic

    Jan 24, 2017

    Not a bad game. Very simple design, easy to follow. Graphics are simple but smooth. the bad outweighs the good IMO though: -levels are too similar there is hardly any variation in design of textures -rpg levelling mechanic is forced; no choice in how to develop your characters is given. -the standard tried-and-true mechanic of dodging using square movement in every other dungeon crawler has been changed so if you try to move away to take a ranged shot, or even to the side, every character takes massive damage. this is really what killed it for me. it forces the player into basically buidling only certain kinds of characters, and ranged doesn't do well since it both takes forever to reload, and you can't move away from your taget to shoot. -I can live without a storyline, or basically any interaction at all... but I woudln't do it if there was a choice between a game like this with a story (and there are plenty) and one without.. which is this one. for an indie game, it's not terrible, but very much not to my liking.
  • ManuTOO

    Jan 30, 2017

    [h1]Ranting Review :[/h1] Hum, this game feels really unfinished and unpolished. With its simple combat system and level design, it could have been a nice introduction to the square-based FPV dungeon-crawling genre, but unfortunately it lacks some user-friendliness. It has however some simple charm, which makes me regret even more the developer didn't build up more his game. So it could be a buy during a sale. Anyway, if you're not sure, there's a demo allowing to try out the 1st level, which should give you a decent idea of the whole game (ie: there's no important change in the gameplay and in the level design, and to estimate the size of the dungeon, know there's a total of 8 levels), so I'd recommend you to try it out. [h1]Pros :[/h1] - Simple level design, coupled with an automap, so you'll never get lost => easy introduction to the genre - No square-dancing, which is replaced by some healing and a tiny bit of tanking (if you rest the game will show an hint explaining you that the front row is made of the fighters and they will protect the back row which is made of the spell casters, although there's no visual hint for that on screen) - Visually, it's decent, although it seriously lacks some variations in the wall design and a bit of unity overall - Puzzles are simple enough - Traps are usually well thoughts without being too painful nor dangerous [h1]Cons (some might be Pros depending of your tastes, and vice-versa! ;-) ) :[/h1] - Combat system is mostly a basic whack-a-mole without challenge, which means we spend the combat staring at the character toolbar to click as soon as possible on their weapons or spells when they're out of cooldown - In Hard mode, most combats will end with your mage and sometimes your Priest without mana anymore, which will force you to rest, which runs a little animation for 20 seconds where you cannot do anything => mood breaker, loss of real-life time - The mage gets its best spell very early and thus all the spells you get after feel nearly useless - The monk hand icons look almost same when they are ready and on cooldown ; for a whack-a-mole game, it's really penalizing ; other icons with weapons look too same as well, but a bit less, so it's almost ok - Enemies don't have an HP bar so it's a guesswork to decide to use potions or not when a combat lasts longer than usually - Can be beaten in 6 hours without speeding ; for a $10 game, that's just not enough - The stone opening most secret passages is really hard to notice because it doesn't have a special shape, but instead it's just a bit more protuberant than other stones, and thus when seeing it from the front it just gets a very faint outline (so it's actually easier to see it from the side) - Leveling brings 0 choice : you get extra abilities or your attributes raise in a predetermined sequence - You get abilities when leveling up, but there's no description about what they do, so you just have to guess their effect >_< - You can only affect 2 spells maximum to your priest and in such case you lose your weapon and thus can't attack - Level design is globally pretty basic and almost nothing is memorable - Can't manipulate the items in the 3D world, so there's no puzzle involving items - No teleporter nor pressure plate - There's no story except the short intro and the mega-mini-end :) (it's not really penalizing in this genre, though) - Fountains resurrect your dead party members, but the game doesn't explain you that - Can't redefine the keys in-game ; it can be only done from the launcher
  • Khogn

    Apr 15, 2017

    As a long-time fan of the genre who grew up with games like Dungeon Master, Eye of the Beholder, Captive and Lands of Lore, I was really excited for this game and tried my best to love it. But already half an hour in, I just can't go on playing this and asked for a refund. This is no Legend of Grimrock, sadly. On the bright side, the game's production is surprisingly good with gorgeous graphics, great music, alright lighting and fluid animations. The interface is also rather intuitive and easy on the newcomers, and the menus are clear and well constructed. Hat down to that, it is directly impressive for a budget game. But the good stops right here. Now on to the bad... First of all, the game hurts you really bad if you try to move while in combat. Yes, you read that right: you cannot really allow yourself to move while fighting, which is probably the core gameplay element in any dungeon crawlers. So you must stand there like an idiot, let the monsters strike you again and again while praying that you will have enough health and protection to survive the encounter. Forget strategic fighting, and you will have to look at the boring sleep/rest screen almost each time between two fights. Secondly, the character placement seems to be on a line. Which means that the two weaker guys also are on the front, taking damage as much as the warriors, but able to strike with melee weapons. It does not make sense either on a strategic plane. Moreover, their portraits are on the bottom, totally obscuring the ground right in front of you. The consequence is that both items and traps are really hard or even impossible to see if you are close to them. Worse even: I dropped a weapon on the floor and was not able to pick it up again. There is something about the game's mechanics which seems to be missing or broken. Last but probably least: there is no story except for the fact that you're broke and go dungeon adventuring to earn money. Overall, there is a cruel lack of depth in this game. Variables like lighting, weight, hunger/thirst, multiple spell handling and combination, tiredness etc. are just not present. It is a beautiful, shallow game with an unsatisfying gameplay system. There was a huge potential here, but it is wasted on very surprising and ill-advised design choices. Hopefully there will be a sequel addressing all its negative aspects.
  • Ralithorn

