Reviews from

in the past


Jogo fofinho e bacana, estilo bombservice dos antigos momodora, é legal pra passar o tempo, protagonista fofinha

major step ups from momodora RUTM in nearly every way and more fun to play.

main focus in combat is the leaf this time, in RUTM bow got so overpowered in the end that I just used charge shot and obliterated the last boss's health bar but with this one I can say I rarely used the bow from start to finish, there are also varying bow sigils to try but because they drain your magic points and magic points are used for healing up its not worth it, if you are doing a challenge run like no hit/ no death, those bow sigils could come in handy, other than that yeah ranged is bad, at least the amount of extra special attacks in melee you can gain with sigils are fun and doesnt make you miss the bow that much.

exploration was very chill with question marks in areas you explored, you know something is there you'll get a neuron activation and start to hug the walls or spam jump or down+jump. I think I like the addition but I wouldnt want it in all metroidvanias I play, sometimes is fine.

final boss is lackuster just like RUTM but this time it redeems itself with nice visuals. 3-4 phases but low health pool Im sorry I dont even see all your moves because youre already dead in like what 1 minute, both games couldnt make the balance work

Utter mastery of the 2D metroidvania that was entirely worth the wait. No one knows how to pace, animate, and score this genre like Bombservice. Everyone else needs to study up.

Reverie still stands out as the entry with the most character, but this is every bit as tight and refined while boasting some of the most breathtaking pixel art I've ever seen. In the future I'd like to see the team be more narratively ambitious as they started to be in Minoria, but Farewell doesn't feel particularly lacking in that department...it's just that with everything else being near-perfect, this is the one area left to improve upon.

+ Another great metroidvania from developers that I've grown to trust. Animation is much smoother this time around.
- Kept making me want to replay Reverie Under the Moonlight. A sequel making me think about its predecessor is like fucking your matress whilst secretly thinking about the couch cushion.


If you're a die-hard fan expecting a "grand finale" to the series you'll probably be a tad disappointed by this, but I've always just considered Momodora to be a series of small, solid, pretty metroidvanias and I'm satisfied just to see this tick those same boxes. Combat feels fine but rather trivial outside of boss fights due to how easy it is to stunlock normal enemies. I'm always a fan of the Paper Mario-style badge system that this uses, and plenty of the options there are fun and flashy (although some of the more boring ones offer too much utility to pass up). Collectibles are all marked on the map so it's easy to hit 100% completion (although somehow I missed a few things anyway? no idea how that happened).

Oh, almost forgot: there's one powerup in here whose name I forget but it's cool as hell. It doesn't quite hit the trifecta I mentioned in my last metroidvania review (its primary purpose is just as an arbitrary wall-bypasser) but it was still a treat to discover.

Momodora: Moonlit Farewell is a culmination of the passion which has been poured into its predecessors. There are many places where it exceeds them and a handful of ways in which it falls short, but the latter is vastly overshadowed by the former. While I still firmly believe that Reverie Under the Moonlight is the premiere experience for this series of bite-sized metroidvanias, Moonlit Farewell is more than worthy to stand alongside it, and I sincerely hope that the team behind this is proud of their work and rewarded for their efforts. It goes without saying that I highly recommend this game, but this wouldn’t be a review of mine if I didn’t excessively elaborate:

Despite my many gripes with this game’s direct predecessor, Minoria, one aspect it strongly succeeded in was combat. Much can be said about the strength of the full-screen-slash parry’s capacity to trivialize certain rooms, but let it never be said that it wasn’t a damn satisfying parry. That’s the key word here for me: combat in Momodora games has never been particularly challenging by my metric, but it has always been satisfying. Minoria added additional layers of mechanical complexity which greatly improved the gamefeel of what was already there, and it is with great delight that I can say Moonlit Farewell has taken those improvements and ran with them (while reigning them in somewhat). Highest on the list are two new resources to manage: tried and true mana and stamina.

