the fierce clayborne warrior Grey Irma battles, driven by a lonesome purpose: Find the Sculptor, and unravel the mystery of her existence. Push the limits of your combat skills, and master new abilities to progress through an unforgiving nonlinear 2D world. Face off against the relentless darkness that seeks to destroy you. In Moonscars, every death is a lesson learnt—and as you overcome each challenge, new truths will be revealed. Before you rise, you first must fall. Mold yourself into a master warrior through a cycle of trial and triumph. Explore the shadows and secrets concealed in the moonlight of a painterly nonlinear 2D realm marred by desperation and despair. Sharpen your skills and reflexes in challenging, action-packed combat. Slash and parry with your sword, wield unique special weapons, and command powerful Witchery. Accessibility could use a little more work by adding custom binds for controllers (keyboard users are fine here). To be fair, I’m only speaking for other players; I personally didn’t have any issues with the predetermined controller binds and thought they were perfect, but I understand that other players have their preferences. In the meantime, I believe you can *kind of* work around this using Steam’s controller configuration tool, so don’t let the lack of this feature dissuade you from trying the game. I’m sure this will be addressed sometime after release. The story comes off as cryptic and hard to follow. At the same time, this may not be a bad thing as it invites the community to make their own interpretations to connect the dots and allow for interesting discussions, so my opinion on this may change over time. Moonscars 🕹️
Unearth a strange, dark fantasy tale filled with twists and intricate worldbuilding. Seek the truth of your creation and be rewarded. Bear witness to tales and memories of betrayal, suffering, and revenge as Grey Irma and her fellow beings of flesh and clay seek truth and purpose. A visually impressive action-focused platformer marred by several design decisions that are as inexplicable as they are terrible. Not just “You died, so now you have to pay to go back to your regular difficulty” which you can read about on the forums, but also: inconsistent / poor signalling of what can be parried and when (the timing is generous IF you ignore the thing the game tells you to pay attention to), spells that would be cool if you could cast more than one every third enemy (and if healing didn’t take your “fresh” mana first even though there’s a mechanic to allow you spend it on spells and then use it to heal), windup for spells and special attacks that cost you more in vulnerability than they give in status effects or damage, combat that leans far too hard on a simple just-frame parry (seriously, 90% of the damage you’ll do throughout the game is going to come from this), – This might not be a popular opinion, but I think the game overall seems to lean a little on the easy side, even with punishing mechanics in place. That isn’t to say I blazed through the game as if it was devoid of challenges. I’m only saying this because it didn’t take much time to predict how all enemies function, and I was able to complete the game multiple times while sticking exclusively to melee combat without the use of items and *very* little use of Witchery. The game is still fun and challenging, but maybe don’t expect it to be as hard as other masochistic games you’ve played
The art style, overall theme, and gameplay mechanics are clearly influenced by titles like Blasphemous, Salt & Sanctuary, Bloodborne, and any of the Dark Souls games. I love all of these titles, so I felt right at home as soon as I jumped into gameplay. The combat is simple yet addicting, and accompanied by a hell of a Witchery skill tree. You can get by without relying or investing much into it, but it will make things much easier for you unless you want the added challenge. Special weapons granted to the player are frequently changed up. Even if the same special weapon is offered to a user as it was previously, it won’t always grant the same bonus as it did before. I can see some people not being a fan of this, but I personally like the idea of having to adapt to different combat styles. The user interface is very intuitive and accompanied by brief tutorial prompts both in-game and through pop-ups with easy to understand instructions. While I didn’t need to rely on these instructions, this is a very nice thing to have for users who do. Punishing mechanics are included for death, such as lost currency, your health/ichor bonus being nullified until your special weapon is replaced, and enemies becoming stronger. Stronger enemies is reversible at the expense of a special type of currency or after killing a boss, but on the flipside, not reversing this results in better drops. If you’re like me, you’ll probably intentionally let death happen just to crank up the difficulty and rewards. I’m a *huge* fan of this Most of the bosses are a lot fun, especially the endgame boss. I was only a little underwhelmed by one of them, but I didn’t see it as a concern. This can always be improved after release anyway.
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