
A sci-fi RPG that takes you to the Moon and beyond!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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Daisy Flies to the Moon is certainly an interesting game. I am a huge fan of obscure media and when I received an ad for this game I knew I had to try it out. It has some interesting ideas and strange writing, but those things aren't my issue with the game. The single greatest problem with the is game are the random encounters. There are way too many and you can't lose to the enemies. Positives: -The price is really low. -It is a real passion project. A lot went into this game, although i feel it was working hard in the wrong places. -This is a very unique experience. -Writing can be funny with how the creators message is ham fisted down your throat. -Finding spare parts and robot parts is always exciting, but the game offers so many that you get maxed out towards the middle-late part of the game Negatives: -Difficulty is non-existent after you complete the early game. -The entire game is a maze, filled with unlosable random encounters. gameplay is as fun as driving through traffic. -The writing as a whole is horrific. -The art/direction is pretty awful. (this isn't a problem for me, but it is important to acknowlege) -The gameplay is so tedious that there is no reason to play this game. It has all the worst aspects of old style RPGs (ff1) -Second radio tower dungeon is one of the worst dungeons in any game ive played. Don't play this game. There is no reason to. If you decide that you do want to play this game, don't finish it. I did it for you. If the random encounters were toned down by like 200%, maybe the game would be playable. However, in its current state, this game has been one of the least fun experiences I've had playing a game in a while. Most of my time playing it was while watching youtube documentaries on the side because it was so boring. Overall, daisy flies to the moon is a strange game that is horrifically boring with terrible writing. I am currently the only person who left a review that played this game to completion.
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Languages: English*, Spanish - Spain*, Japanese*, Russian*, Spanish - Latin America*, Simplified Chinese*, Turkish*, Portuguese - Brazil*, Portuguese - Portugal*, French*, German**languages with full audio support
As a small indy passion project, it's hard not to like this game. It's definitely got some flaws, which I'll go into in a moment, but for a $5 game with RPG Maker vibes you'll definitely get your money's worth. There is a system under Admin for using skill points to customize characters, which is neat in theory, but there is no way to see how many points you've spent on what... and if you've maxed out elemental resistances, you'll still lose a skillpoint before it stops taking more. This is an easy mistake to make, since it appears these resistances cap at 27 but there is an achievement for getting several to 30. The boss fights I've come across so far have been incredibly lackluster. Hoping for more variety. Also, after the fights, I have to slowly make my way back through the dungeons again unless I have a specific item. That item, by the way, says that it will take you back to the first moon base... but it doesn't, it just takes you back to the start of the current dungeon you're in. The game has something of an open world design, which feels less "come explore me" and more "good luck figuring out what you're supposed to be doing next, and yes you will be punished for trying to do something ahead of time." On the bright side, with a bit of save scumming, leveling up on higher level monsters becomes something of a breeze. There are a lot of abilities, but no explanation for what they do, and it's possible to use them "wrong" and forfeit a turn as a result. As an example, you can select to "repair" the main character... but that doesn't work. She isn't a robot. Yet these many small complaints don't take away from the fact that there is a lot to do and a lot to explore. There is something of an overarching series of mysteries of what is happening on the moon, and they steadily reveal themselves. The writing at times feels uneven, but the overall plot is intriguing and will help keep you going.
This is a great game! It's very well done. It includes RPG and discovery mechanics, great old school turn-based battle mechanics, and much more. It also has Immense charm and the story, and sense of humor is great. It is absolutely worth the money, it'll leave your day looking a little brighter ... even though it's about flesh hungry mutants on the moon haha.
A fun sci-fi RPG. Fully compatible on the steam deck. It starts off pretty hard but gets easier as you upgrade and gain levels so there is a bit of a grind in the beginning. You will get plenty of items as you go so don't hoard them. Some people don't like the graphics, but as I said with Elijah and The Great Adventure, to me it's retro (think Windows 3.1 and Flash games on Newgrounds). I found this game comparable to Phantasy Star (PS) I and II. As with PS I some dungeons take you into first person mode, but at least you will get a minimap (you can find items that give you a full map). The battles made me think of PS II mostly in that you will have difficulty at first. Also some mazes (like in PS II) are very cruel. I did like some of the puzzles in the game (see the discussions if you're stumped). Making your own maps will be helpful (as some of us had to do in the old days). As with Elijah and the Great Adventure you will come across areas that may require you to come back later with particular key items. There are a handful of extra areas not required to beat the main story but reward you with powerful gear. Suggestions: The resistance stats cap at 25, you will end up wasting skill points if you pour any more in afterwards - add a check to prevent folks from wasting additional points. When upgrading stats, it'd be nice to be able to see where you're currently at, so perhaps add another window to see the current stats when at the upgrade screen. Consider lowering the prices for the cyber enhancements. I found them to be super expensive for the minor stat boosts you get compared to equipment. When purchasing equipment, it'd be nice to see what your current equipment provides (especially true for cyber equipment). The movement speed is pretty slow making the larger open areas in dungeons a slog to get through. Improving that somehow can make some of the more cruel dungeons more manageable. You're able to get way more Spare Parts and Robot Parts than you really need (if you take the time to explore). Perhaps reward those players by granting a skill point when using them after being maxed out or make them sellable to vendor bots? Good stuff. Still waiting on the next one, Nuclear Winter. I never got to play the earlier Percy game.