In previous Momodora games, items would be individual-use: you had X amount of heals/magic projectiles and after you used them up, you were done. This created a situation in which your best choice was to drop a thermonuclear payload the instant you walked into the room with no consequences and then carry on with the fight like usual. Moonlit Farewell instead ties all of these usual resources to a mana bar, meaning that you have to manage your resources and raw destructive potential a bit more carefully. Healing and explosive arrows (as an example) being tied to the same resource forces you to sacrifice safety for aggression: you can dish out some crazy damage, but in doing so you’re limiting your own ability to take it. Though this change limits the macabre glee that comes with nuking a boss frame one, it also adds some technical complexity to existing systems by combining them, making the game feel more cohesive as a whole. It’s smart, though not the only resource which marries existing ideas to great effect.

Unlike most games stamina in Moonlit Farewell is more of a defensive reserve than an offensive allowance. Outside of a heavily empowered arrow which activates when at full stamina - once again balancing safety with aggression - the only action which consumes the bar is dodging. Gone are the days of Kaho’s endless frame-perfect frollicking (which I did miss, admittedly) and Semilla’s perpetual parry-baiting; in their place, however, is a roll which rewards you for timing it like a parry by refunding the spent stamina back alongside a one-two-punch of dopamine in the form of gold flourish and a brief time-slow. While this does feel satisfying, it unfortunately brings us to my first key gripe.

One of my favorite aspects of the Momodora games is the No-Hit Bonus - if you’re skilled enough to beat a boss without taking a single hit of damage, you’ll get a unique (and often overpowered) reward for your efforts that you can’t find anywhere else in the game. It’s certainly a “rich get richer” mechanic in the sense that someone good enough to get the bonus probably doesn’t need it, but it adds an extra layer of challenge to boss fights and makes repeat playthroughs (which are essential to Momodora games) far more engaging. With that in mind, I’m sure you’ll understand my disappointment at the complete removal of this feature in Moonlit Farewell. With the inclusion of the perfect dodge and the stamina system, Moonlit Farewell is perfectly poised to encourage mechanical mastery and reward it when it's achieved, but it simply does not do so. As a result, I find myself less eager to engage with repeat playthroughs, which is rough for this series. This didn’t significantly harm my enjoyment of the game overall, mind you, but the exclusion of a system I greatly enjoyed does leave a slightly sour taste. What sweetens my palette in response, however, is the consistently delightful presentation.

Moonlit Farewell returns to the gorgeous pixel art of Reverie Under the Moonlight after the experimental 2.5D style that was used (quite well, in my opinion) in Minoria. I’ve always loved the character designs of this series, and that continued charm is on full display with this newly-improved stylistic iteration. Sprites are not only more detailed and expressive, but their range of expression through animation is far stronger too: Momo acrobatically swaps grips and angles when repeatedly firing her bow as opposed to Kaho’s more static, utilitarian archery, making her feel far more energetic and active. This aesthetic fluidity keeps traversal engaging, which heavily supplements the areas you’ll be traversing in.

Environments are richly-detailed, visually compelling, and - most important of all for a metroidvania - instantly distinct. The Momodora games have always boasted clear and communicative maps, but I found myself intuitively remembering the pathways within each area even on my first time through them - no map necessary. This is not, to say, however, that the map itself is not worthy of praise. It’s not revolutionary or anything, but having secrets be immediately marked on the map struck me as particularly kind. It could be argued that this level of signposting removes some of the magic that comes with the genre: the excitement of discovery is core to the metroidvania experience, so fully knowing there’s a secret in a room when you enter can dampen that excitement. While I don’t disagree with that notion, I found that my fondness for the convenience this feature added outweighed any missed potential.

