Bio
Born and raised in the German 90s, one oddbod of a gamer, Nintendo-fanboy, delved into PC-waters through the years that followed. Still lots of N64- / PS1-gaming, 'till the Xbox (360/One) hit - and lastly adulthood. Which basically means, at least in my case: "Hey, i still buy the games! - i just don't have the time to play them any more!" So... now in my late 30s, starting into Game Studies, re-kindling my love for all things gaming and all those memories, i slowly churn through my (mainly. for starters, retro-)backlog, trying to find them pearls like the ones from the past.
How do i review?
Accounting to that i play most games over a longer period of time in smaller sessions, i split my reviews in three sections:
- First impression
- Ongoing Play
- Conclusion
To avoid tl dr, i'll try to go with 3 things i liked and 3 i didn't, respectively for each section.
Personal Ratings
1★
5★

Badges


Noticed

Gained 3+ followers

Liked

Gained 10+ total review likes

Roadtrip

Voted for at least 3 features on the roadmap

Busy Day

Journaled 5+ games in a single day

Gamer

Played 250+ games

N00b

Played 100+ games

Favorite Games

The Legend of Zelda: Link's Awakening
The Legend of Zelda: Link's Awakening
Gothic II
Gothic II
Total War: Warhammer II
Total War: Warhammer II
Halo 3
Halo 3
Teenage Mutant Ninja Turtles IV: Turtles in Time
Teenage Mutant Ninja Turtles IV: Turtles in Time

335

Total Games Played

003

Played in 2024

000

Games Backloggd


Recently Played See More

Children of Morta
Children of Morta

Feb 01

Moonlighter
Moonlighter

Jan 23

Battletoads / Double Dragon
Battletoads / Double Dragon

Jan 05

Legend
Legend

Dec 22

Battletoads In Battlemaniacs
Battletoads In Battlemaniacs

Dec 19

Recently Reviewed See More

"Isometric Dungeon-Hack'n'Slay with RPG- and Rogue-Lite-elements in Pixel-graphics and slightly generic fantasy-setting." I didn't think, that i'd start this one as a, so to say, "cousin" of Diablo 4 (or 3, if you like) on my Steam Deck, prefering it to the genre-primus. But coming from "Moonlighter", which i really enjoyed, i opted for "CoM" instead of a comeback / try-again of Blizzards hellish saga. So...

First Impression:
- Technical and creative aspects: i sort of like them, but at the same time, can't get rid of the impression, that many things got mixed up a little. So i adore the pixel-art on the one side while it all shouts "fantasy clichees! generic!" the same time
- Gameplay: coming from "Moonlighter", i find its core-gameplay better so far. CoM has Skilltrees and the like of course, so... i guess it grows. But missing ML's need to adapt to every single enemy and its perks and movements from the very beginning. On the other side - rellay enjoy changing characters and the different playstyles that derive from that.
- Story telling: i like the interwoven narrative bits driving the story between the dungeon-runs! But again, at the same time... feels a little out of place flow-wise... can feel interrupt two dungeon runs, maybe because i haven't progressed in the story very far and most of the information is still sort of build-up.

Ongoing Play:
- Gameplay: CoM managed to really get me into this well-known gameplay-loop of "ok, just ONE more dungeon." Think, i am closer to the end actually then to the midgame (for when i wanted to refresh my review). So far having more fun with it than with "Diablo IV" even. I like the fact, that the game wants me to change characters and playstyle - and they really differ enough, to keep me challenged and learning alike.
- Story-telling: i didn't expect to come across such dark tones during the plot. In some ways generic in the beginning, i think the game strikes somber notes that really rings with me, by not making the (for mel, personally) mistake of being to overcharged with meaning and emotion (like "D4") - which, then, compromises my gameplay experience ("wait, what? did i get the story-bit right? who's this demon/angel/character? what does he/she want? feels important, but... did i miss something?!").
Besides that, gameplay feels fresh when onlocking skills in the family tree and getting those cross-upgrades. In lack of a better, recent twin, "D4" again: felt the same for me, through many hours, without changing in a significant way... (played Mage, Rogue and Druid).
On the downside, some dungeon-runs can actually feel a little "stuck", when you get a bad start upgrade-wise and stutter to venture further. Then you die. And being eager to try it again immediatly, a short story-bit slows you down... So that can interruped the otherwise really good flow.
Technical and creative aspects: I now like the assets more than in the beginning, coming from "a little generic" to appreciating the third worldstage, where they mixed fantasy- with techno-designs. Sometimes a little tricky to read the graphics in that particular environment (overlapping graphics not clearly showing, where to go or where's items or just interior design...). But overall a fine mixture of western and eastern fantasy elements, sprinkled with some steampunk and Lovercraft here and there. So... on to clearing the Techno-city and defeating the corrupted deity occupying Morta!

