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Feed All Monsters – Review

I don’t game on mobile on purpose but one game I did play in my brief London tube commute whilst listening to music was Lines. Feed All Monsters reminds me of that game, where you have to connect coloured lines together without crossing them over. Instead of lines though, we have three characters intent on feeding all the monsters in a level. Cute, wholesome and upbeat, Feed All Monsters is a casual gem.

Using streams with the current means you don’t spend any move points, making long distances easier to cover.

Each level will have some monsters in it that require a set number of meals and that number is displayed above them. You have three characters to feed them with and you need to place them on a number of starting stones and then drag their route out across the grid of the level. Melonica can move seven spaces and each time she stands next to a monster, she’ll give them one meal. Mun-chi can move five spaces but can delivery each monster two meals. Umarius can only move two spaces but can deliver three meals per monster. The idea is to place the characters in the right spots and map the route to feed everyone at least the right amount of meals. Thankfully the meal drop is per space so you’ll often be walking around monsters to deliver multiple meals from one character.

Initially this starts out like a route finder game as you choose each characters starting points and map out their routes, which can never cross over. However after the first world, Feed All Monsters starts adding in variables to keep things fresh. Mud takes two move points per square. Portals warp you across the level. Streams have a current and moving against them doubles the move points per space but going with the current means you can move without using any move points at all. Towards the end of the game objects can be given to the trio to either give them an extra meal or move point too which switches up your tactics. The last twist is a frying pan that allows you to throw a meal in a straight line to a monster too.

Working out which character can reach where is key to solving each level.

Whilst the 200 levels start off nice and simply, Feed All Monsters has a few head scratchers. The hint system only tells you where a character should start from and nothing more. I liked this as it meant you still had to solve the puzzle yourself but the options for success had been narrowed down. My only mild critique is that the difficulty curve is more like a hill range. Sometimes multiple gameplay mechanics were combined for a few tricky levels and then you’d get a really obvious easy basic level late game. It would have been lovely to pick a different level at times too when I got stuck – which admittedly was rare.

Feed All Monsters is a joy to play. It took me nearly 5 hours to complete the game for £2.49 and I was going at some pace to complete it. It’s one of the few games I think I may have clicked with sped through quicker than the average gamer so your mileage may be longer. I liked the photos of the monsters you unlock as the game progressed and the general upbeat tone of the whole product. Fun, rewarding and engrossing without making your brain explode, this is a gem in the casual puzzle market.

Feed All Monsters
Final Thoughts
Tightly woven casual puzzler game that serves up style and moreish substance.
Positives
Great aesthetic and sound design.
Puzzles are varied with new game mechanics being added every world.
Some minor flexibility in how you complete levels means you can try and undercut the move count.
Hint system doesn't solve the puzzle completely for you.
Negatives
The difficulty curve is more like a bumpy road.
9
Excellent

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