Mothlight

Mothlight

released on Aug 25, 2017
by Samu

Mothlight

released on Aug 25, 2017
by Samu

In a world corrupted by Eldritch abominations, Enzo must climb out of the hellish depths of the universe. From the Black Sea to the Planes of Neethan, it is your job to make your pilgrimage back to the Worlds above. In the black hell of this world, only Moths and demons await you.


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feels like a rought draft, even if i liked it when i played it, it felt too edgy

Um RPG extremamente simples, sem nenhuma mecânica complexa e, honestamente, fácil demais. Trilha sonora ok, design de personagens belíssimo e história muito intrigante.

This game feels like a rough draft. I think that's the best way to sum up how I feel. There's a lot of balancing needed, and a lot of design choices I can't understand. Honestly, I feel like I have more complaints about this game than compliments.
I like the attempted visual style and the aesthetics and theme of the game. I also like the alternative approach to stat increases and such (no traditional level system). The music is also, for the most part, really really cool. However.
First off, having all of the enemy encounters be enemies visible on screen that stand completely still and must be fought with player interaction (instead of them chasing the player or being random encounters) not only makes it easy to ignore all the battles, but teaches the player that anything they talk to will fight them, so don't talk to anything. Players would also be encouraged to battle if the battle system was more fleshed out, and I know this was made in RPG Maker, so not much can be done, but even just having a simple element chart that requires the player to be smart about their choices would make the battles feel more fun + like puzzles than like button mashing. A lot of the spells and armor upgrades didn't feel like they had a natural line of progression, i.e. they didn't feel like they were worth the points/money they cost. Also, correct me if I'm wrong, but despite how promising the tutorial area seemed at first, there's nothing that explains the status conditions or stats themselves until about halfway through the game. Things like that should be explained as they're introduced.
Story and level design wise, I felt as if I could never predict what would happen next, but not in a way that excited me. The protagonist is silent, making him feel very passive, which isn't entirely a bad thing, but it made the switch to him wanting to stop the king (as compared to before when he wanted to just leave and go back home) feel out of place. I kept asking myself, "why are we doing all of this?". There are also a lot of large, open maps with very little going on, and the lack of a run button/fast travel made backtracking annoying. Especially so since you can only save at select locations.
This is one of those games where it feels like all the pieces are there, but there's not enough to hold them together. This game should've had much more work and time put into it before release. And I wish it did, because I had high hopes for it when I first saw it on Steam.

It's got some neat ideas and the art is pretty cool but it's still basically just diet OFF at the end of the day