So Moonlighter is a special one for me - double-premiere entry, being the first game started in 2024 AND on the Steam Deck OLED!
So far, i am really enjoying it! First of all, it suits the couch-bending, sleep-depraving gaming behaviour you can develop easily with Valve's handheld just perfectly. Perspective and graphics are super-fitting, colour-popping on the OLED-glarescreen (512GB-model) while battery consumption stays low even on super-smooth 90fps locked. Gameplay and -loops glue you further to the canvas - there's this addictive "Ok, just ONE more dungeon!"-feeling to it, at least for me.
I like both main-parts of the gameplay (as far as i can identify, i did not got myself a briefing online before playing):
1. the dungeon-action-rpg-crawling, which plays like a smoothed and speeded up mixture of classic "Zelda"-Games and "Hyperlight Drifter." You choose between some basic weapons and armor-sets, two sorts of attacks, one second ability, evasion-jump, 8-directional direct controlls - that's basically it. Very enjoyable! Monsters vary in many different ways, from appearance to size, immunities and attack patterns.
2. As mentioned before i like as well as the economy-part - selling stuff and building up the city/character/Moonlighter-store.
The latter is the name-giving business-property the game centers around: in top-down-graphics, that somehow remind me of "RPGMaker"-Games (especially regarding the textboxes and some environment assets) you go from the small city of Ryoka(?) in one of the five dungeons outside the city. There, you grind for loot, kill monsters and bosses and adventure further down the several levels of each dungeon. You can choose between day-runs and night-runs - the daytime-feature also effects the city, or at least your Shop. There, you can sleep, stash your gear/items - and also sell them. When you open the store - apparently only possible during daytime - other adventurers, who function as customers, enter the Moonlighter. You place items, set prices (and adjust them on the fly), get the cash and upgrade the your gear, the town and the shop itself. Just to hit the next dungeon (every time procedural generated). So here we have our two gameplay- and reward-loops - as i've already mentioned, i dig both of 'em.
So far i am still beginning to build up everything, only 3 hours in the game, still in the first dungeon - but i am getting there.
Up to this point some of the information mechanics could be done better. For example you have to look up the properties of every item by tab-changing in your inventory instead of direct tooltips. The backback is really small too, so that you quite early in the game have to spend too much time with inventory management in my opinion - not that well-down, especially in regards of you not knowing which item could/will be sellable/usable for certain craftings and so on... I guess "Moolighter" therefore should really work well in terms of several playthroughs. So far, i am relishing my first one, bringing back the old-day GameBoy-Zelda-feelings. Guess that already brought home for me the "makes-me-happy"-feeling.
EDIT, towards finishing the Game:
Approaching the final dungeon of the game after unlocking most of the game's mechanics, i can happily confirm my former self - Moonlighter is just fun! Overall it will always mark an entry for me personally, as i mentioned - getting back that old GameBoy-Feeling of just grapping your console, hit the couch and game away. From this perspective it's one super-suited mobile experience, as far as i can tell in regards of the Steam Deck. I was thrown back to those happy days, where you look forward to play in the evening and think about optimizing the dungeons runs even hours before - althought there are no adventure or puzzle elemtens, with which Zelda and the like used to entertain my younger-self-brain sitting in school or elsewhere. But the experience came near it - for which i credit Moonlighter its smooth flow.
From flow to flaws - but there are little, i think:
For one, again, not all information is transported properly or can be customized. I found it annoying for example, that i am not able to mark loot which i need for timed-business-contracts (as far as i know though), so that you have to keep track of those materials manually in order to not accidently sell them. Further on the game gets - obviously - a little bit grindy. In its essence that's what it's all about, right? But for the first half it conseals this fact better than in the second, when you're getting used to the mechanics. If you tend to grind a lot, it also gets a little imba here and there. So did i have problems with the second boss because i wasn't geared up enought - but realizing upon that, i upgraded every possible equip and then easily layed the boss an hour later. From there on i prepared as good as that accordingly for the other two dungeons, which resulted in easy bossfights for dungeon 3 and 4. Even did not need the potions any more (did go for a heavy armour with lance playthrough).
Also the implementation of the Between Dimensons AddIn was nice, but did not really kick in. The Adventurer's Dungeon, which you can enter in every standard-dungeon and functions like a sort of shortcut, was a quality of life feature, but not more lootwise for me - the special weapons dropped by every minor boss i did not use at all. Same goes for the Bankier-expansion, which i bought only towards the end of the game where i had already enough money for everything. Which really came in handy was the assistant though, who takes care of your business selling the items - but in turn changes the game loop to much more using the action-part than the economy-part of the game, if one likes to (i did). So depending on how early in the game you purchase that expansion, you can alter the gameplay-experience fundamentally by, from there on, just giving the selling a hardpass. Which i did also in terms of regulating the prices. Yes, one can find joy in finding the exact best prices - but it's not necessary, at least on a first playthrough on the recommended difficulty.
But all that said i really want to end on a high note - a super-comfy Indy-experience worthy of kicking of my 2nd-Renaissance handheld-phase and also a worthy successor to 11 studios other games i played (This War of Mine) and liked very much so far or which i am going to play for sure in the future. Looking at you, Children of Morta!

