Reviews from

in the past


Solid if linear metroidvania game with nice graphics, but nothing really stands out to me gameplay wise. Still recommended if you're OK with a chill but very generic game of this type.
My main gripe is I don't see what's supposed to be the gameplay hook or improvement compared to Momodora: Reverie under the Moonlight. Instead of there being new mechanics (especially for movement) there are less of them and a stamina bar to limit how many actions you can perform. This mainly makes moving around the levels slow. The difficulty of the game is lowish for a first playthrough since modes above normal are reserved to NG+. The amount of post-game content seems generous, but assuming everyone wants to do multiple playthroughs is a mixed bag.

There are basically no movement tools to make map traversal or speedruns more interesting than an extremely vanilla metroidvania game (compared to RutM which had a decent amount). Enemies tend to be passive and slow. The invulnerable evade tied to stamina is a major focus in combat, with a lot of things coming down to evading when the indicator pops up instead of using a variety of movement options to get around attacks. This makes melee fights feel pretty samey and slow-paced. Granted enemies which focus on ranged attacks have more variety. More of these appear later in the game.

I felt like the main thing the stamina gauge accomplishes is make early game feel like a slog. Gives a sense of progress later but is hardly worth the cost. The level design gets interesting near the end but since the early game is so slow it takes up most of your playtime. I assume the point is easing the player into a chill story focused experience with basic gameplay.

Perfectly acceptable, fun, and vibrant metroidvania. The movement and combat is good, difficulty is mostly negligible thoughout. Awesome score, decent pixel graphics.

Quality and cute as hell. Fun way to spend 9hrs for 100(well 111)% completion.

This game just sorta makes me happy idk. short and sweet, not the most polished thing in the world, it feels some of the bosses kinda just sit there and take it, but has more than enough heart and character to make up for it. This and Reverie under the moonlight make me feel nostalgic even though I never played games like these as a kid. Indie games are cool, man.


I don't fuck with the whole sacrificing women thing Koho has going on but LET'S GO LESBIANS

This game joins Momodora RutM in my list of favorite bite-sized metroidvanias! Short and sweet, even if it doesn't exactly reinvent the wheel.

Momodora is a series that is near and dear to me, playing Momodora II on TIGSource showed me that an open world-style game structure works even when making smaller games (in fact these days I would say they are probably more successful in my eyes than larger open games). The game inspired me to make countless Metroidvania-style prototypes over the years, none of them really getting off the ground. When Momodora III came out, it opted for a more linear structure, which Momodora: Reverie Under the Moonlight and Momodora: Moonlit Farewell abandoned to return to the more open structure that Momodora II started. Momodora: Moonlit Farewell is a fun and competent game that looks and sounds gorgeous. The game makes small refinements in some areas that the series has previously struggled with, but it brings little new concepts to the table that had not already been explored by previous entries.

A big issue that I feel that Moonlit Farewell mostly resolved is that gameplay clarity during boss fights has been greatly improved, with more pronounced audio and visual cues before enemy attacks. In previous entries, overwhelming screen shake and busy particle effects made it difficult to discern when bosses were about to attack, so I tended to just spam attacks and try to tank through any hits I took to defeat the boss faster than they defeated me. This can be fun to some degree as a sort of DPS race, but it does take out a lot of the strategy and payoff of learning a tough enemy's tells, dodging their attacks and retaliating with your own. Depending on the Sigils you equip, the particles can get a bit more distracting, and some of the game's more abstract and gaseous enemies and hazards betray this clarity, making it hard to tell how large their hitboxes are and when they are active threats, but overall I found this to be a big improvement over previous games in the series.

The boss fights themselves are a highlight of the game, they are often the largest and most well-animated sprites in the game which is impressive by itself, but many of them feature unique tracks, which is an unexpected but welcome touch. These fights are where the game's combat and systems really shine, though I wish that more of the enemy encounters were as fleshed out as they had been in Reverie Under the Moonlight. With lots of ambushes in more cramped areas, mixing of ranged enemies and aggressive enemies in interesting ways, I can still recall several specific rooms and encounters that were fun and challenging, whereas I did not have this same feeling for most of Moonlit Farewell's encounters. The battles where you are locked into a smaller arena definitely recapture some of that feeling, but only some of the later enemies feel like enough of a challenge that makes you fight them like you fight bosses, by learning their moves and dodging and punishing. Most of the enemies in the game can simply be spammed with attacks and stun-locked until they're defeated.

