
Moondrop is a cozy farming roguelite. Build a farm on a shifting mountain. Find treasure in its hidden trails. Use your skill at farming and alchemy to hold off the vanishing mists. When they inevitably arrive, retreat and rebuild the village to upgrade your next farm. Can you reach the summit?
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 34 reviews with recorded playtime.
Reviews
This game is ... odd. It's a farming game with metaprogression, and your farms, at least initially, only last something like 10 days; it describes itself as roguelite, which isn't quite right, but isn't quite wrong, either - it sits uneasily between multiple genres, and succeeds at being its own thing. There aren't villagers / NPCs, at least as of the current state of development, which I think will matter somewhat to the typical player of farming simulations - but everything works as it is. It is a solid game with an interesting loop. I'm recommending it, but with a caveat, because this game is more oriented for people who want a roguelike experience rather than people who want a farming simulator experience. The following paragraph is no longer accurate, as the developer has updated the game to incorporate player feedback - I leave it in here in part to illustrate that the developer is continuing to develop this game. There is a now a mid-run savegame feature, which was very timely for me, as my hard drive is going out and this saved my last run: I think the biggest impediment to my being able to recommend it right now is that the save game feature doesn't seem well-thought-out, and you can't just drop in and play 5-10 minutes and drop out again; I don't know if this is an anti-cheating mechanism (if it is, please don't do this, you should design your game for players to enjoy, rather than for policing their behavior) or just a feature that hasn't been written yet, but it does detract from the game from my perspective, as the minimum time investment in the game without losing your progress is somewhere in the neighborhood of forty five minutes. There's an interesting set of mechanics around seed types, which seems on the verge of being a major problem at several points in the game, but by the end ends up being just another puzzle piece in the puzzle. (Certainly more varied seed types make the potions in the game much more potent!) [Criticism of this mechanic removed after the last patch, and also additional play experience.] The timeframe you have to work in seems like it might be pretty good after the last patch (this is hard to tell - I've also gotten better); it's still not quite relaxing, exactly, but it works much better, and certainly feels a lot less frantic. I recommend the game.
It's an interesting little game, but feels like it could've been better. The exploration aspect is interesting. However, the gameplay feels really primitive. No zoom, very low pixel graphics, and the controls just feel clunky. The help is really underdeveloped: just a couple pages of text. It could still be appealing, but I've also run into several bugs: - Items started vanishing from my inventory. No clue why. - If you leave a potion ingredient in the cauldron, it sometimes vanishes. - Getting seeds from a chest puts them in your item inventory, but they need to go into the seed inventory. There's a workaround of dropping them and picking them back up, but this shouldn't be necessary. I'd also criticize that walking into an explosion too soon after it's done seems to hurt the character. Maybe that's deliberate, but it feels like as soon as objects are destroyed it should be safe to enter. For a game that's heavily about gathering, having things vanish is just frustrating.
Have you ever wondered what it would be like to take a farming simulator and mash it up with a roguelike? Well, look no further because that (at the most basic level) is Moondrop. While the game initially manifests as a typical progression through the upgrade tree enabling faster/better farming and debris removal (watering can upgrades, axe upgrades, etc.) it quickly reveals a meta-progression around the building up of a small mountain town. In addition to this there are side quests and goals that are able to be taken on during a given farming 'run' if you will. Treasure hunts, fishing, etc. It offers a surprising amount of variety and depth, which is fitting because even the core farming gameplay has an interesting wrinkle based on adjacency bonuses for various types of plants and seeds. I haven't messed around too much with alchemy yet, but I'm starting to see how I can continue to enhance my runs by starting to dig more into that system. Overall, I'm happy to recommend Moondrop as a 'chill roguelike' that I'll be adding to my rotation. The laid back guitar soundtrack is especially nice, and it always feels like you're learning something new to try out in the next run. So if you are a person that enjoys a farming game, a roguelike, or a relaxing hike up a mountain I'd say give Moondrop a go.
I wanted to like it, I really did, but it is kind of boring. The big kicker was that after mistfall you loose all of your inventory. I can understand loosing everything at the farm, but there is no reason why I should loose what I am carrying too (since according to the game you leave before the mistfall hits).
A roguelite puzzle game with a farming theme. A unique concept with a lot of strategy and discovery involved. Don't mistake it for a farming sim, this is not Harvest Moon. Fishing is a puzzle in the mountains not an activity you can do to earn coins, there is no raising animals, there is no relationship building. There's a big difficulty increase between the first and second runs as you unlock more seeds and need to adjust your strategy. You can expect your second run, and perhaps even your third to make less progress than your first but once you get past that learning curve there is a lot more of the game to unlock and explore. The dev is active and is currently working on increasing the day length and daily saves, which are the main things holding the game back at the moment. I would absolutely recommend it to anyone looking for a unique roguelite experience.
So, a roguelite lite farming sim? Feels like a weird genre combo, yet it works surprisingly well. With only ten days to go, your crops don't take time to grow but are influenced by what other plants you put around them. These growth factors change game to game. Add some special abilities, tools, and use a random draw for what seeds you get and you've got the best and most interesting puzzle the game has. Something that is quick to learn but provides enough challenge that even when you've figured out some keys to success, each run can be a new challenge.
