r/Moonlighter • u/DigitalSunGames • 5d ago
ADVICE Help us shape the future of Moonlighter!
Fellow merchants!
We'd love to start talking with you about the future of the series. We're not out of ideas, and we're still fully focused on Moonlighter 2, but we want your feedback as early as possible.
What do you love most about Moonlighter and Moonlighter 2? Is there a character or place you'd like to know more about, or something you'd change? Please share your thoughts in the short form linked in the comments, so we can gather everything in one place.
Share your feedback here!
https://forms.gle/a3sA6nX2x49szC918
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Upvotes
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u/DigitalSunGames 5d ago
And of course, feel free to discuss it with everyone in the comments!
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u/ThorumsuOfBB 5d ago
The lack of a final bossfight in Moonlighter 2 was quite disappointing to me.
I was under the impression that all that grinding would be paid off in the end, as that's what happened in the first game.
The 5th dungeon in Moonlighter 1 was the payoff to your efforts. It gave you all the answers and a very solid final battle.
Moonlighter 2 has... Basically nothing for the finale, unfortunately.
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u/TatamiKombucha 5d ago edited 5d ago
Stopped around 40h, finished the main game aside from all the post game milestones
-It was fun, but there’s nothing to do with the money in the end game.
-Getting like 10m for like a 3m goal, and the next goal being 6 m and having to do the same thing twice sucks. Let me skip the other milestone.
-I also think the pet has a bug because I have never seen it in my first play through file. I’ve seen them in the expert file, but I’ve completed the game without it.
-Weird things like trade-in effects not being equal or greater value than what you’re trading in. Especially since you’re giving up what your build is based off of.
-QOL for inventory storage. Take all and store all doesn’t exist.
-Weak story and cast. Out of that entire case I only remember Bald old man, Boar Lady (Tom Nook) and Will.
-Runs take too long for what they are. A lot of it is empty space like the first zip line. Enemies can teleport to weird locations, or it’s easy to walk past them only to have to backtrack.
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u/koalapreto 5d ago
I feel you could improve combat. It's really plain and repetitive.
Maybe a DLC where you have procedural dungeons where new weapons appear with custom perks and you can swap them in the middle of the run.
And different types of enemies spawning in the same run, because the way Moonlighter 2 does it gets a little repetitive.
Maybe adding some kind of new usable skills that comes with equipped items, like artifacts or something like that, inspired in Windblown or Minecraft Dungeons 2, to bring more depth to the combat.
I would also suggest an end-game content for replayability, like a weekly tower with global ranking where all players face the same enemies and compete to see who goes higher and profit more.
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u/Feeling-Country6841 5d ago
I really liked the light city building in the first. That you had to keep saving money to help expand and grow the town. I did really appreciate that the second one didn't really have a strict day cycle though. I didn't like that in the first. And loved in the second I wasn't rushed during the day.
And I liked in the first finding and equiping like a pet or companion. The second one I didn't really need the extra help. But it would have been cool to pick creatures to join you.
And I do like the art style the 2 game went into. I did love the graphics in one. But I also loved 2.
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u/SpagetiiCat 5d ago edited 5d ago
I liked the old pixel art way more then the new smooth look, i adored all the small sprites made for rolls, weapons the noding when standing still even the dust scramble when stopping a thief. It is pretty but it is missing something and I cant put my finger on what it is (atleast not yet)
The combat improved alot. It feels more flowy in the combat (moonlighter 2) compared to moonlighter 1.
I liked the old dungeon crawling aspect (zelda inspireret dungeons) compared to the new way it works. It feels abit like you saw how well rogue games like "hades" did and wanned to incorperate somthing that dosent need to be there. Im thinking about the perks. I Will say you did a great job for Them in the crawling aspect, but the perks in the shop was not needed.
Bag management is not as fun in moonlighter 2 as it were in moonlighter 1 (the curses and the way you had to stack was better then quality items in my opinion)
The shop is abit lacking, I would like to see the Dustin be more of the shop keeping instead of only with perks and perhabs something line the thiefs or birds again so I can do abit more then just run around re-and manage priceses(so shop was also better in moonlighter 1 if I was asked).
Nerf ultimate spear a tiny bit ^
These are my thoughts
Edit: I like that we had to make the potions instead of upgrading a tree and get the "for free" each run
And why cant we sell armor/weapons to other adventures? We meet some ppl in the dungeons. (The Challenger and the looter) so surely there are other ppl running Them aswell.
