This review contains spoilers
This game really disappointed me. I had heard great things about Moonlighter so I hopped on the opportunity to score it for free on Epic. After playing through the first dungeon, I felt pretty content with the combat, shopkeeping and overall progression in the game. I was excited to upgrade equipment, craft cooler items and withstand harder tests of endurance in the rest of the game.
However, this game really ends after the first dungeon. I quickly felt a sick sense of repetition too similar to an idle game. The items for sale were reskinned items from the first dungeon with a higher price, and I realized every other aspect of progression followed the same trend. I felt very bored but stuck with the game through the end because I expected something to change, but nothing did.
Overall I still appreciated the construction of the game, the art and action are fine enough but Moonlighter's unique hook wasn't sufficient to keep me interested the entire time.
However, this game really ends after the first dungeon. I quickly felt a sick sense of repetition too similar to an idle game. The items for sale were reskinned items from the first dungeon with a higher price, and I realized every other aspect of progression followed the same trend. I felt very bored but stuck with the game through the end because I expected something to change, but nothing did.
Overall I still appreciated the construction of the game, the art and action are fine enough but Moonlighter's unique hook wasn't sufficient to keep me interested the entire time.
Tengo sentimientos encontrados con Moonlighter. Por un lado, el concepto me parece buenísimo, me enamoró nada más conocerlo y es de esas veces que piensas cómo no ha habido antes algo así que mezcle el mazmorreo roguelite con la gestión de una tienda de objetos para Héroes. Los diseños son muy bonicos y soy de las gusta del rollo farmeo y gestión así que me ha dado unas horitas (17) enTRENtenidas (😁) en el transporte público.
Sin embargo, tengo que decir que se queda algo cortito en varios aspectos, empezando por lo argumental, que ofrece un par detalles muy básicos para tu personaje y las mazmorras, y poco mas. Cero vidilla en el pueblo o secundarios y el paso de los días apenas tienen repercusión. Mucho capitalismo pero poco contexto y cero narrativa. Pero donde más se queda corto es en mecánicas. Ya en la 2a mazmorra es repetitivo. No descubres habilidades o cosas nuevas al avanzar. Es todo numérico: vale más o hace más daño, lo que hace que en seguida resulte fácil y no haya mucha estrategia de por medio. Ah, y tiene bastantes bugs.
Con todo, resulta entretenido y muy simpático. Y al principio pica. Quizá es cosa mía, que me pasé de hype por el concepto.
Unos vídeos e hilo en twitter: https://twitter.com/Adriii/status/1067154720966479875
Sin embargo, tengo que decir que se queda algo cortito en varios aspectos, empezando por lo argumental, que ofrece un par detalles muy básicos para tu personaje y las mazmorras, y poco mas. Cero vidilla en el pueblo o secundarios y el paso de los días apenas tienen repercusión. Mucho capitalismo pero poco contexto y cero narrativa. Pero donde más se queda corto es en mecánicas. Ya en la 2a mazmorra es repetitivo. No descubres habilidades o cosas nuevas al avanzar. Es todo numérico: vale más o hace más daño, lo que hace que en seguida resulte fácil y no haya mucha estrategia de por medio. Ah, y tiene bastantes bugs.
Con todo, resulta entretenido y muy simpático. Y al principio pica. Quizá es cosa mía, que me pasé de hype por el concepto.
Unos vídeos e hilo en twitter: https://twitter.com/Adriii/status/1067154720966479875
The game is pretty addictive, but at a certain point, I really felt a growing urge to finish the game and move on after a few too many cycles of managing the shop and raiding the dungeons.
The ending of the game itself is very strange and felt kind of out of left field even as I read several of the lore descriptions. Everything around it happens so fast it's hard to process or get too mad at it. Honestly for all the build up of the final door, it wasn't the final confrontation or sequence I was hoping to see, but at least it didn't add too many more hours I guess.
This is likely a game that's less annoying on the switch when you just play in bursts, but I did get this on game pass so it was nice to finally experience this game.
The ending of the game itself is very strange and felt kind of out of left field even as I read several of the lore descriptions. Everything around it happens so fast it's hard to process or get too mad at it. Honestly for all the build up of the final door, it wasn't the final confrontation or sequence I was hoping to see, but at least it didn't add too many more hours I guess.
This is likely a game that's less annoying on the switch when you just play in bursts, but I did get this on game pass so it was nice to finally experience this game.
Interesting blend of roguelike dungeon exploration and shop management game. Get stuff in the dungeon, sell it in your shop and use the money to upgrade your shop and weapons. The shop part is really cool because you have to manage offer and demand for every item. The dungeon part is the other side of the coin, reaaaaaaally boring, you pick 2 weapons from the shop and that's it, you don't pick any upgrades during the runs and the bosses are always the same. Check it out if you have a Game Pass sub, otherwise get it on sale if you want to try it.
Extremely stylish visuals and fun, top-down action made this game appealing af. However, the day-to-day aspect of running the store is a bit boring. If there were NPCs to interact with that said more than 2 things, the town would feel alive and worth spending time in.
As it stands its so close to being a great game, but as is, I see no value in finishing it.
As it stands its so close to being a great game, but as is, I see no value in finishing it.
This review contains spoilers
Picked this up because I liked the concept, but it fails to deliver. Put it down shortly after unlocking the 2nd dungeon.
I did get a kick out of the old man, though, who keeps telling Will to avoid the dungeon and just run the shop, ignoring/contradicting the premise that the shop only sells things looted from the dungeon.
I did get a kick out of the old man, though, who keeps telling Will to avoid the dungeon and just run the shop, ignoring/contradicting the premise that the shop only sells things looted from the dungeon.
The same opinion as everyone, really cool concept, but not the best execution. The selling mechanic gets repetitive and even annoying, the combat is good although sometimes it can feel primitive, the art is really beautiful and I've got nothing to object about it and the calendar system feels almost pointless given how it has no impact on lore or anything besides the shop. NPCs are purely decorative too, just repetitive dialogues.