No, my largest sore point with Moonlit Farewell is the missed potential in its writing. I’ve said before that the Momodora games are pleasantly bite-sized, so I’m not exactly expecting Wuthering Heights with regards to the narrative and characters. I would, however, like to actually get some time to bond with my traveling companion. Cereza is your trusty helper and resident Sigil Salescatgirl, and while you do get a small handful of moments to get to know her, they are both very few and very far between. When I’ve maxed my bond with Cereza after sharing exactly one day’s worth of meals, I can’t help but feel hungry for more. Minoria had the exact same problem with Semilla and Fran’s relationship: it’s hard to get attached when our primary cast has only had about fifteen lines of dialogue between them before their Big Dramatic Story Beat. It leaves the world feeling paper-thin, and Moonlit Farewell might even be a step backwards from Minoria in this respect. At least Fran chimed in with the occasional comment on a new area or significant story beat; Cereza will often appear after both with nothing new to say at all. Given that you’re mechanically encouraged to bond with her, it’s astounding to me how little dialogue she has. If I wasn’t fully aware how much time it takes to write and implement, I’d argue she and other characters should have twice as much.

That said, it speaks volumes that my largest problem with the game is that I want more optional dialogue. This has been a consistent desire of mine as it relates to the Momodora series - they are lacking only in comparison to my sheer gluttony. Moonlit Farewell is perhaps the most fine-tuned and polished entry in the Momodora series to date, and the improvements it makes on the experimental systems of the games before it are far-and-away full successes. I’ll be praying for the much-deserved success of this game, and eager to see what the minds behind it have in store next.

My first game in the series and I thoroughly enjoyed it.

It's fineeeee.

Artistically, it's great; combat feels good but doesn't have much depth to it, but most of all, the map isn't interesting to navigate and its level design is too simple to justify how big the map is, the lack of interconnection between areas makes backtracking a bore and the movement abilities are pretty much just run of the mill.


I have not played any of the previous games in the series and found it to be a pretty good metroidvania. While playing mostly feels familiar it is still a good execution of the genre. Combat feels good, bosses are for the most part enjoyable (if a bit easy), good selection of abilities and sigils (this games version of charms from Hollow Knight), platforming is not a big focus but what's there is solid. The game is a pretty good introduction to the genre, overall easier (and shorter) than many other games in the genre and also has an easy mode, but those looking for a challenge might be disappointed (There is harder versions of the bosses that can be fought at the end of the game but I have not done that yet). The map has a question mark wherever there is a collectible (with a few exceptions) making it fairly to get almost everything. Good pixel art and animations, and the story and characters are decent. Overall a solid metroidvania for those new to the genre and those looking for a short and (mostly) relaxing experience.

🏆 Conquistas: 16/19

Ai, eu achei muito divertido, é bem meu estilo de jogo mesmo. A única coisa que eu poderia citar contra é que realmente deu a impressão de que faltou algo, de forma que poderiam ter aproveitado de uma maneira melhor todas as mecânicas colocadas no jogo (achei os sinetes um pouco "mal aproveitados" de maneira geral). Mas nada disso atrapalhou minha experiência com esse jogo, tá tudo muito lindo e a trilha sonora tá maravilhosa também!!

While I had a fun time with the game, I don't feel like its better than Momodora 4. You move so slow for how big the world is and I found most enemies were barely a challenge until right near the end. And none of the upgrades make much of an impression.

But enough complaints. The art is lovely, the npcs are endearing, and the controls are tight. If this is truly the end of the series, then its a fine sendoff.

A competent and well-crafted metroidvania. It doesn't bring anything new to the genre but I'll play one of these any day of the week without hesitation. Also doesn't outstay its welcome.

A totally enjoyable but average metroidvania. Quite linear, but with a couple instances of needing to double back to missed nooks. Areas are decently sized and have fun gimmicks, and the game has pretty pixel art. The music fits each area but is nothing catchy or memorable, and the game in general is pretty easy.

Despite the game not blowing me away, I am basically always in the mood for a SOTN-ish metroidvania, and this did hit that spot for me.

And lastly, Momo/Yuhia is the OTP :p

another incredible game in the momodora series! combat is really satisfying, the social aspect with Cereza was a lot of fun seeing progress, and the map was well laid out. Really excited to play on normal difficulty on arrange mode! The light difficulty was fine altho I didn't like the shallow aspect for the adaptive difficulty as it only gives you a defense buff after dying.
great length, dense design, masterful artistry. great work team!