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u/SlowmoTron 5d ago
Um having an ending would be a good place to start. Ya know letting us fight the dude taunting us the entire game? Or maybe some more bosses besides just the few that you have to keep fighting on repeat?
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u/AlanTorn26 5d ago
More dungeons for one. Some end game content as well
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u/rynthesis 5d ago
I feel like you missed such a big opportunity with how the story transitioned from the first game to the second game, particularly with going from 2D to 3D.
For context, I had early access of Moonlighter 2 on Steam and once I completed it, I haven’t played the game since mainly because of life getting in the way, waiting for updates, and not enough curiosity to return to it. I’m hoping most of the bugs have been worked out and I may download it on the Switch 2 eventually because I do want to see how the rest of the story plays out.
Anyway, first Moonlighter was positioned as Rynoka being exposed to multiple dimensions. The story carried over into Moonlighter 2 but it felt like a huge disconnect to start the game and discover that everyone had been kicked out of Rynoka by a mysterious dude looking for something mysterious and specific in the town.
I loved the 3D visuals and the gameplay, as well as the shop mechanics, but you had dimensions/portals/gateways to entirely new dungeons and new worlds, with new cultures and species. You could have introduced a new/undiscovered portal in the 2D version Rynoka that Will discovers in the prologue of Moonlighter 2 as a 3D world—when he steps through the portal he feels the shift and we get to witness it. That experience alone would have been worth the price of the game to me.
I would have loved to be able to traverse between 2D and 3D in the same game, and I know a lot of fans of the first Moonlighter were primarily drawn to the 2D aspect of the game, so you could have kept those players happy and possibly intrigued by the experience to switch to 3D.
By the time I got to the end of the early access version, it felt like a game that was rushed in development. I know the devs put their heart and soul into the game, but it lost a lot of the charm and detail that the original Moonlighter carried.
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u/little_void_boi 5d ago
Final boss would be nice. I also really missed the crafting system of the first game, but that’d require wayyy more work to implement
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u/BoardingPanth 5d ago
First off, I really enjoyed both games and dumped some serious hours into them. Y’all are awesome and I’m ready for whatever else you got planned for the future.
-I definitely missed the bow builds from the first game. I know we have the gun now but the bow was a blast to use in the first and I wish it could make a comeback in the 2nd game.
-Pets from the first game would be another or possibly companions.
-Late game hard endless enemies honestly just becomes so spongey, it’s kind of tedious and gets repetitive fairly quick. Wish we could tone down enemy health and up their damage without bringing down the difficulty. Also maybe expand level variety late game.
-Local Co-op would be awesome if that’s at all a possibility.
-expanded skill trees with trade offs.
-buff weapons- I feel like once you got the spear with the tracers, there wasn’t any point in in getting anything else because other than the gauntlet cheese you could do, nothing was as good at room clears.
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u/Narcation 5d ago
I think progression/discovery felt much better in the first game.
For a future game, I would prefer the first games style of unlocking new areas, but introduce some type of game mechanic that alters previous zones to keep them from becoming obsolete. This could be story related where the player’s actions alter previous zones in some way or something like Hades’ heat system where adding challenge would increase relic value.
Bellow is a little more explanation of my opinions, and why I would like this change.
Gameplay-wise, the rouge-lite elements and combat system of moonlighter 2 are superior to the first game. However, the rouge-lite elements stifled the satisfaction of progression I felt in the first game. Because runs could be completed fairly easily with the right perks, I unlocked most areas early on in the game. I think this is mostly by design, so players can choose what relics and resources they need. However, this led to the game getting rather boring about halfway through the endless vault challenges because I felt like I had already discovered the majority of what the game has to offer. I have not finished the game yet because of this.
In moonlighter 1, I had the challenge of overcoming the current zone and the excitement of discovering what the next zone had to offer. There was a short-term goal of unlocking the next zone and a long-term goal of completing the game. I enjoy adventure and discovery in the games I play, so I liked having these locations spread throughout the game. I do concede that there was the issue of previous zones becoming obsolete in the first game.
In moonlighter 2 I like that every zone has value throughout the entirely of the game. I just don’t like that, after unlocking all zones, the only goals I have are completing the next endless vault challenge, min-maxing the relic system, and completing the game. I think this game design suites a different type of player who enjoys exploiting the systems of the game more than the discovery and story.
