Info about Doodle Dice Monsters:

Official game description:
Doodle Dice Monsters is strategic turn-based battling game where you draw your own characters! Form your six character dream team, then duel your friends in strategic multiplayer combat. Inspired by Pokémon Tournament as well as Silly Band duels using playground rules, every game there is something on the line: winner not only gets epic loot, but gets to take one of the defeated Doodlemon for their own!
Using the draw feature, your team can compose of whomever or whatever you want! A Doodlemon's tier is determined by how long you spend drawing it. You start out with just the default palette, giving you a limited set of colors but unlock more as you play the game! There are no restrictions to what you can draw, so anything you can imagine is possible! 
Every turn, swap in a Doodlemon that has not been used this round. Swap wisely to take advantage of type vulnerabilities and each monster tier's unique moveset! Successfully predicting your opponent's moves and creating favorable matchups will help ensure you leave the battlefield with an extra monster in your collection and epic loot in your inventory. The most powerful abilities have limited use
*   Multiplayer only, with invite-only and random matchmaking
*   Level up to further customize your monsters
*   Easy to learn, difficult to master
*   Stakes overarch individual matches
*   Unlock backgrounds, dice sets, palettes, and more
*   High replayability
*   Upgrade your kingdom to unlock extra tools and resources
Join the Discord to find cool dueling rivals, and a great art community! Link in the links panel

Release date: Jun 23, 2026

Categories: Drawing, Turn-based Combat, Multiplayer, Competitive Multiplayer, Monster Collecting, Creature Creation, Character Customization