Moonlit Farewell's new stamina system adds some depth to combat to avoid spamming roll, but I would not say that this system is particularly effective to me. In my experience, constantly rolling was never a particularly dominant strategy in Reverie Under the Moonlight, so a limiter on that did not seem necessary. The stronger bow attack at full stamina is pretty fun though, and I think is much more successful than charging the bow attack in RUtM. In the early and mid game, where the player has lower stamina regeneration, stamina still feels like it was not particularly relevant in combat, and in late game where stamina is a limiter on your more powerful form (which feels like where this system is meant to really click together), you are so powerful and stamina regenerates so quickly that it doesn't truly get its time to shine at this point either. The stamina system is also a detractor to how fun it is to explore and backtrack through the world, since the new sprint ability helps you move at a more appropriate rate considering how large the screens are in the game with its extremely zoomed-out perspective. Sprinting is pretty fun, and I enjoyed using the new sprint-jump-attack that hits vertically above and below you. However, running out of stamina and having to walk slowly for some time was tedious, and as covered before, the stamina system does not add enough to combat to forgive its impact on exploration. As soon as I found it, I equipped the Hare Sigil, which gave me unlimited stamina in exchange for increased damage taken, which made exploration more enjoyable. Designing a system that hinders and limits the player from what the developer feels could be a dominant strategy makes sense to me, and providing upgrades and build options to reduce the impact of that limiter makes sense as well, but I felt disproportionately inconvenienced considering the little value that the combat got out of this stamina system. Removing a core system like this with a Sigil feels like a bit of a bandage solution to me.

Covering the Sigil system briefly, they mostly work the same way as the passive items in Momodora III and RUtM, except you get upgraded equip capacity throughout the playthrough rather than as a New Game+ feature. Equipping Sigils provides a passive benefit, and there are only a limited number of slots. I love features like this, such as the Badges in Paper Mario and Charms in Hollow Knight. However, a lot of Sigil effects are too minor to feel impactful or interesting. Many of these effects were underwhelming when they appeared in Momodora III and RUtM, so it's disappointing to see some return with little to make them more worth considering equipping. Earning new equipment slots in systems like this is usually exciting, but I found myself struggling to think of what to equip when I was able to equip an additional Sigil. Of course, not every Sigil can be groundbreaking and there's a place for more subtle effects, but more effects that made me change my strategies or see my abilities in a new light would be welcome. By the end of the game, you do end up with several powerful Sigils that lend themselves to interesting synergies, but by that point the game is over and you only have the unlockable boss refight feature to test them out on, which is a bit of a shame.

Getting back to the zoomed-out camera point for a moment, I feel that this change compared to RUtM was majorly detrimental to the game. Rooms have to be much larger to fill in the entire screen, which as mentioned can make traversal tedious, and there is lots of wasted space, with most of the time the actual gameplay happens in a small portion of the screen. It feels as though the level design suffered as a result of having to make such large rooms, with most of the game feeling very same-y, with few notable areas or interesting enemy encounters. That being said, the level design does end up harkening back to RUtM's philosophies towards the end in the bandit-ridden Meikan Village, with more interesting encounters and more environmental variety, which was a welcome surprise after all of the forest areas in the rest of the game.

Breaking up the game into its separate areas, it felt like Springleaf Path and Lun Tree Roots were essentially the same thematically. I did appreciate that at one point, Lun Tree Roots becomes more challenging and gets a change in palette, however the Ashen Hinterlands were a bit underwhelming and mostly felt like a grayscale forest. Aesthetically, the Fairy Springs were my favorite area, with one of my favorite tracks that kept getting stuck in my head, and just generally being a breath of fresh air after clearing two forest areas. I will say that the Fairy Village had a strong build-up with the music turning to an eerie low hum while you walk past fairy corpses on your way to save what fairies remain, but when you defeat the boss and enter the village proper, it feels like wasted potential as there is no sign that anyone lives there besides there being several fairy NPCs around. No cute little fairy houses or any real decor at all, which is unfortunate considering that the village at the start of the game feels much more alive. Having such large rooms, and such a detailed, high resolution pixel art style must have made these types of bespoke assets too time consuming to produce, which is understandable, but it leads me back to thinking the game would have benefitted from using a similar resolution and scale to what RUtM used.