    Apr 21, 2017

    I pretty much own every dungeon crawler ever made. My addiction started with Dungeon Master on my Atari ST. This game is a lot of fun and a pretty much simplified version of Legend of Grimrock. (Basically you can't strafe in combat) I've played around with all the classes they all are fun. The weapons are varied and the monsters look great. If you like dungeon crawlers I think you should give this one a try.
  • Abracadabarre

    May 19, 2017

    I tested the demo before I bought the game, and I'm glad I did ! When you get used to face your enemy without moving during a fight, just like the old school crawlers (forget Legend of Grimrock, it is not the only reference in this world) everything gets instinctive. Sometimes you stop moving to make sure you will listen to the music til the end, some of them are so epic, while others are quiet but still very adapted to your progression. Fights are basics, but entertaining and difficult. Hard to believe that while this game respects all the rules of a good dungeon crawler it still brings unique and epic moments, good job from the devs. Being a fan of the genre I should complain about the dev removing weight, food and craft, but for once it is true that it is relaxing. At the end I think I can only recommend this game, as an introduction to the genre it is a very good one. Though, to me, being a veteran, it was also a nice journey :-)
  • chardogan

    Jun 30, 2017

    Kind of a short and simplified version of Grimrock. Biggest difference is that you can't use creative movement in battle. Well, not true. There is a way. If you keep sidestepping a creature, while it is in movement you can land hits without taking the 'fleeing damage' that you receive if you strategically retreat. Few traps that can be easily disarmed. Still have a thief. Recommend having a Paladin, thief, Berserker and a Mage/Elementalist for the party.
  • Catarter

    Jul 3, 2017

    Heroes of the Monkey Tavern is a good surprise, having played Might & Magic, Lands of Lore, Eye of the Beholder in their time it reminded me of this feeling. I read some people comparing it to Legend of Grimrock, but they should not, it is not the same game at all. Legend of Grimrock is kind of an "Action dungeon crawler", with some impossible riddles and very difficult moments. Where Monkey Tavern is nice and simple to play, no food management, no weight management, etc... just exploration and logic mechanics, listening fabulous music. If it is the work of one man as it looks in the forum, good job dude, I hope you'll offer us a HotMT 2 :-)
  • Verran

    Aug 2, 2017

    I loved this game. I bought it on sale and, after finishing, feel like I should have paid full price. It is a lot like Grimrock, less like Fall of the Dungeon Guardians, but holds true more to the style of Eye of the Beholder (which I loved back in the day). I loved the simplicity of the melee, ranged and magic systems. I loved the traps and puzzles. More than anything, I loved all of the secrets niches, which I found Grimrock and FoDG somewhat lacking (wishing they had more). The equipment/inventory was also enjoyable in its simplicity. I only have two suggestions for a sequel: make resting shorter (or at least a gameplay option to be shorter), and provide a hotkey for resting. Other than that, I really look forward to a sequel if it stays true to this style. Please make another game. And/or, a DLC for this game (another campaign). Thank you!
  • projectmayhem702

    Aug 9, 2017

    I was really in the mood to get into an oldschool Eye of the Beholder type RPG. I own Grimlock 1 and 2, and they're great. Saw this was recommended, and at $10, it seemed like a good deal. I'll say this: it scratched an itch, but didn't really satisfy long-term. The RPG elements are super shallow (almost non-existent), the puzzles are incredibly basic switches and hidden button finding, and the enemy design and combat gets boring pretty quick. I hate to sound so negative, because I can tell it was a noble attempt at a nostalgic style (clearly one which I was looking for as well). But it simply didn't hold my interest for long. In combat I spent more time staring at the weapon icons for each character, just clicking on any whose cooldown had ended. I barely looked up to see what sort of damage it was doing. You likely won't survive any encounters that involve multiple enemies, If you survive combat, you just rest and heal fully with no risk at all. I suppose for $10 bucks I can say I was able to sort of enjoy a 2.5 hour experience before getting bored, but I just longed for something more.
  • abhumansoul