The Famous "Point-and-Click Adventure" series continues as the titular Character Momodora digs, flies, and crawls through The Evil cyberworld of Dr. Momodora! Zero stars.

In many ways this game completely blows its predecessor (Reverie Under the Moonlight, aka RUTM) out of the water.

The pixel art is gorgeous. The animation is fluid. The lighting and 3D effects are subtle and go so well with the visuals. The music is fantastic.

I loved exploring the map and collecting stuff. I got 110% completion. I might go back to finish off the 111% completion, but it just involves some less interesting content I don't feel like playing.

The difficulty is overall pretty low, especially if you actually equip all the good sigils you find. Unfortunately the new companion system feels very weak. They don't do enough to really warrant being more than a pretty little sprite following you around.

I'm not sure the game really benefited from having a stamina meter, and the later game transformation you receive wasn't around long enough for me to get much use out of it.

Most of the game was pretty easy, but the last two areas had enemies that could blitz down your health in a jiffy if you messed up. Not too hard, just weirdly had more deaths exploring than I did fighting bosses in this game.

All of the multi-phase boss fights are really fun and cool. Only one boss fight was a bummer for me (the blob).

Sometimes the cool graphical effects and pretty sprite overlays were hard to see and I took damage because I couldn't tell what was happening.

The story and characters felt a bit more involved and interesting than the previous title.

The game also very much feels like the farewell in its name. You can tell Bombservice really wanted to make the biggest and best Momodora game. Even if I'm not sure that actually makes me like it more than RUTM, it's a very impressive game.

Also, if you avoided Minoria, I think you should go back and give it a shot. I liked it more than most, but I think it certainly didn't deserve the hate that it got.

Moonlit Farewell é um metroidvania muito competente que possui um charme diferencial, mesmo sendo lançado numa época em que um jogo novo desse gênero sai quase que semanalmente. Tem muita coisa pra se gostar aqui: movimentação bem fluida, com controles responsivos, pixel-art ainda mais detalhada e bonita que o título anterior, Reverie under the Moonlight, assim como as animações dos sprites, lutas de chefes bem marcantes, além de fazer o "básico muito bem feito" em se tratando de mecânicas gerais de metroidvania.

Acho que o sistema de "pets" poderia ter sido melhor explorado, não vi nada muito útil ou diferencial para a jogatina neles, assim como não senti necessidade de "inovar demais" no sistema de "amuletos" do jogo. Um jogador mais criativo do que eu pode muito bem conseguir criar "builds" diferentes nesse sistema que variem um pouco a jogabilidade, mas é bem mais simples colocar os que aumentam dano/crítico, já que só tem 1 único combate no jogo todo em que foge do padrão "sentar o dedo no botão de ataque, se atentando pra esquivar de algum ataque aqui e acolá". Também achei o jogo um pouco linear demais pra um metroidvania.

No fim, creio que esses pontos negativos são por causa do retrabalho que teve que ser feito por causa dos fãs da série, que odiaram o fato do Momodora 5 inicialmente ser um jogo 3D, num esquema que lembrava bastante Dark Souls, simplesmente porque não queriam que "mudassem o estilo do jogo". Eu particularmente queria ver como as ideias seriam exploradas nesse formato, mas talvez fosse bem prejudicial para ele como desenvolvedor, assim como para o estúdio. Nossa, como eu odeio a entidade "fã". De qualquer coisa.

No fim, gostei bastante, mas acho que ainda prefiro o Reverie under the Moonlight em que ele teve mais liberdade pra sair do padrão da série até então, e o potencial das ideias foi melhor extraído.

No major flaws, but not really anything novel either.

I think the game could've used a couple more areas and especially a couple more abilities.

Based on 111% completion on a standard new game.

