The first thing you notice to go from the moonlight first New sequel There is a change in full 3D from 2D pixalart. But before you realize that you are actually one of the least significant changes.
This sequel feels fresh from imagination that there is a list of a complete laundry of clever adjustment for the core formula, which is clear in its dangerous dungeon and its stirred item shop.
For those unfamiliar people, the idea behind both the Moonliters game is brilliantly simple. By night you are going on an adventurer Ruguelik Dungon run, collecting loot and bringing it home. By the day you are a shopkeeper, who sells loot, you claim for curious customers, and then use money to upgrade your gear ready for the next dungeon.
It was already a deep compelling loop in the first game – the way you leave you “just one more day and then I will leave 10 times in a line, before you go to bed in the end. But what the Monliter 2 does removes all types of friction points and disturbances from that loop, which you had not felt that it was more than a matter of which it was more than that it was more than before.
For example, objects used to crafting gear are no longer different from the loot-they do not take place in your backpack, and they cannot be sold in the shop, so you do not have to worry about doing business to benefit from character progression, or mistakenly you need to sell a item that you need to be strict.
Similarly, now you have to manually set the price of goods or follow their growing and falling price. The item is just a certain cost – throw them on one of your paidstals and they are ready to sell.
This can just look like making things simple and easy, but opens the space for the Munlite 2 away from streamlining those less interesting elements so that they can put too much cooler things in their location.
Dungon loot now has more dramatic effects, making backpack management a delicate puzzle. Just instead of trying to bring the house the most valuable items and dump garbage, you almost have to think about your loot that it is in the form of your own Roseuelic Build.
For example, in the first dungeon of Munlite 2, a lot of items burns the items adjacent to them when you go into your bag, destroy them. On its face, it is useless – it is just money under the drain. But whenever you rob a chest, you have to choose one of the two special remains, which allows you to make it around the problem.
An item can be focused on finding and burning – a low -value item that can provide bonus on burning. Another one can push you to burn objects to provide bonuses on other items, such as giving them more value – instead of a loss, instead of a loss, setting your own belongings, becoming a way to consolidate the value and yet to free the location for more gifts.
Changes in the phase of the shop feel even more dramatic. With the price-setting of the window out of the window, the focus is transferred to accumulate and spend the boost and attraction token. The former increases the price of an item by one prescribed amount, and later by one percent of its value – effectively instead of hagling. During each day, you receive shop allowances that interact with these tokens – for example, if you have already spent an attraction with that customer, or every time you are accumulating a buffer for attraction to sell, increase the power of the boost.
The result is that one day the shop -running shop feels that it also runs his own roguelike run, where you are searching, which pushes you to different hagling styles. And to take these allowances physically to take, selling as well as dusting the floor, dusting objects, and more, it all feels more frantic than ever, when you wait for that final piece of junk, ensure the moments of toe-tapping.
Combat also feels more diverse and interesting, such as a backpack swing -like addition, which can remove the enemies from the map. If you can get them in a staggering state, the huge flowers that make more versatile attacks for you and you and your enemies, send homeing spikes towards the nearby enemies. All together, the result is a game that feels that it replaces all its busy tasks and frustration with a great leveled set of interesting options.
Starting a dungeon run, I am selecting the match allowances that can keep pace in an interesting strategy. Then I am in a fight, and I am choosing the best angle of attack and the best way to maneuver to get an advantage. Then I am collecting my loot, and choosing the best way to organize my pack and which special remains will increase my profits.
Then I am at home in the shop, which items are first placed on sale to choose, and then what are the things to give priority once when the day starts, which tokens to maximize my day and what tokens to spend in each hag. And then I will finish by purchasing some new decorations so that I can choose if I want to change the color of my rug.
The liberal demo lasts for about 90 minutes, and at that time I feel bad with so many great decision points – and I can move forward, given the permanent upgradation, which they are going to open even more, are excited for it. This is what you want from a sequel – all the crafts away, can be replaced more than really interesting, attractive accessories. If the demo was not finished, I would probably still have “another day” instead of writing this article.
you can Check out the demo for yourself on steamAnd it is expected that it should not be long before the entire release of the Munlite 2 – it is set for this summer.