One aspect of the game that I felt was a bit of a let down was the writing and characters. There was not a ton of writing in Momodora II or III, but I especially remember those games having very memorable writing with funny and interesting characters. The aggressive Princess Eri, swearing like a sailor and Melilot's charming theme song were fun and memorable. The darker story of RUtM moved away from this type of writing, but still had interesting characters like Askorn, whose side story was small but memorable and sad. But the characters in this game feel really dry and stilted, especially Momo, who offers dry apologies and well wishes to pretty much every character in the game for what they are dealing with. Even with Dora and Cereza, who we would expect her to be close with, Momo never feels like she comes out of her shell to do or say anything interesting. The scenes where you hang out and eat with Cereza were cute and charming, but Momo does little to contribute. Thankfully, Dora is probably the strongest written character in the game, with her headstrong personality mostly kept intact, making me wish she had more screen time. I think the main issue with the writing is that Momo was mostly a blank slate throughout the series, so her dialog feels uninspired, and since she's the main character, she's dragging down every scene. Momodora has always had cool and appealing characters, and even though the games' focus has never been on the narrative (I remember the older games having their stories tucked away in a readme file!), I feel like the characters were written well enough that I cared about them and the story, and that just did not happen with Moonlit Farewell. With this potentially being the last Momodora game, or at least the last game with this cast of characters, some heightened stakes and more interesting characters would have been a strong sendoff, but for now it feels like missed potential.

What happened here? This honestly feels like it should be the entry between 3 and Reverie. Just so much bloat and new mechanics that don't even sound fun on paper. The pixel art can be nice but generally feels kind of cheap? Completely unlike the charming and atmospheric art in Reverie. Pretty disappointing. I hope the dev can work on something they are more passionate about in the future because you can really feel the lack of it here.

This is a basic but enjoyable metroidvania. This has the most story of any of the games in the series, perhaps to it's mild detriment.

This is a rather disappointing sequel to what was a great and tightly made Metroidvania.

While I don't mind it in order to make the player more aware of their resources in boss fights, the addition of a stamina bar makes traversal a chore since you move so slow, even with the additional run power-up you get an hour in.

A lot of enemies just get staggered after a hit or two and you barely need to do anything to avoid them. One of the sigils you get to start, the one where you can do 10x the usual damage on your first arrow shot if you have max stamina, breaks a lot of the beginning areas.

You can be as aggressive or passive as you want with bosses, but enemy tells are so far in advance, that you can probably get through several boss fights without so much as taking a hit.

I've read that difficulty is really low on a first playthrough, and that the late game gets a bit better, but I'm not really willing to go any further than this. You can tell the developer probably wants to move on from this series, since this is the last one. It's certainly not a bad game but it's just very, very bland.

Simple metroidvania with gorgeous graphics and fun characters. I have never played the earlier Momodora games, but I had fun with this one. Momodora: Moonlit Farewell is surprisingly short with very player-friendly aspects throughout. It's nothing particularly unique to other metroidvanias that I've played, but it gets +.5 star just because of the cast full of cute girls ♡(>ᴗ•)

3.5/5

Pretty good but FlipWitch clears tbh

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!

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

Trás uma conclusão brilhante para a série, com todos os sistemas anteriores refinados e novos, que se mantém simples e funciona muito bem. Com uma progressão de itens e stats brilhante a cada poucas salas. Momodora em sua melhor forma.

Thank you rdein for saving 2024
Absolutely worth the wait and the hype. I dont even mind the linearity its so fun. My only and i mean ONLY issue with this game is that theres nothing for nohitting bosses, not even just a shiny little medal that does nothing. And even then, if it wasn’t in the last games i wouldnt care in the slightest. Highly recommended, definitely going to do the mirror mode later this year (would have done it immediately after if there were nohit rewards)

This review contains spoilers

Primeiro de tudo, quero falar que parabenizar por um trabalho tão bom que os desenvolvedores fizeram com o game, o carinho e dedicação certamente são notáveis com esse game.

Comecei a jogar ele no "day one" e o finalizei bem rápido, o jogo só tem 7 horas de gameplay e para mim basta. Uma experiência bem curta, mas muito bem polida e agradável.

A trilha sonora sem dúvidas foi para mim uma surpresa, pois para mim, o Momodora: Reverie Under The Moonlight tem uma soundtrack bem ok, mas esse game tem músicas muito boas de se escutar, em especial a dos bosses, que realmente dão um gás maneiro.