Feature scans:
- MTX: score 78; verdict: Aggressive Monetization; summary: The reviews confirm a real-money cash shop that sells in-game gold and paid unlocks. Players report that pallets, facilities, and color options are gated behind either long grind sessions or direct payment, with some customization priced highly relative to the game. No explicit real-money gacha or loot boxes are reported, but the combination of paid currency and paywalled progression supports an aggressive monetization finding.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $9.99 - $14.99
  - Reasoning: The reviews provide mixed value signals: one explicitly calls the base game fairly priced for its content, while another says it is not worth the money at launch and questions the value of the multiplayer/social setup. There are no concrete dollar amounts, so the fair range is inferred as a modest indie price. The positive fair-price comment supports a range near $10-$15, while the negative value comment and launch-state concerns keep confidence low and the upper bound restrained.
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: N/A
  - Session length: N/A
  - Endgame: N/A
  - Reasoning: The two 5-hour statements report total playtime so far or time played, but neither says the game was completed, nor do they describe story completion or endgame content. The 20-minute statement refers to drawing and preparation time for a team before battle, not a play-session length. The bursts/long-session comment is qualitative and gives no numeric session length. Therefore, none of the requested playtime metrics can be reliably populated.
- Time-to-fun:
  - Summary: Players can have brief fun, especially around friends' drawings or playing with friends, but the game often drops into repetitive content, shallow fights, and poor public multiplayer.
  - Stance: Fun then drops
  - Anchor: Seeing a friend's drawings
  - Time to anchor: N/A
  - Friction: Battling system is initially tricky to understand; Tutorial coverage of battles is unclear; Random online lobbies are essentially dead; No single-player content in a multiplayer-exclusive game; Public online multiplayer is ruined by trolls
  - Unlock drivers: Playing only with friends to avoid troll-ruined public multiplayer
  - Conditions: Playing with friends; Seeing friends' drawings; Avoiding public online multiplayer
- Player Archetypes:
  - Creative Doodler (buy)
    - Motivation: To express themselves by drawing characters and seeing their creations used in battles.
    - Playstyle: Spends time sketching teams, uses a drawing tablet, and treats losing doodles as low-stakes sketches.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: artist
    - Reference games: N/A
  - Friend-Group Social Player (buy)
    - Motivation: To goof around and share matches with friends.
    - Playstyle: Organizes friends and uses private matches rather than solo public queue.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Solo PvE and Anti-Monetization Skeptic (no buy)
    - Motivation: To find a populated, fair game with solo or PvE options, without exploitative microtransactions.
    - Playstyle: Tries public queues alone and looks for PvE bots or single-player alternatives; avoids until issues are fixed.
    - Experience: mixed
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Drawing tools feel good (weight 0.63): The drawing tool is simple yet responsive, with smooth performance on tablets and intuitive controls like undo and zoom. Users appreciate the stabilizer and mouse support, making creation enjoyable.
- Game is addictive and fun (weight 0.58): Many reviewers find the game highly enjoyable and immersive, with a fresh and original concept. The combination of drawing and battling keeps players engaged and coming back for more.
- Fun with friends (weight 0.44): Playing with friends, especially in private matches, enhances the fun through shared laughter and friendly competition. The ability to steal each other's doodles and communicate via chat adds to the experience.
- Strategic and mind-game battles (weight 0.43): Combat has depth through monster attributes, remaining hands, and tier characteristics, requiring players to read opponents and make strategic choices. The elemental affinity and skills reduce reliance on pure luck.
- Unique concept of battling art (weight 0.42): The idea of drawing creatures and battling them, then collecting opponents' art, is novel and appealing. It combines creativity with competition in a way that feels fresh and original.
- Great for artists and art lovers (weight 0.42): The game appeals to those who enjoy drawing and sharing art, with a supportive community and features like hiding/reporting artwork. It's a creative outlet that reduces stress about having art taken.
- Fun to share drawings (weight 0.41): Players enjoy seeing each other's drawings, showing off their own art, and the social interaction it creates. This is a core part of the experience and is frequently highlighted as a key source of fun.
- Observatory shows stats (weight 0.39): The observatory lets players track lost monsters, including current owner, number of past owners, and usage statistics. This adds a layer of attachment and curiosity about the journey of their creations.
- Easy to earn currency (weight 0.37): In-game currency is easy and fast to earn, with generous initial coins and rewards from losing. This makes unlocking palettes and upgrades accessible without grinding.
- Funny and unique creations (weight 0.32): Encountering funny, unique, or skilled drawings makes battles more entertaining. Seeing others' art styles and creations adds humor and variety to the experience.
- Randomness adds excitement (weight 0.31): The dice system and random matchmaking introduce unpredictability and excitement. Players enjoy the luck element and the surprise of facing different opponents and their art.
- Losing art is not frustrating (weight 0.27): Although losing a drawing can be sad, the game makes it satisfying to know someone chose and used your creation, and there are negligible consequences for losing. This turns potential frustration into a positive experience.
- Runs smoothly without bugs (weight 0.19): The game performs well with no significant bugs or performance issues reported. Smooth operation contributes to an enjoyable experience.
- Cheap and worth the price (weight 0.19): The game is priced low and offers great value, making it a must-buy for those interested in drawing and battling. Reviewers feel it's worth purchasing despite minor qualms.
- Export drawings as PNG (weight 0.17): Players appreciate being able to export their drawings to their computer as PNG files, even after losing or releasing them. This feature allows them to keep their creations outside the game.
- Drawing for a team can be tedious (weight 0.14): Some players find the requirement to draw six characters initially a bit time-consuming, though it's not a major complaint. Others see it as a fun challenge.
- Trap facility captures monsters (weight 0.08): The trap facility allows players to capture other players' drawn monsters, adding another layer to the collection aspect. This feature is mentioned as a positive.

