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Moonlighter (PS4)

Status: Stopped playing - Something better came along
I started playing this game on Friday 2 April, 2021  //  I stopped playing this game on: Monday 12 April, 2021
Current opinion of this game
No comment, yet.

April 12, 2021 06:10:56 PM
I really this game's central conceit - by night you venture into a dungeon for loot that you then sell in your shop by day! With the money you earn you improve your own equipment thus increasing the chances that you'll succeed (go further) in your loot-seeking adventures.

The dungeon-eering part of the game is quite straightforward. It's a "Binding of Isaac"-style roguelike. The dungeons are randomly generated, you run around dodge-rolling and attacking (for now with a sword, but you can unlock other weapons including ranged) and you collect loot that monsters drop (or you find in chests) in a backpack with limited slots/space. Additionally there are some items for which there are restrictions in terms of where they can be placed on your backpack. Obviously if you die you lose (almost) all the loot you've picked up. If you want to bail before you beat the dungeon you have to pay a price in coins - you can't just waltz out the entrance...

The store part consists of you placing items for sale, deciding for what price and then watching punters come in and react to your prices. Too low and they get stars in their eyes, to high and the grumble and so on.

So, you're basically managing what prices to set for things hoping to get enough money such that you can safely bail during your next run while also hopefully saving enough to first unlock shops and then afford to buy the upgrades they sell.

The entire loop is actually explained in the game's manual of all places!

So, I played a few sessions trying to get a feel for the action and mechanics, but ultimately I decided that I simply didn't want to engage with the game on its own terms. Namely, the loop is way too slow for my taste! I didn't really enjoy selling stuff in the store mostly because it takes too long AND there's a lot of trial and error in setting prices that just seems...well, too much for a game (I expected) to be more about the action side of things. It doesn't help that I'm not that good at the action parts of the game - such that my scavenging runs were more improductive than otherwise. Oh, to add more insult - for the upgrades you can buy in stores you need more than cash, but also items! (of the ones you've scavenged) I was just annoyed by the that I had sold (underprice) a bunch of things it turns out I wanted to keep...sigh.

This definitely feels to me like a game that was designed additively - lets add more systems and sub-systems where each works on their own, but the entirety of the game experience simply never gelled for me. More than gelled, it seems like they're competing with each other in terms of their pace. I was just itching to go back into the dungeon, but had to snooze through the store parts, for example.


 
kudos for original design to Rodrigo Barria