Em relação a gameplay, considero ela melhor do que o 4° jogo da franquia, muita mais rápida e instigante. A troca dos itens de cura por magia, pode parecer não muito diferente das curas do 4° game, mas pro meio e fim de jogo elas dão uma facilitada muito grande no game, raros os momentos que morri por causa de falta de cura, ou pouca cura que recebia, era bem por causa de mim que estava jogando sem prestar muita atenção.

O sistema de sinetes é bem lega, mas não me vi muito trocando os sinetes ao decorrer da jogatina. Acredito que se você derrota um boss sem levar danos você recebe um sinete especial, que nem no jogo passado.

O combate do game é bastante divertido, com uma variedade de inimigos bem grande e bom você prestar atenção no game, pois ao mesmo tempo que você mata muito rápido, você morre muito rápido.

Como sempre as pixel arts são estupendas de lindas, muito bem animadas, em especial as dos chefes (obs: a do boss principalmente é do cacete).

A história é bem legal, com certeza a melhor de todos os momodoras, os personagens são bem legais. Uma adição que é notável, é que o nosso personagem fala aqui, o que é daorinha.

Depois de falar bem, tem camada ruim né? Pra começar, quero falar sobre a loja de sinetes, poucas vezes eu me via comprando na Cereza e tão pouco os usava pois os sinetes do mapa já eram o suficiente. Talvez se deixassem um sinete muito bom ou diferenciado, com certeza iria melhorar a loja. Como no 4° game que tinha itens bem úteis, que me vi usando até no boss final.

Agora a parte mais triste do game. Ao decorrer da sua exploração, as vezes vai acontecer encontros onde começara a spawnar inimigos na tela, que você terá que derrotar para poder progredir, é fácil de sentir que lá no final do jogo os inimigos spawnados nessas seções viram literais esponjas de dano, inimigos que uma vez eram derrotados em três ataques demoram muito para morrer. A pior desse jogo é o elevador final do game antes de enfrentar o boss final, meu deus do céu, que parte irritante e chata, os inimigos demoram muito pra morrer e se você não os derrotar rápido vai começa a encher inimigos na tela e você provavelmente vai morrer, parece que essas seções foi feita só pra encher tempo de gameplay, pelo menos essas seções mais chatas só acontecem em locais de upgrades e não durante a caminhada nas áreas do game.

Bem, acho que depois de dizer tudo isso, apesar dos pontos negativos do game, ainda acho que vale muito a pena comprá-lo, é um trabalho que começou com simples game plataforma em meados de 2010, que hoje em dia é um dos games que mais gostei no início de 2024, vale muito a pena se você quer um metroidvania com muito tempo de exploração e muitas recompensas lhe esperando.

After a still Cave Story-esque Momodora 3, the series began a transformation of sorts. Reverie Under The Moonlight caught the Dark Souls bug and was all the better for it; a straightforward melancholic metroidvania with beautiful pixel art and a simple-yet-visceral combat system that relied heavily on rolling and limited heals. It might've grown stale given enough hours, but it was just the right length. Minoria sported a new artstyle to compliment its Hack'n slash ambitions. Said ambitions were mostly fulfilled, though tainted by a lack of polish its simpler predecessor didn't suffer from. Still, both were firsts for rdein&co, and Moonlit Farewell's all-new challenge is to improve within continuity. Not an experiment, but a proper follow-up.

And so, the spirit of Koji Igarashi (who is very much alive and well despite the drama of this sentence) was metaphorically called forth to haunt the game's systems. Moonlit Farewell echoes its predecessor in combat rhythms, aesthetic language and the compact recursiveness of its world design, but using them only as a foundation. On top of it: numbers. Moonlit Farewell is Momodora with stuff in it. The doujin game feeling prevails in the small art inconsistencies, the indulgent, horny anime designs and the honesty with which it presents everything, but holding it together is a very robust set of mechanics.

Healing and magic spells now deplete the same bar (a welcome shade of Hollow Knight) and a stamina bar caps rolling/sprinting (a less welcome Dark Souls import that ends up hurting navigation more than it improves combat). Combat itself is faster, not through player input but the literal shape of the game. A higher resolution and a panoramic window shine a spotlight on crowd control and proyectile speed, allowing for new combat situations. It's all fine-tuned beyond even Reverie; the kind of game where you can have fun in a white room with a single enemy just by watching the hitstops, screenshakes and little flashes of light. Beyond that, as previously stated, a hint of Igarashi.