Common complaints:
- Permadeath of drawings frustrates players (weight 0.99): Many reviewers express strong frustration that losing a battle permanently removes a monster they spent significant time drawing. This risk demotivates players from putting effort into future drawings and from entering battles with their best work.
- Monetization feels excessive and unfair (weight 0.75): Microtransactions in a paid game are seen as excessive, with many art options and facilities locked behind gold paywalls. The high cost of palettes and kingdom upgrades is cited as predatory.
- Battle is luck-based and shallow (weight 0.73): Combat is repeatedly described as a shallow rock-paper-scissors with dice rolls, where luck dominates outcomes and strategy is minimal. Players find it boring and unsatisfying, especially when favorable matchups are lost to bad rolls.
- Onboarding and tutorial lacking (weight 0.57): The game starts confusingly with little direction, and key concepts like tiers and kingdom mechanics are not well explained. Players often take a long time to understand how to play.
- Matchmaking struggles due to low population (weight 0.54): Players report long queue times or inability to find matches, especially during off-peak hours or after spending time drawing. The small player base exacerbates the issue, with no bots to fill queues.
- Incentive to draw poorly (weight 0.53): Because hastily drawn monsters are quickly taken and can win through luck, the game discourages effort in drawing. Players feel it is more profitable to join with rough drawings than to draw seriously.
- Restricted color palette and opacity (weight 0.45): The initial color selection is very limited, and expanding it requires in-game gold. Players also note the inability to change opacity or mix colors freely, hindering detailed art.
- Repetitive and lacks depth (weight 0.42): Matches feel always the same, moves are repetitive, and strategy is shallow. Players quickly find the game boring and lacking replay value.
- Drawing tools lack essentials (weight 0.4): Reviewers complain about the absence of zoom, layers, flip, copy-paste, and proper pen tablet support. Flood fill and eraser behavior also cause issues, making detailed drawing difficult.
- Drawing time limit is too short (weight 0.29): The 20-minute cap on drawing time is criticized as insufficient, especially for coloring and detailing. Players feel rushed and unable to complete their artwork satisfactorily.
- Pen tablet response issues (weight 0.27): Pen tablets require external settings to respond properly, and sensitivity is not supported, making drawing difficult on some devices.
- Mouse drawing is cumbersome (weight 0.16): Reviewers find drawing with a mouse takes longer and is annoying, reducing the enjoyment of the core mechanic.
- Trolls and low-quality drawings ruin online (weight 0.16): Online multiplayer is often ruined by players drawing ugly or nonsensical troll pictures, which detracts from the game's concept and enjoyment.
- No single-player content (weight 0.16): The game is multiplayer-exclusive with no meaningful PvE, leaving players with only online matches that may be hard to find.
- Monster progression is nonexistent (weight 0.16): Leveling up monsters gives no stat increases or skill changes, and tiers are limited, leading to little differentiation between monsters.
- In-game currency lacks uses (weight 0.09): The in-game currency has few uses, making it feel unrewarding to accumulate.
- Inability to redraw after completion (weight 0.09): There is no opportunity to touch up a picture after finishing, which is frustrating when mistakes are noticed later.
- Missing match notifications cause timeouts (weight 0.08): Players can miss match notifications, leading to timeouts and penalties.
- No way to delete pictures (weight 0.08): The lack of a delete function for pictures leads to fear of embarrassing drawings spreading, causing players to keep them forever.
- Type chart causes misclicks (weight 0.08): The moving type chart can lead to accidental selection of the wrong attack, causing frustration.

Gameplay feedback:
- Drawing is core gameplay (weight 0.73): Players draw pictures that are used as monsters in battles. The game includes a drawing studio, and players create art that is matched and used to battle.
- Lose or steal monsters (weight 0.73): Winning a match allows players to steal an opponent's drawn monster, while losing means losing one of their own. This mechanic applies to both casual matches and friend battles.
- Must draw six characters (weight 0.37): Players are required to draw at least six characters before being allowed to battle and form a team.
- Dice rolls decide combat (weight 0.35): Battle damage and outcomes are determined by dice rolls, adding a luck-based element to combat.
- Drawing time sets monster tier (weight 0.34): The time spent drawing a creature determines its tier and power in battles.
- Play with friends privately (weight 0.34): The game supports private matches with friends, enabling coordinated play and doodle stealing.
- Turn-based battle system (weight 0.17): Combat is turn-based, with players selecting attacks each turn.
- Rock-paper-scissors combat style (weight 0.16): Combat resembles rock-paper-scissors, with dice rolls also influencing outcomes.
- Multiplayer-exclusive game (weight 0.16): The game is multiplayer-only, requiring an internet connection to play.
- Coins for palettes and upgrades (weight 0.16): Players earn coins to buy color palettes, unlock bases, and upgrade monsters.
- Team selection and strategy (weight 0.16): Battles involve selecting a full team and using strategy, with team composition affecting outcomes.
- Card hand in battle (weight 0.16): Players have a hand of cards during battle that can be lost.
- Elemental advantages in battles (weight 0.16): Elemental advantages and disadvantages exist and affect battle outcomes.