In a nutshell: you choose between one of the three RARE-Battletoads or on of the both Double-Dragon Brothers, to kick some as in space-faring side-scroll-action. And well... this one's really akward.
First try i chose Battletoad Rash - you start on a space-carrier thing, trying to bash robots - and boy, was i enraged and/or annoyed after 5 Minutes. I couldn't make it any further than 3 or 4 screens!
Basically you have two actions available besides moving in 8 directions: attacking and jumping. Of course there's a jump attack, then there's a running attack... but no blocking, no special no whatsoever. What i encountered then was first of all unfair hitboxes. It seems they range like a collum above and beneath your character - so if you try to jump over an enemy, it's enough for him or her to strike - he or she will hit you, although you are technically above them. Which brings us to the second weird imbalance: one hit means you will get stunlocked and get some more. Or much more. Right after you get up. Which takes ages. To outmanouver from such a situation is a real pain in the back, so you try anything to avoid that.
Depending on enemies there's grappling attacks you can perform too. Or use some Weapons (which in return, can you make really imba).
Why i know of this? Because, strange enough, i wanted to shelf the game right after my game over on the first try, but was overwhelmed of my gamers-pride. So i started again, chose Billy (Double Dragon) - and suddenly i found the game to be much easier. Easy enough to, out of some reluctant fascination, try pushing forward. So i did and still trying to finish atm, currently Stage 3-4...
...aaaaand didn't realize, how close i was to the endscreen, when i stoped playing before christmas holidays. Basically i had stoped right before the final boss-fight, so all that was left to do, was beating that ol' witch up - which i didn't. Upon realizing, i rather watched the ending on YT - thanks to Santa i'm too obsessed with the new Steam Deck OLED atm, and all the (emulation) wonders that come with it.
So, before jumping back to my Deck, what's left to summarize about BT&DD?
Basically it's a slowburner for me, a grower. I was about to abandon it right away, as first-level-villains beat up my toad-butt. Then, as i said, i switched to DD-Billy - and somehow, i managed to catch me, keep me playing. Besides the differences mentioned, there's satisfaction in this ongoing, repetitiv journey.
It's not button-mashing - it's more of a certain kind of strategic abusement of hit-frames and attack-patterns.
The sounds, when you hit enemies, or when you are getting hit, is also... idk, i just like it. When it flows, there's a good hit-feedback.
Then there's some variety in level-design - without TOO many unfair passages, like in "Battletoads in Battlemaniacs", where you just have to be Flash-like reflexes.
I at least will remember the game, for this unique "second-summer-experience" of mine - and the first to NOT finish though i've been enjoying it - sort of - in 2024.