The character has visible stats now, subject to equipment and permanent pickups, which does increase the probability of a decent explorer being overprepared but also creates a wide array of clever synergies. Playing around with builds is notably easier than in proper igavanias and even something like Hollow Knight (whose presentation clearly inspired Moonlit Farewell's), with the drawback being that its possible playstyles aren't as radical the ones offered by those titles. They sure feel like they are when you see the changing damage numbers on screen, though. They have a rhythm of their own, reflective of the strength, range and focus of the player, and they never go away because you're always hitting something.

Punctuating all of the above is fantastic level and encounter design. Every room is an idea. They never repeat (though they do build up) and there's an intention behind each, without a single enemy or obstacle thrown in for no reason. That also means you can consider your equipment and strategize accordingly beyond general preference. The game is short as a result of this essential approach (like 8h for 110%), but that just proves that Bombservice understand good pacing and have been perfecting it over years. And going back to the start of the review, I can safely call Moonlit Farewell a triumph--grown naturally from their previous work to be bigger and better without losing any of its bluntness. It's an artisan's work, humble despite the obvious technical ability behind it.

yeah this is damn good. real solid metroidvania with gorgeous pixel art, fun combat and excellent music. might even like it more than reverie thanks to the more engaging platforming

I've only finished the normal difficulty first playthrough at this point. Pretty great! The sigil system gives you a reasonable amount of wiggle room to customize your build. Movement feels good without making you overpowered. Map is decently large. Without being too daunting, so once you've cleared an area of required objectives, cleaning up any remaining collectibles is pretty breezy. There are no longer bonuses for defeating bosses without taking damage, but given the larger number of bosses, and the few sigil builds that necessarily require taking damage (and how few players probably engaged with boss drops in previous games), it's an understandable removal.

Been a while since playing the last game so I can't compare directly, but I thought this game was pretty cool and fun. It's a good size for a metroidvania, but I feel it's missing some interesting abilities for progression. Unsure how I feel about the combat. There was one boss where I felt like a hit a solid flow, but otherwise I feel it may leave something to be desired. I didn't get much from the story but I was never invested to begin with. I like the aesthetic but a few sprites look genuinely awful, like a certain snake.

é o primeiro jogo da franquia que eu jogo, realmente divertido, a exploraçao lembra alguma coisa de hollow knight.
Os inimigos sao extremamente bem desenhados, os bosses sao muito faceis, estava esperando uma maior dificuldade.

Phenomenal and stellar at everything it tries to do.
Short, very short, but it makes it up with everything else, a good game makes me want more, a GREAT game makes me cherish it without even playing it.
Best one out of all the games in the series, the Momodora to end them all.
Please play this game

Basic Metroid game that keeps things safe & doesn't really do anything new or interesting. The majority of the bosses feel like they stand there doing nothing too often while you rip into them or they have an easy to manage set of attacks that you just punish over & over, going through the motions. The endgame "nightmare" versions of each boss are a let down too. Instead of having the same slow floating death squares & forbidden zones I would have much preferred less time between attacks, higher damage & maybe a new move. The combat with normal enemies felt tedious by the end & I found myself just running past everything by that point. The pixel art & music are probably the two standout qualities of the game & even then the soundtrack was just passable bar a couple of standouts. The enemy designs, locations & atmosphere are excellent although there's so many garish effects that don't blend with the art style popping up all over the place that end up ruining it a bit. The story didn't grip me in the slightest which is a shame because it’s quite a big focus. The moving HUD drove me insane & the fact that there isn't an option to keep it locked in place is baffling. Despite the issues, overall the game is decent. I feel like the previous game was better but it's been a while so take that with a grain of salt. 10 years ago this might have gone down better with me but with all the great Metroid games we've had lately it feels like Momodora can't keep up.

This is up there in terms of metroidvanias for me. My only real issue is that although the game is really easy in general, the endgame's difficulty is particularly low.

Also about the post-game nightmare bosses, those are not how you design harder boss fights. Putting instakill hazards into what is ostensibly the same fight is just lazy and pathetic.


A gorgeous metroidvania and an overall pleasant journey.

It didn't fully grab me, but I struggle to find a reason why, since I can't really fault the game for any of its design decisions. Everything is perfectly safe and sound, the level design is open ended and involved, and the mechanics that are there all join together to make a very satisfying combat system.

If I had to guess, it just doesn't do enough outside of just being a decently designed metroidvania to actually fully grab my interest.

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.

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.

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