Performance notes:
No performancepoints

Recommendations:
- Best with friends (weight 0.51): Many reviewers recommend playing with friends, as the game is most enjoyable in coordinated groups. Private matches with friends are specifically highlighted.
- Appeals to artists (weight 0.4): The game is recommended for people who enjoy drawing and creating original art, especially those who like sharing doodles with friends.
- Generally recommended (weight 0.28): Several reviewers simply recommend the game without specific caveats.
- Not worth the money (weight 0.22): Some reviewers feel the game is not worth the price or would be better as a free browser game.
- Monster loss warning (weight 0.21): Players should be aware that monsters can be lost or stolen; this may not suit those who dislike losing their creations.
- Wait for updates (weight 0.16): Some reviewers do not recommend the game yet and suggest waiting for more updates.
- Refunded by some (weight 0.16): A few players requested refunds and do not recommend the game in its current form.
- Poor solo experience (weight 0.1): Solo play is not recommended due to dead random lobbies and lack of single-player content.
- Try demo first (weight 0.09): Trying the demo before purchasing is recommended.
- Use Discord for matchmaking (weight 0.09): Finding players through the in-game advertised Discord can help with matchmaking.
- Practice with test battles (weight 0.09): Playing a few test battles first is advised to familiarize yourself with the game mechanics.
- Demo over product (weight 0.08): Installing the demo version is recommended for drawing practice over the full product version.
- Dice luck warning (weight 0.08): The game is not suited for people who dislike luck-based dice gameplay.
- Wants more players (weight 0.07): The reviewer hopes to see more players join to collect artwork.

Other player notes:
- Microtransactions patched after feedback (weight 0.54): Developers responded to reviews by patching the microtransaction system, and the store is now mainly cosmetic. Players can ignore the shop without missing important content.
- Frequent updates and responsive developer (weight 0.49): The developer is very responsive and constantly pushes out bug fixes and updates. New arrangements, features, and economy changes have been added regularly.
- Low player base and matchmaking issues (weight 0.28): The game is new and does not have a large player base, leading to low public matchmaking counts. A Discord community exists for coordinating matches.
- Nostalgic drawing game appeal (weight 0.27): The game reminds reviewers of nostalgic drawing games and fulfills a long search for a game where you can play with self-drawn pictures. It is compared to childhood card battles brought online.
- Positive price and value (weight 0.27): Reviewers find the game satisfying for its low price, comparable to a sandwich, and prefer a higher upfront price over a cash shop. The price has been improved compared to before.
- Drawing feature limitations (weight 0.23): Drawing is limited to a single canvas with no layers, and color choices are restricted to a fixed palette. Drawing time is capped at 20 minutes, which affects creativity.
- Fair currency economy (weight 0.23): The currency gain rate is fast enough that spending real money is unnecessary unless supporting the game. Updates increased coin income and initial coin amount, and players earn more from losing.
- Game has room to grow (weight 0.22): The game is enjoyable enough as it currently is but has room to grow. It is still developing and expected to grow, with the developer stating they will continue improving it.
- Compared to Pokemon and other games (weight 0.21): Reviewers compare the game to Pokemon, specifically the feeling of having a trained Pokemon stolen by Team Rocket. It is also compared to an extreme version of MONSTER CARDS and Draw a Stickman.
- Additional palettes and tiers (weight 0.2): New palettes exclusive to the product version have been added, and tiers were changed from roman numerals to D20, D12, D10 labels. Additional palettes can be purchased.
- Monster stealing and tracking (weight 0.16): A feature lets you see how much a stolen monster has been used and how many players it has passed through. This adds depth to the monster-stealing mechanic.
- Demo available (weight 0.14): A demo is available for the game, allowing players to try it before purchasing.
- No pressure sensitivity support (weight 0.1): Pressure sensitivity is not supported for drawing tablets, which may reduce drawing precision for users with specialized hardware.
- Overshadowed by MECCHA CHAMELEON (weight 0.09): The game was released around the same time as MECCHA CHAMELEON and is being overshadowed by it, which may affect its visibility and player base.
- Baby mode added (weight 0.09): A baby mode was added where players do not lose drawings on defeat but receive half rewards, making the game more accessible.
- Zoom feature added (weight 0.08): Updates added a zoom feature, improving the drawing and viewing experience.
- One drawing to full team option (weight 0.08): An option to turn one drawing into a full team once was added, providing more flexibility in team composition.

