creating tension requires uncertainty, whether it's about where to go, what to do, what you might stumble into — whatever. it requires that there's some chance you might not make it through the next encounter, you might not have the resources to get to the next safe area, or that your victories might be pyrrhic. there has to be some reason to believe you have something to fear, and that has to be based on something of consequence

lunacid does a few things right, but it lacks that uncertainty. it's too generous, too tidy, and too easy to ever push you out of your comfort zone. despite ostensibly drawing heavily from king's field and shadow tower it lacks the backbone necessary to make a dungeon crawler work. to do these things right you have to be willing to give and take from the player in equal measure, you can't just coddle them

the design should be holistic: each component working in tandem with one another to accomplish the same goal. wear you out. run you down. disorient. disarm. overwhelm. the bread and butter of all these games, regardless of subgenre. combat, attrition, and navigation being individual threats that ebb and flow at different rates, but always in the same direction

this feels like a game where that wasn't considered at all. or if it was, it wasn't considered particularly thoughtfully. everything's weaker than you, and everything loses to kiting. the math is too player favoured, the environments are never leveraged meaningfully, and enemies can't compete with your movement or options. that you'll defeat your opponent is a foregone conclusion; it's practically deterministic. there's no threat of loss, no threat of failure, and no lingering doubt that you might not be prepared for what comes next

naturally this affects attrition because if there's no pushback there's no worry about dwindling resources. status effects could've helped a bit if they didn't disappear on their own, antidotes weren't 6 coins — three snails worth of cash — and bleed wasn't solved by kiting like everything else, but here we are. enemies won't hit you much anyway, so it doesn't really matter, but it's another bizarre decision in a game loaded with them

barely any traps, ambushes, unavoidable enemies, long uncertain treks, environmental damage, or anything. I walk from one pink crystal to another, I tear ass the entire way. I get to choose what enemies I engage with, I get to choose how I engage with them, and I'm always at an advantage. it's bewildering, and while I don't expect this to be some hard bone crunching experience, I do expect a pulse

the interconnected world is neat, and the levels are alright, but with everything inside them being so compromised it's just not enough to maintain my interest. hope king griffith, patches, siegmeyer, the moonlight greatsword, and the titanite demon do ok against the old one without me

love the soundtrakc tho

Reviewed on Oct 31, 2023


9 Comments


6 months ago

I still really want to try this one for myself, specially now that it's out of early access and after playing Lost in Vivo this month, and one thing is already clear, if Kira always manages to nail something, it has to be the soundtrack...

Great write-up!

6 months ago

@deemonandgames
totally. I think it's worth trying and I hope other people enjoy it more than I did. the soundtrack really is something special and I'll be there for whatever kira does next no matter how I felt about this one (+ thank you!)

5 months ago

would you be able to share how you distributed your skill points? i'm really surprised to see everyone say the game is way too easy, meanwhile every enemy for the 2 hours i've played has been too damage spongey. i think my mistake was trying to evenly balance STR, DEF, and INT all at once, but i'm not sure...

5 months ago

@themaxine
sure. this was my first character + this is my second/current one

on the second I had been raising all stats equally before I swapped to throwing them all in strength. hadn't noticed a huge impact before/after, but it did help some. making sure to keep upgrading weapons once their bars are full + using weapons that exploit enemy weaknesses seemed to make the biggest difference in my experience, especially if enemies are feeling too spongey

5 months ago

appreciate it. based on this, it feels like i might've given up just before i gained access to some of the more useful strategies, doing a little more grinding to get my weapon bars up to full would've helped. feels like the game takes a while to get going. it's kinda demotivating, but maybe i'll pick it up again sometime down the road.

5 months ago

@themaxine
no problem. I definitely think the biggest hurdle is getting that first weapon upgraded; once you've done that (and visited wing's rest) you should find it significantly smoother sailing from that point on and you'll gradually gain access to more and more tools that help a lot (ranged weapons, magic, and general stat upgrades all being huge boons once you get the ball rolling)

if you do go back to it I hope you have a better time than the first time around

5 months ago

@themaxine i just pumped my strength up first thing really. I think you get enough health from pumping other stats that aren't defense. my level 103 character. I only got around to it at the end but thought resistance would be better (it didn't really feel like it). I also recommend buying that crossbow as soon as you can from Wing's Rest. It really helps with some early game troubles until you find a good ass melee weapon.

5 months ago

@snigglegros
that character sheet is a work of art

5 months ago

thank god for custom character arts