OC/DC

Beautiful, but boring

16.8 hours
6762

The basic conceit of Moon Hunters is a rogue-like (optionally co-op) game, where each run is framed as the telling of the legend of your character(s). At the end of a run, your character and their story will be assigned to a constellation that fits, effectively immortalising them in the stars

Mechanically, Moon Hunters is a top-down action game, and each run has many of the elements you'd expect from a rogue-like: randomised areas, enemies, upgrades, events, etc. Most of the moment to moment gameplay is simple enemy elimination while you clean a map of all its goodies, which is worthwhile if you have a friend or two around and maybe get a bit tipsy, but doesn't hold up in more long-form solo sessions. The first four character classes are familiar feeling archetypes, but the other (unlockable) ones are more creative in their design. The upgrades are mostly bland numerical extensions though, so you and your buddy's Spellswords will basically feel the same

Narratively, each run follows the same template: the Moon God has gone missing, and you are tasked with finding out why. The Sun Cult is rising in power - awfully coincidental - and so you have limited days to complete your mission. Each day you choose an area to go to, in the hopes that it will provide some clues to the Goddess's location. Every run ends with a confrontation with the Sun King, who you can defeat regardless, so what matters most is what you get up to along the way

The character traits and events system is probably the most unique selling point here. As you explore areas and engage in these events, your character develops traits that may help or hinder with future events. These events and traits will form the bulk of your celestial write-up at the end of the run. You also improve character attributes with your choices, but these are rarely used as checks - primarily they increase stats, like damage and health

There's a few interesting ideas in Moon Hunters, but they don't seem to be explored that much. The game is also dragged down by rough enemy and map design, that eventually made each run feel like a chore. Rather play it with some friends on a relaxed afternoon..


fernandopa

It’s so sad, I wanted to like the game so much but I could not even start a second run considering how boring the first run was. It was a game I retired with sadness, but that I never looked back and missed to be honest

OC/DC

Honestly, i can relate so much to that