I received this for free to create content, but did not create content. The game's writing isn't for me. There are also some jokes about implied rape, misogynistic to an extreme, and just overly a writing style that makes it feel less than ideal to play.
I received a copy of this game in my e-mail box from the developer a couple months ago. Finally found the right time to try it out, and boy howdy am I glad I did. Its absolutely unhinged and bonkers with the dialogue in all the best ways. Game enemies at the start are very tough. Gotta recommend you find the robot training room in the starting base to reach level 2 before you leave on your greater adventure. There's a ton to explore in this game and loads of collectibles to find. Most of the time your characters move in 3rd person view, but sometimes when exploring the game changes into a first person dungeon crawler! Don't worry, these areas are mapped for you easily enough to make your own if you want or just memorize the way to go. These sections so far aren't too big to get lost in them for long. Combat is a bit simple, its a typical turn-based RPG kind of affair. You and your robot can use the typical attack, skills, items, defend, and run commands. I will say with how expensive skills are that items will help greatly in your journey. You definitely want to save and use medical kits, thermal and voltaic bombs to help when you're in a pinch. Items are littered quite liberally so don't be a hoarder! Besides, inventory space is limited too~ Very glad to have received a key the game for free. I'm also excited to see the rest of this nutters journey on the moon with Daisy and her Robot Pal, Herbert.
Definitely worth the price. I only have less than an hour in the game, but it seems like a solid RPG, the dialogue is funny enough to make me want to talk with EVERY npc, and the music is pretty nice as well. And it's $5. So if you enjoy RPGs even a little bit, just buy it.
Daisy Flies to the Moon from PDS Games is an indie science fiction RPG that reaches well beyond its modest presentation, attempting to tell a large, character-driven story within a retro-styled framework. It follows Daisy, a young engineering graduate whose life has not unfolded as planned, leading her to accept an underwhelming position on a lunar installation. What begins as a grounded and almost mundane setup gradually shifts into something far more ambitious, as the station becomes isolated and events spiral into a broader narrative involving survival, strange phenomena, and escalating stakes that stretch beyond the Moon itself. The story is clearly the centerpiece, and its strongest moments come from how it contrasts ordinary personal struggles with extraordinary circumstances. Daisy’s initial situation feels relatable, rooted in disappointment and uncertainty, which gives the early parts of the game a sense of authenticity. As the plot expands, it moves into more traditional science fiction territory, introducing new threats and mysteries that push the narrative into grander territory. This transition is interesting in concept, but the execution is uneven. Dialogue can feel inconsistent in tone, and the pacing sometimes struggles to maintain momentum, alternating between long stretches of exposition and sudden bursts of major developments. There are flashes of compelling storytelling, but they are not always supported by strong structure. Gameplay draws heavily from classic RPG traditions, incorporating exploration, character progression, and turn-based combat. There is a noticeable emphasis on scale, with a variety of locations to visit and numerous encounters to engage in. The game offers a respectable amount of content, and it is clear that the developer aimed to create a full-length experience rather than a short indie vignette. However, the systems themselves are fairly basic. Combat functions as expected but lacks strategic depth, often becoming repetitive over time. Progression provides a sense of advancement, but it does not introduce enough variety to keep the mechanics feeling fresh throughout the entire journey. Exploration is one of the more appealing aspects, as the game allows players to move through different environments with a degree of freedom. There is an attempt to create a sense of openness, giving players room to discover optional content and approach areas at their own pace. That said, the world design is inconsistent. Some areas feel thoughtfully constructed, while others appear sparse or lacking in detail. Navigation can occasionally become confusing, not because of deliberate complexity but due to unclear direction or limited environmental cues. This can disrupt the flow of the experience, especially during longer play sessions. The visual presentation embraces a retro pixel-art style that fits the game’s indie identity. While the aesthetic has charm, its quality varies. Certain character sprites and environments show personality and effort, while others feel more utilitarian. The inconsistency prevents the game from establishing a strong visual identity, though it remains functional throughout. Animation is minimal, and the overall presentation does not evolve significantly as the game progresses. It is serviceable, but rarely striking. Audio design plays a supporting role without becoming a standout feature. The music and sound effects do their job in maintaining atmosphere, but they are not particularly memorable. There are few moments where the audio elevates the emotional weight of the story or enhances tension in a meaningful way. Like many aspects of the game, it feels adequate rather than exceptional. What ultimately defines Daisy Flies to the Moon is its ambition. It attempts to deliver a large-scale RPG experience with a personal narrative at its core, and that ambition is evident in the amount of content and the scope of its ideas. However, this same ambition exposes the game’s limitations. Many of its systems feel underdeveloped, and the lack of polish in both storytelling and gameplay prevents it from reaching the level it seems to aim for. A more focused approach might have resulted in a tighter and more impactful experience. Despite its flaws, there is something earnest about the game’s design. It reflects a clear desire to tell a meaningful story and create a substantial adventure, even if the execution falls short in places. Players who enjoy indie RPGs and are willing to look past rough edges may find value in its scope and premise. Those seeking a more refined or mechanically deep experience, however, may find it difficult to stay engaged over time. In the end, Daisy Flies to the Moon is a game with strong ideas and visible effort behind it, but it struggles to fully bring those ideas together into a cohesive and polished whole. It stands as an example of ambition outpacing execution, offering a journey that is occasionally engaging but rarely exceptional. Rating: 6/10
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