    Oct 9, 2017

    What, this game is good. It's basically a silly Grimrock by a foreign team that was nice enough to include a proper gamepad control scheme. Pros: +Good graphics, because again, it's basically Grimrock +Smooth gameplay, supports gamepad +Simplistic enough for causal sessions +Good price Cons: -Not complex enough to stretch your brain -Goofy and sometimes awkward translation If you've read this far you might as well get it.
  • Evernight

    Oct 28, 2017

    Quite a nice dungeon crawler of the old school variety. Definately feels like all the ones you hear everything compared to in this genre (Dungeon Master, Legends of Grimrock, et al), but there are some caveats. What I liked: -The dungeon just feels right. It's got the look and atmosphere that I like in a dungeon crawler; nostalgic but with better graphics. -The Music is great and carries throughout the game. Suits the dungeon and gets top marks for adding the right kind of atmosphere. What I wasn't keen on: -The length of the game is short. You'd probably complete it in about 5-7 hours, but as the game doesn't cost much I'm not going to complain. -Simple gameplay. It's better than the mobile dungeon crawlers that seem to be popping up alot, but still quite lacking in depth. The levels feel a bit empty, the combat is straightforward as are the puzzles. I pray that this game is a test model for the devs to go on and make a full luxury game from what they've learnt, because if this were the skeleton of it, they'd have a hit on their hands. -Not a great deal of difference between the classes, and their abilities on levelling up are not very well described (no tooltips for them). The online manual goes a little way towards giving the statistical increases, but it's still not entirely clear. Oh wells, they're mostly just attribute increases or increased crit chance, that kinda thing. So overall I found it to be enjoyable and worth the money, though lacking the length and depth that I'm looking for in a dungeon crawler. Hopefully the money from this might have the devs make a full-on version, and dare I dream, perhaps with 2-player coop! ^o^ alright, I know.. just flights of fancy.
  • dorkonfire

    Dec 27, 2017

    Very basic dungeon crawler with a fleeing mechanic where you take damage when moving away from an enemy. It turns all combat into clicking on your characters when their cool down is over as you can't move around in combat. All enemies are basically the same, everything is simple melee combat. There are only a few actual puzzles in the game which tend to revolve around guessing the right direction to flip a group of switches. Every other level or so your character will get a new skill from leveling up but you get no information as to what the skill does past it's name. The classes without spells to cast (most of them) have no use for a mana bar as there are no activatable skills. The ressurection mechanic is a bit of a hassle and you'll often find yourself having to go back to a previous floor to get to the revive point, lots of needless walking. All in all I found it way too lackluster on all levels. There wasn't a single thing in the game that I found to be above a mediocre level. If you're really hurting for a dungeon crawler try something else before this one.
  • Capital D

    Feb 12, 2018

    It is incredibly easy to die and there is only one way to resurrect your heroes, which has limited uses throughout the entire game. That concept isn't explained in anyway IN the game and so I only found that out on the community pages. Later IF you hired a priest hero and acutally got him to the sufficient level there is a resurrect spell, While that makes the "challenge" of playing greater, its makes the success/failure, at least in the early game, threshold boil down to getting good rolls on attacks and defense. You can't disengage combat without suffering automatic damage so hit a run tactics are out, When you try to use the healing spell and don't have enough mana, it opens the inventory, since this is a real-time game cut into turns, this means that you have moslt likely taken more hits or have missed a chance to hit while you close the inventory and another hero dies. Given that combat loop is about spending your limited economy of hps it further compounds the generally unfun mechanic. Maybe if the puzzles or the voice acting were better it would be worth it. The music is good.
  • Sol

    Apr 1, 2018

    This game feels like an asset flip of Legend of Grimrock. it feels and plays like a bootleg version of it. the monster and attack sounds are copied. mechanics are copied and watered down. the style of the maps and everything is just a trash tier copy of legend of grimrock. just play legend of grimrock instead of this.
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We include game deals from reputable and trustworthy game retailers from around the world to ensure smooth and instant purchasing. You will be able to download or activate the game right away depending on the store of choice. However, some stores have manual checks in place to avoid any kind of fraud, which could some time.

Can I Buy Heroes of the Monkey Tavern for Free?

Game retailers come up with Steam deals that allow players to buy games at very cheap prices and sometimes even for free as giveaways. We keep an eye out on special giveaways like these to let you buy your favorite video games for completely free. Looking to buy Heroes of the Monkey Tavern for free? Many stores including Steam Games offer giveaways like this all the time. 

Look for these offers, participate and you might just get luckily enough to win your favorite title for free. However, if you don’t, you can always grab it for the lowest price on Gamedeal!