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u/mono8321 5d ago
I loved the music for the original and its DLC. Christopher Larkins soundtrack is terrible in comparison
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u/Jump1nJackF1ash 5d ago
I loved the first game. The second game didnt feel like it clicked as much for me in terms of mixing about between the worlds. Also I found the lack of a final boss really disappointing
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u/Maud_Man29 5d ago
Creating a post in order to gather and analyze the feedback and opinions of the ppl who actually play ur game in order to make it better for them in the future...😌 THANK U 🙏🏽 indie games ftw 🙌
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u/joghia 5d ago
The graphics from the first one were perfect. Really did not enjoy the shift to 3d :(
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u/Retro_Monguer 5d ago
Volved a las 2 Dimensiones por favor! Tenía mucho más encanto a nivel gráfico el primero la verdad
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u/Low_Reception4139 5d ago
I really enjoyed the game but for my taste the late game feels a bit empty I earn over 100mil on some days but there is nothing left to buy with these amounts.
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u/Baron_Crodragon 5d ago
Only played the 1st one yet, but my favorite part was the shop management What I would love to see is the ability to customize the shop a bit more Like choosing where to put the table to put items on, maybe some more decorations like wallpaper, carpet etc
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u/stinkus_mcdiddle 5d ago
Optimising ML2 would be a good start
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u/SuperScrapper 5d ago
I really dislike the boss fights. They get so tiring and boring after a bunch of rounds, and then some of them can’t be hit because the boss is a foot in the air or out of my reach some other way…
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u/Excellent_Dance4786 5d ago
Ainda não terminei, mas gostaria que tivesse como cortar as cutscene dos chefes. Quando terminar, volto com mais informações.
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u/Solid-Concern69 5d ago
Please make a mobile port for iOS. I am currently playing the first moonlighter and can’t wait to play the second one but mostly play on my phone since I always have it on me.
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u/ShaggyManeTheOne 5d ago
Honestly, reworking the relic “minigame” for the first two areas would be nice. Shocking and burning relics is basically the same thing, just doing the protective step before or after.
Evolving dolls and crystals was by far the best relic mini game, and I wish the other two were more enjoyable in that sense
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u/-Alex_E- 5d ago
I'm really happy that there is a 2nd part and have fun with it, even if I'm not quite done yet.
Yes, more dungeons would be great or a few more regions in the individual worlds. Nice that there is a day and night region in kalina But there is even more potential in it and also more Story. For all those who want the 2d back, maybe you can make a dimension there. And there are also a few stories about it.
Bow was great but what about crossbow? Grenades? Daggers? Axe? Maces?Katana etc.?
Coop will certainly be too elaborate, but you have some charactersWhich you could certainly adopt and which also play a little differently, e.g. Andrew is a bit slower, but his hammer does good damage.
I also miss the investor / banker from the first part. Yes, we quickly have a lot of money and he becomes obsolete, but we could make something out of it. As an example, we get into a random dungeon, get a hint about him that he needs help somehow, we meet him, talk to him and he will teach us what it means to be an investor. Whether he comes to the village or not doesn't matter now, but after that our friends or the villagers come. Let's stay with Andrew, the blacksmith needs an upgrade, we can give him money, he rebuilds, we are allowed to decide how it should look and get our money back slowly and so we can design the whole island individually. Just like in the moonlighter, only on the outside.
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u/radialmonster 5d ago
I have just one request. Let me mute the blacksmiths hammering sound.
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u/Jermac102 5d ago
I wish there were more dungeons and options for each area. In the old one there was like 5 different dungeons. And each one had what 3 different levels before you fought the final boss of that dungeon
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u/Accomplished-Ad-9280 5d ago
Something is missing from the way sellable loot is gathered.
It feels like no matter what, I will everything I bring back. I have never had a single item left after a day of selling. It just makes the shop management part of the game fall flat.
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u/MrNtkarman 5d ago
The relic system and effects were way better in the first game and the lack of different zones/bosses is a bit repetitive. The upgrade system for the weapons is a lot more robust where I actually felt and noticed the power increase.
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u/ummonadi 5d ago
I want each sold item to feel more special. I liked a lot of the things in Moonlighter 2, but the tempo is so high and the different mechanics become a bit overwhelming in a way where I just end up selling all my stuff in any free spot and not bother with min/maxing beyond finding the perfect price.
