Moon Hunters Let's Play Part 1 | YOU MUST CONSTRUCT ADDITIONAL BRAVERY
Beta key provided by Kitfox Games.
Single serving RPG with multiple classes, multiple stories, and procedural generation? Awwwwww yeah!
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▼More about Moon Hunters!▼
Release Date - March 10th, 2016
http://store.steampowered.com/app/320040/
Moon Hunters is a 1 to 4 player co-operative action personality test RPG in a rich, ancient world that's different every time you play. Build your mythology as every action and choice contributes to how you're remembered, as a constellation in the night sky.
Play the little story from different angles to uncover new sides to characters, conflicts, and side-stories. Try out all 4 player hometowns and 6 player character classes, each with their own abilities and randomly available upgrades.
On your search for the missing Moon goddess, you will travel the world with your fellow Hunters and become a living legend for your deeds. How will you be remembered by your tribe in generations to come?
It is surprisingly difficult to spoil a game like Moon Hunters, because the overarching plot is so simple and quick - the Moon Goddess appears to be missing and as her chosen, you seek her out. The Sun King claims to have killed the Moon Goddess, and he is going to kill you too (in 3 days). Beyond this, the specifics change every time you play the game. What NPCs will you run into? How will you respond to their plights when you do? These are aspects that will change depending on how you approach situations and who you are playing with, as every player is building their own story that is told at the end of the campaign.
The gameplay is somewhat easier to understand. You start with 4 classes that all play very differently - a melee based Spellsword, a ranged Ritualist, a specialty Witch, and a mixed Druid. Here I play as the Ritualist, but I have seen gameplay with Spellsword, Druid, and 1 unlockable class. I have to say, the simplicity of the Spellsword and Ritualist, especially when playing together to cover both ranged and melee scenarios, make them my instant favorites.
You choose your class and are off on a dungeon-crawling adventure similar to Diablo in gameplay. You move through a single board at a time, collecting money to purchase upgrades and choosing how to increase your stats at the end of each level. Rather than leveling up to increase stats, you choose an action at the end of each day that will increase specific stats. For example stargazing increases Intellect and Faith where hunting for food increases Endurance and Strength. Because multiple characters from a party can’t take the same action, the game forces you to diversify your characters and become a well balanced party.
However, the bulk of the creativity in Moon Hunters went into its choice and reputation system. Every choice presented to the player results in an increase in one reputation, which influences possible future choices as well as your character’s end-game story. As an example, in this video I come across a lion that my character was not *Brave* enough to approach. However, I had made a few *Compassionate* choices which may have opened up another opportunity for me down the line. A friend of mine repeatedly attempted impossible tasks resulting in a *Foolish* reputation, and that was reflected in his end-game story where children giggled at his more silly actions while sitting wide-eyed at his acts of bravery.
The aesthetic is a mix of hand-painted art and pixel graphics that leave just enough to the imagination. You can tell that some major love went into the animations as each movement is unique and feels appropriate. I get the sense that Moon Hunters will age very well.
As it stands however, I do have a few complaints. The current (read: *Beta*) online system is a bit difficult to use and has resulted in some glitches. I expect this to be resolved in upcoming patches. The more egregious problems come from the choices themselves. Sometimes, it is unclear what actions you are performing with each choice, or why they are mutually exclusive. In this video, I talk to an NPC holding a crying child, and my options are “Ask” and “Help”. If you choose “Ask” the NPC simply tells you about their situation, and you are unable to offer help. In my unrecorded playthrough with a friend, we came across a well with the options “Drink” and “Take”. When sitting in front of a well, those two options seem nearly identical. It takes some time to start thinking in the same abstract way as the developer, and even then it is somewhat unclear what your actions mean without multiple, similar playthroughs.
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