Tomomon Legacy Of Light Review

Tomomon is one of the most disappointing things I have played recently. Now I do give games a easier time if they are Indie or made by small groups like this one, but that didn’t make what I played fun. The main questline seems impossible and even though that is mostly due to the RNG mechanics the game suffers for it. The main quests are finding the Guardian monsters, completing the Tomopedia, and lastly stopping the evil team in this game. The Guardian Monsters are non-existent and by that I mean I never actually saw or fought one yet still saw every area on the map. The first time I tried was an early route in the game and still saw nothing. After an npc told me to visit a town leading to another quest this one having crafting materials I don’t believe are even in the game or never showed up I gave up on the guardians. Take Coromon and Nexomon you actively seek out larger monsters in those games and they are part of the main quest, but their locations are fixed and crafting is optional no rng is needed till you unlock capturing them. Also, early in the game a challenge requiring level 30 comes up you can probably do it earlier, but the extra damage from that helps. This means you need to grind at least 15 levels for your monsters and since you really have no where else to go at this point and past that battle you never have to worry about anything your level is too high to really be threatened by type advantage or disadvantage.

Okay what about the monsters do they have good designs? Not really half the monsters feel like copy and pastes of each other with a different color scheme and type. Also, I think some of the monsters have evolutions that aren’t in the game or their evolution is just inaccessible. Most three stage evolutions occur at mid to late 30s and if not you need an item like a stone to make it happen that is until you reach Sanmeow a cat like monster that seems to evolve yet nothing I tried did anything. The other part is fusion never really needed it. Not because I didn’t want to, but because first to unlock it you need a key after you get said key by doing a side quest, you need the formulas and right monsters for fusion, getting the monsters happens naturally while exploring, but you get formulas by doing side quests and the horrible crafting system returns for that. Creating a system that while it should be able to fuse with anything is limiting and lacking in imagination.

So the part I have been avoiding: crafting. Resources are found on expeditions. Expeditions can be unlocked through rank. Here you can catch monsters you haven’t seen or rare monsters. This is fine for the most part, but several quests require specifically colored blocks called data. Good luck finding ones your looking for it won’t show up no matter how many times you reset the areas. I searched each area for specific things multiple times before giving up entirely.

The conclusion is I can see the potential for this game its 3v3 combat system is fun and sort of reminds me of Monster Sanctuary, but everything being tied to RNG is oddly a detriment there doesn’t seem to be a progression system and a severe lack of signposting for the player. In most games like these some things are RNG based monster encounters and some resources, but with near everything tied to it makes the game feel more randomized than anything and in areas where randomization would have improved things like in fusion it is fixed. Early on I did recommend people this game, but that is because I believe it can be fun at times. Now after playing for awhile it definitely needs work.

Score: 4/10 (Score subject to change if improvements are made)

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