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[b][quote][url=https://en.wikipedia.org/wiki/Asset_flip]Warning: Asset Flip![/url][/quote][/b] Death Moon is a Unity Asset flip, what Valve calls a "fake game". The "developer", DIG Games/QuickBobber, took the [url=https://assetstore.unity.com/packages/templates/tutorials/2d-game-kit-107098]2D Game Kit[/url] Unity Store game assets from the real developers, Unity Technologies, changed the name, and dumped the result onto Steam. They're attempting to scam people into buying this, so they can get your money for someone else's work. It gets worse... "2D Game Kit" has also been shamelessly dumped on Steam by other asset flippers apart from DIG Games/QuickBobber: [list] [*] "[url=https://store.steampowered.com/app/961060]GameEllen[/url]", asset flipped by Uğur Kayhandemir [/list] Take a look for yourself... these are all [i]exactly the same game![/i] Because this is an almost exact 1:1 copy + paste of the original Unity asset, it's in violation of the [url=https://unity.com/legal/as-terms]Unity Asset Store Terms of Service and EULA[/url]. Specifically, Section 2, Subsection 2.2.1a: [quote][i]Subject to the restrictions set forth in this EULA, Licensor hereby grants to the END-USER a non-exclusive, non-transferable, worldwide, and perpetual license to the Asset solely:(a) to incorporate the Asset, [b]together with substantial, original content not obtained through the Unity Asset Store[/b], into an electronic application or digital media that has a purpose, features, and functions beyond the display, performance, distribution, or use of Assets ("Licensed Product") as an embedded component of that Licensed Product, [b]such that the Asset does not comprise a substantial portion of the Licensed Product[/b][/i][/quote] Because the developer misused the asset pack such that it comprises the vast majority of this "game", the developer has unethically and deliberately breached the license agreement. Worse, this intellectual property violation was done in an attempt to profit from their illicit actions. Why is this permitted on Steam? DIG Games/QuickBobber has shown a repeat pattern of unethically dumping other people's work onto Steam as a cheap, nasty cash grab. Here's some examples so you can see for yourself: [list] [*] "[url=https://store.steampowered.com/app/1832230]Color Flash[/url]" = [url=https://www.codester.com/items/24956/colorbattle-complete-unity-game]ColorBattle Complete Unity Game[/url] developed by Hacel [*] "[url=https://store.steampowered.com/app/1235480]Abst Clicker Farm[/url]" = [url=https://marketplace.gamemaker.io/assets/4936/bit-clicking-engine]Bit Clicking Engine[/url] developed by Mfzz99 [*] "[url=https://store.steampowered.com/app/1161660]Puzzlection[/url]" = [url=https://github.com/♥♥♥♥-Just-Got-Real-Studios/Jigsaw]Jigsaw[/url] developed by Sh*t-Just-Got-Real Studios [*] "[url=https://store.steampowered.com/app/1781330]In Shape[/url]" = [url=https://assetstore.unity.com/packages/templates/packs/shape-swipe-complete-game-template-ready-for-release-66747]Shape Swipe Complete Game Template[/url] developed by App Advisory [*] "[url=https://store.steampowered.com/app/1605530]Upside[/url]" = [url=https://www.sellanycode.com/item/1295/rise-up-unity-source-code-admob-unity-ads]Rise Up Unity Source Code[/url] developed by SellAnyCode [*] "[url=https://store.steampowered.com/app/1653400]GraveRunners[/url]" = [url=https://assetstore.unity.com/packages/templates/systems/infinite-runner-engine-3d-60326]Infinite Runner Engine 3D[/url] developed by Denvzla Estudio [*] "[url=https://store.steampowered.com/app/1623550]Hexes[/url]" = [url=https://assetstore.unity.com/packages/templates/packs/hexa-puzzle-block-85474]Hexa Puzzle Block[/url] developed by Superpow [*] "[url=https://store.steampowered.com/app/1853720]Timings[/url]" = [url=https://assetstore.unity.com/packages/templates/packs/sky-jump-66321]Sky Jump Pack[/url] developed by SgLib Games [*] "[url=https://store.steampowered.com/app/1643550]Suzy Burger[/url]" = [url=https://unityfreaks.com/asset/4815]Top Burger Chef[/url] developed by KetchAp [*] "[url=https://store.steampowered.com/app/1860110]Rabbit Canyon[/url]" = [url=https://unitylist.com/p/i0w/Rabbit-Runner]Rabbit Runner[/url] developed by OpticGenius [*] "[url=https://store.steampowered.com/app/1669120]Go Rocket[/url]" = [url=https://craftpix.net/freebies/free-space-shooter-game-objects/]Free Space Shooter [/url] developed by Craftpix [*] "[url=https://store.steampowered.com/app/1265130]iMemo[/url]" = [url=https://assetstore.unity.com/packages/templates/packs/memory-game-starter-kit-19589]Memory Game Starter Kit[/url] developed by Eikester [*] "[url=https://store.steampowered.com/app/1907620]Gamma Space[/url]" = [url=https://marketplace.gamemaker.io/assets/8516/gmsasteroids]GMSAsteroids[/url] developed by FiveSprites [*] "[url=https://store.steampowered.com/app/1623220]Ball Twist[/url]" = [url=https://assetstore.unity.com/packages/3d/characters/zigzag-endless-runner-complete-game-template-54018]ZigZag Endless Runner [/url] developed by Mario Ostwald [*] "[url=https://store.steampowered.com/app/1769390]Lack