I really like Lunacid, but it's a game that's strangely difficult to try to hype up.

You rotate it in your head, dissect it in the manner of a typical review, and analyze the components, and you can't really point to any individual aspect of it that's much better than Decent. The combat and RPG mechanics work well enough, but they're pretty basic and not exactly finely balanced. The level design is maze-y in a way that I'd usually hate, but I don't here. The characters are immediately endearing, but dialogue and interactions with them are very sparse. The story is a cliffnotes version of an actual Fromsoft game, and yes, I know that's saying a lot. The atmosphere is probably the most consistently on point thing, but even then, there's a lot of competition on that front in the Spooky Indie Game space.

None of these aspects are bad, either, mind, especially for a game made by a team of one. It's objectively very impressive on that merit, but I didn't really have that in the forefront of my mind while playing. It's not why I like it. So why do I like it?

I don't know if I've ever played a game that (successfully) coasted more on Vibes. I'm not the first person to say it, but Lunacid really does evoke a sense of nostalgia, and not because it's a tribute to an older series. I've never played King's Field (though considering other holes I've fallen into recently it's probably only a matter of time).

The game is tapping into something more primal and less specific than that. It makes you feel the way it felt, as a child, to play a weird exploration-heavy game you didn't really understand. Occasionally I've seen people attribute this quality to Souls games, but as much as I love them, I don't really get this feeling from them, or certainly not this extent.

There's a cryptic but more importantly inviting surrealism to Lunacid. The world is dark and desolate, but the core NPCs are upbeat and adorable. The music is spooky, but often oddly soothing. Several minor mechanics are tied to the real-world phase of the moon. The story gives you enough information to understand it pretty easily on reflection, but withholds just enough to create some delightfully baffling sequences in the moment.

The game is also shockingly reactive to experimentation--not in the Baldur's Gate way, but specifically to the type of strange, kind-of-logical-kind-of-not shit you might throw at a wall to unlock secrets in a retro game. You find spells with strange effects but no clear practical application, consumables that exist just to trick you, tiny interactions unique to specific starting classes. Considering the game's humble scope, there's an impressively strong sense that anything can happen.

It must be said that surprisingly, given its cited inspirations, Lunacid is not a hard game. I suppose it depends on your build, but the combat mechanics are simple enough that it doesn't take a genius to see what works. I'm not complaining, as a lifelong fan of being overpowered in games, but there's a reason most action RPGs don't tie your actual movement speed to a stat you can increase as much as you want. Level up Speed and get a decent way of dealing ranged damage, and there are very few enemies in the game that can do basically anything to you unless they catch you by surprise.

But to be fair, the game is pretty good at surprises; some enemies have massive resistance or even immunity to certain damage types, status effects can be brutal, and if you took my advice and specced into magic or ranged weapons you might be pretty fragile when you do take a hit. Add to that the game sometimes being very stingy with save points, and exploring a new area can still be decently tense.

Lunacid is a game that's more than the sum of its parts, and, I think, a game that really needs to be met on its own terms. Approached skeptically, it'd be very easy to write the whole thing off very quickly. If you're like me and you're charmed right from the character creation screen, it's just as easy to ride that feeling all the way to the end.

Reviewed on Jan 20, 2024


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