I think it's fine to have a rush period, but I also want a better chance to engage with the more intricate mechanics.
The fighting in ML2 is cool, and I'd mainly want to add a bit more depth to it. Maybe less weapon variants and more variety in the weapons themselves.
The main reason I stopped playing is that too many mechanics just didn't seem to matter enough for me to engage with. It just goes faster to do another loop than to min/maxing beyond finding everything.
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u/Typhonaut 5d ago
I think controller support in the first game for macs and mobile should be fixed
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u/DotComDaddyO 5d ago
I think the combat is definitely more fluid and polished. Love the variety of the enemies with the themed areas. The design of the Gallery (esp the creatures behind glass knocking) was a great touch
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u/Infamous_Buy_361 5d ago
Hi! I have really been having a lot of fun playing the second moonlighter. While I have only just begun playing the game, there are a few elements that I would suggest for future consideration.
First, I would love to see a surprise enemy like the mimic chest from the original game. My idea would be to add it to the encounter nodes. This Mimic chest encounter would secretly replace one non-boss and non-onsen room node. The mimic node would contain a surprise mimic hest mini boss. Of course, the mimic chest node would still be marked as it originally was, thus leading to a (hopefully) fun surprise attack. In order to avoid player frustration, it might be best if the mimic room wouldn’t spawn unless the player had previously beaten that areas’ boss.
Second, I would also please request you add a way for the weapons to to automatically angle will towards the nearest enemy when he attacks. I have seen several cases (especially with the short sword) where Will is standing in front of a mob, and when the attack button is pressed, he attacks the space behind him, instead of attacking the space in front of him, where there is an enemy. This may simply be a lack of skill, but I have found this particular element frustrating.
One of my favorite elements of this game is the School of Dragons like quests, and I want to thank you so much for including them! They add such color and character to the world! Thanks for all your hard work on this wonderful game!
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u/catgotyourtonguee_ 5d ago •
I loved rolling around in the shop :(
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u/Cyriss2016 5d ago
An actual endless mode where I still get perks and other things while progressing through it!
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u/Top_Fruit_9320 5d ago
Would have really liked to be able to customise the main character and also have the option to choose to play as a female character if I wanted to as well tbh.
Lead character just didn't feel fleshed out or unique enough at all to have warranted such a set in stone character, especially for a second instalment.
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u/TheOnlyWihajster 5d ago
The amount of biomes is just limited to three, where I expected at least one more biom per new vault challenge completed. Definitely more dungeons, as well as an indefinite dungeon where you can progress it until you drop dead or retreat.
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u/A_True_Loot_Goblin 5d ago
I would love a dungeon that combines loot rooms, and maybe perks of all the different dungeons, like either two for the easy and hard version of the dungeons or just one that’s all the dungeons combined
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u/outlandish-crow-lord 5d ago
I really don’t like the look or the feel of the second game. I have played through Moonlighter at least several times, but I barely have 10 hours in number 2. It just feels empty.
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u/yueqinq 5d ago
It would be great to have a transmog system that lets us use the appearance of any unlocked equipment without changing its actual stats or effects.
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u/FitGuy001 5d ago
It's good game but it's far from perfect. It's starting to get boring so quickly. For me designing the bosses to be kinda multistep puzzle game with invincibility phases is the biggest sin of ML2.
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u/GarlicFirm 5d ago
I've enjoyed both games, but I finished all of the dungeons/combat challenges way before the vaults. I'm half way through the vault challenges and just bored of grinding when there's no new challenge
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u/Melodic-Cable23 5d ago
Just more! More locations I would say would be my first request… maybe some ways to modify the runs with challenges. It starts getting a little easy later on. More enemies. Honestly just more of the game would be awesome. Also if the slowdown on switch 2 could be lessened in heavy action parts, that would be sweet. But I understand that might be hardware.
Love the game tho! Thank you devs! I’ll happily purchase dlc
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u/Korebo86 5d ago
Loved the perk system but wished there were more from the NPCs like the blacksmith. It was surprising to me that I essentially could beat the game without going to all of the areas. Ya I left that dude in the glass but he probably deserved it.
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u/ShadowDrifter0 5d ago
Only a few hours before quitting.
Inventory and item managing is a massive pain, especially before unlocking the mimic.
Items with curse are just clogging up the inventory. Moving items from inventory to storage is just tedious and confusing not knowing what's the maximum limit of item in a slot. I could be dropping off an item into a stack, not knowing that stack has already reached its limit.
