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(+1)

I wish I was able to play this game more, honestly! I only played the first 2hrs & felt it wasn't enough. So, apologies if I can't give too much critique. (If any!)

To start: Moonfell was so aesthetically pleasing from the get-go (not even the start of the game, but simply reading through the itch.io listing got me excited to play)! The game itself felt like such a love-letter to old school JRPGs. I adored the modern pixelization & rendering of sprites, the chiptune OST, and how well the game seemed to guide us around locations (and how they circled back). The tutorials were very straightforward & I actually appreciated that spamming the same attack may weaken its effect! The synergy mechanic was pretty fun to use & the HUGE damage inflicted was so satisfying to see!

I also very much adored all the characters we were able to encounter/play. None of them felt the same! Something I LOVED seeing make a comeback were the hidden items. I've been primed since young to spam the Confirm key along the walls. So, to see it in this game was so nostalgic!

I'm very curious to see if the multiple POVs will lend itself to puzzle mechanics. Something I enjoy with larger groups/split groups is having them trapped in a location, separated, & having the ability to switch between their POVs to help the entire group escape (like in Corpse Party, FF7R).

A few things I thought needed attention:

  • There was nothing informing the player of replenishments. I figured out eventually (though, probably not completely) that each attack would sometimes replenish MP or TP. Not sure if it was randomized between characters or if specific players recovered MP/TP every time.
  • A very personal problem I encountered: As a VTuber I bind the numpad to my emotive toggles. I attempted to rebind the keys, but couldn't - for the life of me - figure out how to remove the numpad keys (I don't think it was possible at all).

Overall, I had a ton of fun! The game hit so many nostalgic notes for me. I'm definitely excited to get back into it & play some more!

For my initial reaction to the game, you can find the VOD here. You'll have to forgive me, as I played the game during a 24hr Charity Stream. Timestamps are available, though:

(+1)

Thanks a ton for the stream and the great feedback.

I could tell it was quite a marathon, but you seemed to pick up on all the concepts pretty quickly, and found a solid quantity of hidden items as well.

I'm also glad you were able to find a couple points to critique! I've added a note to my backlog to add a "remove" binding option.

As far as the MP and TP replenishment goes, I do delay that tutorial until the first 4-party-member dungeon which is shortly after your playthrough ended (sorry for spoilers!) It felt like adding that in any earlier was prone to causing info overload given the various other systems being introduced, and Spark's basic attack command is strong enough to clear most of the initial forest area. I know some players have figured it out organically, which is great, and as a backup I'm pretty generous with Tonic and healing points in the first dungeon. I'll definitely revisit if I get more feedback along these lines though. 

There is absolutely more in store with the field skill system and puzzles as a whole. Without giving too much away, I can say that using a variety of skills to overcome a single puzzle will be part of the core gameplay later on.

Thanks again!