of Water[/url]" = [url=https://www.sellanycode.com/item/297/happy-glass]Happy Glass Source Code[/url] developed by SellAnyCode [*] "[url=https://store.steampowered.com/app/1646600]ReBall[/url]" = [url=https://assetstore.unity.com/packages/templates/packs/ballx-infinite-brick-breaker-complete-game-template-87125]BallX - Infinite Brick Breaker - Complete Game Template[/url] developed by App Advisory [*] "[url=https://store.steampowered.com/app/1618000]Monkey Hit[/url]" = [url=https://assetstore.unity.com/packages/templates/packs/kong-hero-platformer-complete-game-template-66709]Kong Hero – Platformer Complete Game Template[/url] developed by ADDPGAMES [*] "[url=https://store.steampowered.com/app/1819280]Hot Roads[/url]" = [url=https://www.sellanycode.com/item/1225/biker-stars-racer-gold-edition]Biker Stars Racer Gold Edition[/url] developed by William [/list] The products that result from asset flips aren't "real" games. They lack depth and content, because they're just simplistic copies of demos or tutorials. In this case, "2D Game Kit" is just the official free demo from Unity themselves on how to make a basic 2D platformer in the Unity Engine, and doesn't have any merit as a proper, fully fledged PC game. It's just a minimum viable product, just enough to get through the non-existent quality control on Steam Direct. Not a real game. Asset flips don't involve any professional game development. Sure, sometimes they may change a few cosmetic things, swap out different assets etc, but at heart it's functionally identical to the asset they're ripping off. Asset flips like this are harmful to the gaming industry and to Steam because they reduce the visibility that sincerely made indie games should have, and make it harder for gamers to find real games from genuine developers. Death Moon has the farcical price of around $9 USD, it's not worth it given the defects and shortcomings with the product, especially considering the unethical nature of the developer. The poor quality of this game is reflected by how many people spent time with it. At the time of this review, SteamDB shows the game all-time peak player count was only ONE player. That's right, only one person ever played this at a time. When I played this for the purposes of reviewing it, I equalled the peak player count for the game. OUCH. Given the defects and quality issues with the game, coupled with the unrealistic price, and the questionable ethical nature of the developer and/or their associates (as outlined above), this is impossible to recommend. Because this is just a fake game/cash grab scam, and due to the sheer unethical nature of the developer, you should avoid this completely. Don't reward this morally bankrupt, unethical behaviour from DIG Games.
Death Moon is a side-scrolling sci-fi action platformer that blends exploration, survival mechanics, and combat into a challenging indie experience built around tension and environmental danger. Developed and published by DIG Games, the title follows a bionic warrior named Ellen as she ventures across a hostile alien world in search of a dangerous machine threatening humanity. While the game clearly comes from a smaller independent production, it manages to create moments of genuine suspense through its harsh survival mechanics, isolated atmosphere, and old-school approach to progression. The game’s setting is one of its stronger elements. Death Moon takes place on a mysterious alien planet filled with deadly wildlife, abandoned structures, toxic environments, and hidden technology left behind by unknown civilizations. From the beginning, the world feels dangerous and unforgiving. Exploration is never entirely comfortable because environmental hazards and hostile creatures constantly pressure the player to move carefully and pay attention to their surroundings. The atmosphere successfully creates the feeling of being stranded inside a hostile ecosystem where survival depends entirely on caution and persistence. Gameplay revolves around side-scrolling exploration combined with combat and platforming challenges. Ellen is equipped with both melee and ranged attacks, allowing players to approach enemy encounters in different ways depending on the situation. Combat itself is relatively straightforward, but the danger comes from how aggressively enemies attack and how punishing the environments can become. Acid pools, spikes, narrow platforms, and tightly designed enemy encounters force players to think carefully about positioning and movement. Reckless play is usually punished quickly, especially during later sections where hazards and enemies are layered together more aggressively. One of the game’s more interesting mechanics involves exploration through hidden environmental clues. Mist effects and subtle visual details often indicate hidden objects, pathways, or switches required for progression. This encourages players to slow down and carefully investigate each area rather than simply rushing through levels. The hidden object system adds a small puzzle-like element to exploration, making progression feel slightly more rewarding than a purely linear