Very uninspiring game. It provides a basic Metroidvania experience, but not much more at all. It's okay if you need to kill an evening or two, but it's the sort of game that would have been unremarkable ten years ago, let alone today.

amazing journey and really, you can feel how much effort was put into this game. the spritework is absolutely beautiful, the areas are nicely worked out and all have their own feel to them. love the several color schemes too! momodora 5 aims to be like its prequel, just a lot more ambitious. we get sigils this time instead of passive items like in 4, some companions and our health and magic can be upgraded separately. loved these ideas and they worked very, very well. we have 3, i believe, abillities we learn throughout the game. i do howevet have to say that an air dash like in 4 would have given this game more speed to it and i really hoped for it to be in this game while playing to the very last minute but sadly, this one was scraped.
the boss fights are put into scene amazingly. seeing all of the old monsters from the very first game redesigned like this was also a really cool thing for my fan heart. we get to see some familiar faces, some mentions of familar faces - a lot of callbacks as you probably would expect from this last game in the series.
whats sad too though is that they completely removed the op items you get when finishing a boss damageless. thats a shame because with the moveset we get in this recent entry, this could have been neat to do.
other than my very few things i missed in this, i cant help but love this very much. if youre a fan you will love it. if not you still will. :P
solid short game with really amazing graphics and enviroments that really leave you in awe. (im talking fairy springs here, god that place is absolutely stunning)
play momodora pls
give rdein some money

A visual treat of pixel art. Backgrounds, sprites and animations are all excellent but the excess of visual effects takes away from the experience in the late game.

Achei melhor que o primeiro e lindo igual. Todo mundo que gosta de metroidvania precisa jogar isso e o primeiro

Demorei um pouco pra gostar do jogo, o level design é um pouco diferente dos outros Momodoras, mas depois que clicou foi muito divertido. Acho que esse aqui vai ser o último capítulo da franquia por MUUUUUUUUITO tempo, não parece um final definitivo, mas parece o inicio de uma pausa de uns 10 anos até o próximo.

Dito isso, a trilha sonora é a melhor da franquia, esse jogo é o mais lindo de todos até agora, os bosses são os melhores e mais divertidos (principalmente o boss final épico nível anime, foi irado demais) e a ideia das áreas são bem legais e únicas.

O problema é que algumas áreas são MUITO chatas, e outras a exploração não é tão divertida, e o jogo num geral não tem tanta coisa extra e nem uma liberdade tão bacana, até o Momodora 4 era mais livre que esse.

Enfim, Momodora Moonlit Farewell ainda é um ótimo jogo, até o final do mês quero ver se consigo platinar, pra continuar mantendo a franquia do Rdein 100% platinada na minha steam.

Momodora: Moonlit Farewell is the final entry in a five game series by (mostly) solo indie developer RDein, and man it's really fuckin hard to rate. I've fiddled with the star rating at least 10 times while writing this review.

M5, is a good game. RDein knows how to make a banger 2D platformer and M5 is no exception. There's some weird, not-well-thought-through ideas that are in the peripherals of the core gameplay, but they don't impact the game enough for me to call them out directly.

The game is visual eye candy as well. Downright gorgeous, best in the series by far. Close observers might notice the real-time 2D pixel-art environmental shading applied to the player character, which I know from experience is ridiculously hard to do in Unity. I'm always impressed with these games, but man they knocked it out of the park with this one.

The final boss of the game? God damn. That one's going down as one of the most visually spectacular bosses I've ever fought. What a way to say goodbye!

If this is the last game I ever get to play by RDein I think I'm okay with it, but I really hope it isn't. Game-dev is a bitch.

If you like metroidvanias and indie games then you should play M5. You should also play M4, (one of my favorite games of all time: Momodora: Reverie Under the Moonlight), and if you like that go play the OG M1-M3. The series is up there with the best of the best.

As one of the most mechanically obsessive fans of the previous entry, Momodore: Reverie Under the Moonlight, Momo 5 is a difficult game to judge and discuss. The series has historically been more on the Cave Story side of truly homemade indie efforts than, say, the Shovel Knight one: That is, games that are made by like one person and really feel like they were made by just one person. Momo 4 felt like a good sweet spot of being a self-serious commercial product and while still retaining that homemade feel.