Emotions:
- Frustration (weight 0.2): Players are frustrated by long matchmaking times, missing match notifications, and a multiplayer-only structure with no single-player option. Drawing limitations such as a 20-minute cap, restricted palettes, poor tool responsiveness, and the high risk of losing carefully drawn monsters to luck-based battles further compound the frustration. Unclear battle mechanics and accidental wrong attack selections due to a moving type chart also contribute.
- Disappointment (weight 0.14): Disappointment stems from the lack of reward for effort: hastily drawn pictures perform as well as serious ones, and battles are shallow and luck-dependent. The game feels incomplete with dead lobbies, no rescue mechanism for lost monsters, and paywalls for features that were free in the demo. Limited monster individuality and unnecessary microtransactions further diminish the experience.
- Enjoyment (weight 0.11): Players enjoy showing off their drawings, battling with original creations, and stealing opponents' illustrations. The game fulfills a childhood wish of playing with self-drawn monsters, and the simple, engaging gameplay combined with the thrill of drawing under time pressure keeps them immersed.
- Amusement (weight 0.07): Amusement comes from laughing at goofy drawings, making funny monsters, and playing with friends. Stealing friends' cherished creatures and seeing their reactions adds to the fun, creating lighthearted and humorous moments.
- Excitement (weight 0.05): Excitement is driven by the unique combination of drawing tools and battles, the thrill of having your picture taken and passed to other players, and the high stakes of stealing doodles. Random matchmaking introduces diverse art styles, and playing with friends adds a competitive, rage-baiting element.
- Annoyance (weight 0.04): Annoyance arises from microtransactions in a paid game, the unexpected cash shop feeling like nickel-and-diming, and the frustration of spending an hour drawing with a mouse. AFK players and long-thinking opponents prolong matches, and difficulty getting matched adds to the irritation.
- Confusion (weight 0.03): Confusion is caused by unclear battle logic, a confusing tier system, and not knowing how to play smart after several matches. Receiving strict warnings without knowing which picture caused them also leaves players puzzled.
- Hope (weight 0.03): Hope stems from the belief that future updates will improve the game, the developer's plans to continue support, and the fact that the game is newly released and has room to grow.
- Sadness (weight 0.03): Sadness is felt when losing a monster you worked hard on, especially permanently, and when noticing mistakes in your drawing with no chance to fix them. Seeing your own Doodlemons taken by others also brings sadness.
- Stress (weight 0.03): Stress comes from the high stakes of battles when attached to your doodlemon, the risk of losing drawn monsters in luck-based fights, and frustrating drawing tool issues like rough flood fill judgment.
- Boredom (weight 0.03): Boredom results from a shallow dice-roll battle system, repetitive matches, and a lack of replay value that makes moves feel monotonous.
- Joy (weight 0.02): Joy is experienced from finding a game where you can play with your own drawings, the fun making time fly by, and battling monsters drawn by players worldwide, fulfilling a childhood dream.
- Satisfaction (weight 0.02): Satisfaction comes from finally getting a game like this since the PS2 era, smooth and intuitive drawing with a pen tablet, and the rewarding feeling of seeing your drawing used by others.
- Dissatisfaction (weight 0.01): Dissatisfaction is caused by the highest tier Dormon losing due to type disadvantage, which feels unfair.
- Worry (weight 0.01): Worry stems from the fear of embarrassing pictures spreading with no way to completely delete them.
- Concern (weight 0.01): Concern is felt because the rock-paper-scissors gameplay may cause the player base to empty out, and the game is suffering in popularity.
- Happiness (weight 0.01): Happiness is felt when seeing the previous owner count of a lost doodle monster increase, indicating others chose it, and knowing someone chose to use your drawing is rewarding.
- Tension (weight 0.01): Tension is kept high by the risk of losing your own drawn monster in battles.
- Mild frustration (weight 0.01): Mild frustration arises from limited paint colors and the need to redraw lost monsters.
- Demotivation (weight 0.01): Demotivation is caused by the fear of losing monsters, which makes players not want to battle or put effort into drawings.}