![]() ![]() Something along those lines would have went a long way, but it is what it is.Ĭombat is nice and simple, again, feeling very reminiscent of the Zelda games of old. What this game needed was a loot recovery mechanic, à la Shovel Knight, where if you died, your goodies would be in a bag in the same place you died and you had a chance to get it back. It’s super frustrating losing all of the items you’ve collected, and I could see it being a turn off for some players. That’s probably my least favorite part about Moonlighter, actually. Some of the rooms and enemies in this game are really tough, and if you die, you’re toast, and you can kiss all that sweet loot you’ve pillaged goodbye. But there is definitely something rewarding about filling up your inventory to the max with lots of goodies you know you’re gonna make bank on when you get back to the shop – if you get back to the shop. Again, when I was playing Moonlighter, I was surprised by how much I was enjoying my time, because I have to admit, I wasn’t a huge fan of Isaac. Like Binding of Isaac, all the rooms in these dungeons are randomly generated, so you never have the same playthrough twice. Again, it’s a super simple system, but it works. You have different armor and weapons that you can use and upgrade throughout the game to help you on, as each level and each dungeon gets progressively harder and harder. The feel of this game should not only be familiar to anyone that’s played a top-down Zelda, but to players who have went through the Binding of Isaac as well, a game covered in this series before. Beat the third levels boss, and you unlock a new dungeon. Each dungeon has three levels, with each level having a boss that guards access to the next level. There are four dungeons to go through, although initially three are locked off, with each having its own theme and unique monsters inside. It’s a super simple premise, but one I found strangely addicting. By night, you raid those dungeons to find those trinkets, going from room to room, defeating monsters and snatching their dropped loot to bring back to the shop. By day, you sell trinkets and artifacts to the locals that have been found in dungeons near the village. Not saying that’s right or wrong, but it’s always how I’ve looked at those types of games.Īll of this is to say that nobody was more surprised than me by how much I enjoyed Moonlighter.įor anyone coming in blind, I’ll quickly give you the scoop on Moonlighter: you are a local boy named Will who owns a shop named the Moonlighter in the village of Rynoka. ![]() I like my games to have a point, a definitive start and end, otherwise I just feel like ‘what am I doing?’ if there’s no payoff to the hours I’ve put in. Games like Stardew Valley, Harvest Moon, The Sims, and even Nintendo’s own take on that genre, Animal Crossing… they just never did it for me. I’ve never been a big fan of “life simulation” games, for lack of a better term. ![]()
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