It's a cross between Stardew Valley and a roguelike. The game has a charming retro feel with simple graphics. It's a little rough around the edges - some mechanics are hard to figure out, and some things feel a little clunky, but it's an experimental new game from a new indie developer and it's worth supporting. I enjoyed playing!
A charming roguelike farm sim. Build up your farm by planting crops intelligently; find new seeds; rebuild your village; and try to stave off the mist for as long as possible.
Well balanced and challenging with good replay value. Took a second to get used to the new seed-growth mechanic, but discovering new ways to manage progression was really rewarding. A bit addictive in regards to unlocking everything.
其实这游戏在我愿望单里躺好久了,虽然看着挺感兴趣,但是完全不清楚是怎么玩的,就观望到现在。 这次还是忍不住了,决定自己尝尝咸淡。 鉴于找不到一篇介绍玩法的中文评论,甚至试玩视频都找不到一个, 我这里着重介绍一下游戏到底是怎么玩的。 一句话概括玩法就是:以牧场物语为局内玩法的正统现代肉鸽。 接下来从种田玩法和肉鸽推进2部分解释一下。 先说说种田玩法,毕竟这游戏最创新的部分,正是把牧场物语的玩法塞进了现代肉鸽的局内。 习惯种田游戏的玩家,看到这游戏的局内肯定是亲切感拉满,因为游戏核心就是那老4件: 锄头,水壶,铁镐,斧头。 标准的4件套种田模式,产出也是对应工具的农作物,矿产木头等资源,野外能捡到的一些道具。 农作物的唯一用途就是卖钱,资源用来升级工具,道具除了换钱的外还有些能消耗使用获得一些效果(不多)。 游戏以天为单位展开,每几天能获得一些种子,种地浇水砍树挖矿,记得在体力用完和天黑之前回家睡觉(通宵不回体力)。 到此为止都是最老式的种田玩法。 而局内真正不一样的地方主要有2点:作物生长,以及环境。 首先是原本最吸引我的作物生长机制。 游戏中的种子有4种属性,2个组成部分。 4属性是光暗干湿,叫啥不重要,总之就是4种不同颜色。 2个组成部分分别是本体属性,以及促进箭头。 种子种下后,每天必须有与自己同属性的箭头指向自己,才会生长。而反属性箭头则会抑制生长。 箭头通常是十字或者X字形,本体属性和箭头属性是在获取种子是随机组合的(解锁后的获取可以指定本体属性,但箭头还是随机的)。 因此种子种下后如何布局,才能让全部作物都最快生长,其实还是需要好好思考一下的。 种子结果后会自动变回幼苗状态,不需要反复播种。但是也没法移动作物,只能敲掉重新种。 怎么说呢,我一开始期待的可能是更加复杂的传送带逻辑,但实际上的箭头结算生长比想象中的要简单一些。 虽然和期待有些差距,但也还算能撑起核心思考的机制。 另一个革新点,倒是真的还有点意思,那就是肉鸽式的随机环境。 游戏的设定是玩家在一个被神秘迷雾包围的山顶上。 玩家需要移动揭开迷雾来探索山顶小屋周围的环境,而每天晚上迷雾又会重新覆盖周围。 因此每天起床后,农场周围的环境都会变化,会有新的资源等。 白天的农场,能够揭开的迷雾范围是十分有限的(可以升级),所以其实对于白天来说,这个机制就只是刷新一下资源罢了。 但是有时候玩家能进入一个更独特的探索时段:黄昏。 在黄昏中,玩家会来到一个揭开迷雾没有限制的探索区域,在这里虽然不能种地,但是会有大量的奇怪东西,甚至事件。 黄昏中的探索还算是挺有趣。不过万恶的资本主义黄昏,玩家需要支付水涨船高的门票才能进入。 到这里,玩法逻辑就形成了一个自洽的循环: 白天打理农场,获取金钱石头木头等大量资源 -> 用资源升级强化工具,提升收益和探索能力,赚黄昏门票 黄昏探索世界,获取稀有资源 -> 解锁事件机制 任何行动都有经验值,可直接提升等级 -> 升级天赋3选1天赋 从肉鸽驱动的推进模式来说, 这游戏因为出的比较早,还没有被现代“房租”模式污染,每天没有任何强制目标,只需要在一局的10天内达成最终探索目标就算最终胜利。 所以游戏体验还算是比较纯粹。局内完全可以轻松游玩,没有什么压力和焦虑感。 不过另一方面说,游戏又有些很原教旨肉鸽的部分: 局内获取的所有成长,都会在10天迷雾降临后,全部清空。 一丁点都无法留到下一局,除了基础资源。 游戏唯一的局外成长要素是,使用局内获取的基础资源,建立山脚下的废村,获取少量的永久成长。 即使没能达成最终目标,被迷雾吞没,资源依旧可以留下来建村子。 关于这一点我的第一把是吃了大亏的。局内最后一天,我以为工具升级能带到下一局,就把所有资源全拿去强化资源了。 结果一局打完,居然什么局外成长都点不了,等于第一局教学交了学费。 总的来说,其实我也就玩了一点点,不知道这游戏内容还有多深。 而就像前面说的,这篇评论的主要目的是介绍一下主要玩法,让人能有个大概的概念。 因此就不过多的发表评价了。 就我目前的感想来说是,虽然机制没有期待的复杂,但意外的能玩,意外的还有点休闲。
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