Momo 5 is a pretty neat metroidvania and has a number of its own cool tricks. Sprint and the positional management it brings in particular is such a weirdly refreshing mechanic in a world of action games that are obsessed with timing parries and dodges as the start and end point of defensive measures.

But that's just not quite enough to make me forget the equipment system and tonal melancholy and hands-off storytelling that are practically completely absent here. Momo 5 certainly has all the new features and QoL and presentational refinements that will have starry-eyed gamers breathlessly declaring it a straight upgrade over the previous game, but I think to do that, one has to completely forget what previous Momodora games were actually like, and "safe" isn't a word I'd use to describe any of them except this new one.

I don't think it's a bad game, mind you. I enjoyed my time with it and I will continue to play as there's more to discover. But I think it's worth thinking about why Momodora went from being an expressive affair I would describe as provoking to just another metroidvania I would describe as pretty good. And more widely, why a safer experience seems to be the inevitable fate of all franchises that go on long enough with enough success, even one as small as this.


An awesome conclusion to the Momo series; on par with 4 (Reverie Under the Moonlight) and just a solid Metroidvania through and through. Only tiny complaints were that backtracking felt a little slow before the cat fast travel unlocks and that it was a bit too easy in the 2nd half but there's Nightmare boss challenges unlocked after beating the game as well as a 'rearranged' mode for replayability. Greatly enjoyed!

She deserves the earth and the moon. We didn't deserve such a beautiful world.

It's ok.

A competent Metroidvania that sounds and looks pleasant, but which I found to be too easy in both exploration and fight aspects.

There are quite a few systems in this game to manage, such as companions and sigils, but after finding a few that I thought were good I never really engaged with them. The game didn't provide insentive by mixing my playstyle when I beat most of the bosses including all the final ones my first try.

Exploration isn't bad, but it's only fun because you keep finding permanent upgrades and not because you actually engage with the world. For some reason every single item gets marked on your map as soon as you uncover the map square, and if I remember right there are no hidden rooms at all, so it becomes a game about looking at the map to see if you missed anything.

I might get more enjoyment from the game via post-game "arranged" mode which promises more surprises, but the boss refight mode felt underwhelming. You refight bosses in one of two modes - original with health boosted to your stats, or remixed "nightmare" mode, and from what I've played "Nightmare" bosses are about as easy as normal ones, just with one attack added or a permadeath zone somewhere in the arena.

I've enjoyed what I've played of this game and I can't describe my 6 hours with it as bad, but I really wish there was more to test me, in terms of combat, platforming, exploration - anything! As it stands I can only describe it as fine.

An overall well done metroidvania and a solid note to say Farewell to the Momodora series. In comparison to Momodora: RUtM, Moonlight Farewall does it's predecessor justice in most places, but somewhat falls flat in others.

Highs:
- Overall gameplay is tight and responsive, the combat feels great and just about as fluid as RUtM
- The addition of a stamina system doesn't always feel great, but new movement option make up for it by the halfway point
- The art direction is top notch, every sprite is fun and interesting to look at
- The Sigil system is well done and allows you to customize your experience to fit your preferred playstyle
- Melilot's Theme :-)

Lows:
- It's pretty short, and by the halfway mark, you're strong enough for the game to feel like it's lacking in any sort of difficulty.
- The story overall feels rushed and generally lacks structure
- There are a LOT of characters, but 90% of them are unmemorable and have nothing done for them to make the player care (including the two main girls)
> The game is marketed as not needing to have played the previous Momodora games to understand the story, but not enough is done to show who Momo and Dora are or make them feel like remarkable characters.
>> Dora feels like an afterthought, despite being the secondary titular character.
- The removal of Rare Item drops for Perfect-ing bosses takes away a good bit of challenge and gives no incentive to actually learn boss patterns

Overall, very well done gameplay, however, the story leaves something to be desired. I couldn't recommend playing Moonlit Farewell over RUtM for the "optimal" Momodora experience, but if you're a metroidvania fan, it's still a very enjoyable experience and I recommend the game nonetheless.