platformer. Players who enjoy searching environments thoroughly will likely appreciate this aspect of the design. The survival-oriented structure is another major part of the experience. Death Moon intentionally avoids making players feel comfortable by removing restore points entirely. Dying or quitting forces players to restart from the beginning, which dramatically increases tension during longer exploration segments. Every successful jump, enemy encounter, and discovered shortcut feels more meaningful because mistakes carry genuine consequences. This design choice gives the game an old-school difficulty style that some players will appreciate for its intensity and unforgiving nature. At the same time, the lack of checkpoints can also become one of the game’s biggest frustrations. Repeating large sections after death occasionally feels punishing in ways that test patience more than skill, especially during difficult platforming segments or longer exploration sequences. Players who enjoy demanding retro-inspired challenges may appreciate the pressure this system creates, but others will likely find it unnecessarily harsh and repetitive after repeated failures. Visually, the game uses a colorful indie art style that helps the alien environments stand out despite the relatively simple presentation. Dense forests, ruined structures, underground areas, and hazardous landscapes all contribute to the hostile sci-fi atmosphere. The graphics themselves are modest, and some animations can feel stiff or rough around the edges, but the world still manages to maintain a distinct identity. The side-scrolling perspective works well for the exploration-focused gameplay and keeps environmental hazards easy to read during more dangerous sequences. The atmosphere is further strengthened through sound design and environmental audio. Ambient sounds, hostile creature noises, and isolated environmental effects constantly reinforce the feeling of loneliness and danger. The soundtrack itself remains fairly restrained, often allowing environmental tension and gameplay pressure to dominate the experience. This minimalist audio approach works surprisingly well because it helps the alien world feel empty and hostile rather than overly cinematic. Combat, while functional, is probably the weakest part of the gameplay loop. The combination of ranged and melee attacks adds some variety, but enemy encounters eventually begin to feel repetitive because enemy behavior lacks significant complexity. The challenge usually comes more from environmental hazards and survival pressure than from deep combat mechanics. Additional enemy variety or more advanced combat systems could have helped the gameplay remain engaging for longer periods. The game also struggles slightly with polish overall. Certain controls and movement sequences can feel awkward during more precise platforming moments, and some sections lack the refinement found in larger action platformers. There are moments where the difficulty feels tied more to mechanical roughness than intentional design. The overall structure can also become repetitive since much of the progression revolves around similar exploration and hazard navigation patterns throughout the adventure. Narrative presentation is fairly minimal as well. While the mysterious alien setting creates curiosity, the story itself remains lightweight and mostly serves as a framework for the gameplay. Players looking for strong character development or emotional storytelling may find the narrative somewhat forgettable. The game relies far more heavily on atmosphere and survival tension than traditional storytelling. Despite its flaws, Death Moon still offers an experience that may appeal strongly to players who enjoy punishing indie platformers and survival-focused gameplay. There is a certain satisfaction that comes from carefully surviving dangerous environments and overcoming the game’s harsh progression systems. The tension created by the lack of checkpoints and the hostile world design gives the adventure a unique intensity that separates it from more forgiving platformers. For players who enjoy old-school challenge, difficult exploration games, and smaller indie projects willing to embrace unforgiving mechanics, Death Moon delivers a modest but occasionally rewarding experience. It may not have the polish or depth of larger action platformers, but its tense atmosphere, survival mechanics, and dangerous alien environments help it stand out as an interesting low-budget sci-fi adventure. Rating: 6/10
没中文 没成就 死亡之月 故事开篇 故事的主角是艾伦,她的任务是追捕古老机器人冈纳 —— 这台机器人一心想要毁灭全人类。你需要四处探索、寻找隐藏道具,推动剧情发展。艾伦是改造义体人,拥有特殊超能力,能帮她在死亡之月星球顺利行动。 死亡之月这颗星球栖息着大量神秘生物,艾伦将它们统称为 “野犬”,一旦靠近就会主动发起攻击。它们只是干扰主线任务的障碍,但依旧具备致命威胁。 游戏玩法 艾伦配备枪械与法杖两套武器,用以清除沿途敌人。摆脱怪物追击后,跟随迷雾的指引搜寻隐藏物品,这些道具一般就在雾气周边。穿梭茂密丛林,不断发掘古人类文明遗留的各类秘密。 本作无任何存档复活点,一旦角色死亡或是退出游戏,进度将全部清零。好在玩家可以牢牢记住道具、机关开关的位置,重复游玩时能快速通关关卡。 核心要点总结 游戏无存档机制,死亡、退游即直接通关失败。你必须提前规划路线,精准把控操作时机,才能顺利闯过各个关卡。 详细游玩机制 避开尖刺陷阱,触碰会扣除生命值; 跳跃躲过酸性水池,一旦落入会直接传送回关卡起点; 远离喷吐型野犬,它喷射的酸液会干扰你的操作,给其他怪物创造进攻机会; 跟随雾气轨迹,雾气会标记隐藏道具的所在位置; 推动方块、踩踏方块登高,抵达原本无法通行的区域; 启动机关桥梁,跨越大型沟壑与各类地形障碍。
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