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Moonriser was an interesting surprise that started really strong, but due to some issues ended over staying its welcome by the end.

The first part of the game has you explore a Huge city to get gold, items and recruit the units to want to help you survive the attack that is coming at night.

This setup and the variety of units to pick from give the game a fair big of replay value or at least an unique playthrough compared to other.

The story is interesting and the dialog has is fun moments, even if there are some typos or missing words here and there, and I know the developer is  not a native english speaker I'm willing to cut him some slack there, but I'm sure it can be a bit distracting for people that want to be inmersed in what they read, so is fair mentioning at least.

Now, the defense part of the map takes place in the same huge map of the start, and because of that, you always get a fair bit of turns of just moving into the range of enemies, that comes in small waves and up to the last big bad are mostly a push over. So basically you have to spend a lot of turns moving around and then kill some enemies in 1 or 2 turns, and then just repeat that loop.

Having played Shanks previous game, I think he course corrected a bit to much, previously his maps were packed full with enemies having a high density that made advancing slow as one had to slowly take on enemies to not get overwelmed. And now, he has too much dead space between waves of enemies, basically going into a really really low enemy density.

 But I think this is a way of improving, and after this he will find the happy middlepoint to get an awesome map flow to go along his incredible varied characters full of interesting weapons and skills.

All in all a solid entry, is just that it gets a bit too long by end.

First of all, thank you for playing my incomplete submission, but yes, I can identify that my two mayor flaws were:

-My map, even a friend told me that it maybe was a bit too big.

-My time management because I literally skipped 2 valuable days. So, I ended making the defense phase way more rushed down than I really wanted to, for example I would have tried to make more phases like the last wave where the classes got mixed, but I ended up making them more like FE4 enemies where they have one boss and only one type of enemies.

My idea of the enemies starting way too far, where also for two reasons: first: to give the player some kind of “uptime” so they can “reposition” themselves (instead of forcing the player into the preparations screen, between waves) but the city was really big and while testing it was really clear that it was maybe impossible to do so. And the other reason was to make the game feel more like a tower defense game, were you see the enemy slowly approaching at you, instead of them being ambush spawns (but in the end they ended up being like that, because I didn´t make an end player/ally/enemy phase command, so your units will have some uptime to run away).

So yeah, I´m taking notes to at least fix up some of the issues there, while I´m also making the conclusion (yes, I will try to fix the typos), but I´m worried even more on the music part, because in my tests it wasn´t an issue. But again, my apologies for the bad parts and thanks for playing.