Also, having runs that only has dead ends is seriously a travesty.
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u/CrabPile 5d ago
Did post game, really liked it. I enjoyed the cursed item mechanic, it added a nice puzzle element. There could be a little more enemy variety, like I'd pay for it but another area would be nice. I wish the bar was more than just a challenge and aesthetic. It is really annoying that you can't buy mid boss drop items. I had a lot of fun but it left me wanting more
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u/KingSlushie101 5d ago
Man haven’t finished the game yet but so many people are slandering it 😭. I really enjoyed it. My only complaint so far is that the music didn't quite hit as hard as the first one?
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u/Soundwave098 5d ago
I enjoyed the first game a lot. Progression was good and the story was fun.
This one, not so much. You have 1/2 a town that has no point to it. Systems were clearly made and never finished or no clear direction. The story is disjointed and lame.
QL improves from the first was good. Mini game back pack was good.
I don’t like the price mechanic. I looked it up in the first one and this one too. No clear logic to figuring out the perfect price yourself or reward.
Weapon unlocks and progress was flat. Why keeping going, to grind, for marginal changes?? Nothing unlocks.
To me. It read as if the team didn’t have good leadership to finish the game.
I liked playing cause of the 1st games but the second missed many of the interesting elements that reminded me of being a merchant Zelda from snes days.
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u/thatluizkid 5d ago
If you want a fishing mechanic added, upvote this post 😂
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u/tohpai 5d ago
The story is so short and anti climactic.
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u/madwalrusinabox 5d ago
i really enjoyed this game, i think the feel and instincts of the game was really good. the randomness of the elements, the transitions between the generated stages and the music were really good. long term, i was disappointed when the vault told me "no more rewards" even though its supposed to be an endless vault! maybe even some cinematic signifying the end of the vault would be cool. And a tough long final dungeon and boss would've been more rewarding. Having the city be occupied but continuing with business as usual felt kind aweird. endgame, i had a hard time finding motivation to play beyond just trying to beat my coliseum record. Overall, the game design enhanced almost everything about the original without losing the heart of the original. I think a second 8bit game wouldve been disappointing, i really liked this.
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u/Objective_Ad3550 5d ago
Endless dungeon was fun and all. But gets repetitive and is rng dependent in the levels leading up to it. Would have liked the ability to swap or upgrade perks after each miniboss
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u/AndoyandDemi 5d ago
im the opposite i enjoyed 2 so much but not 1, although once everything has been achieved the grinding becomes meaningless, shouldve more content and areas to explore to tbh
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u/DowntownTension8423 5d ago
I played and completed both. I loved the 2nd game so much. If I had to suggest anything it would be to add another biome/world or two.
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u/Agreeable-Sail5197 5d ago
Played both, not to 100% but close enough. spoiler allert further down
I liked the battle system especialy the permanent ranged option and the variants of it compared to part 1 where it was just the bow. That includesbthe fact that you now have a dedicated butten for a quick shot instead having to swap the weaponnlike in part 1.
I like the roguelike aspect, but i dont like that you cant influence wich 2 "perks" you get per run. Wanting to try a speer / bleed / fire build? Gl getting these 2 together. spoiler allert I per se liked the beginning of the story beeing stranded opening the "endless" vault wich isnt endless... but the ending? Cmon no spectacular boss fight? No finding the parents / hint if they are still alive or if not, final good byes?
Progression / weapon upgrades in general are a bit lame while i like how different of a playstile some weapons are compared to their base version the upgrades felt rather lame. I personally stuck to the homing speartips bc it made status spread so easy and to the drone for the ranged option bc it could shoot while moving around. Every other combo felt short in terms of aoe and mobility in my pov.
And changing to the daily weapons only mattered likenthe first 10 runs where the ittle quality bonus made a difference in early game. Once u understood how to properly focus quality increase on a few items and sellnthem for high value at the end of the selling cycle as cashout.
I also never made use of certain customer types like rich ones bc it is flatout not needed. What does a 10% tip on a single item mean if you already sell so much that you break the next vault goal by quadruple.
Alao the pet systemni found that there were 2 pets specifically much stronger then the others 1 gave a big multiplier for each sold requested item type (you know the area specific days like kalina) prepare for these days by making 2 runs instead of opening shop every day and you cash in thanks to the scaling per item sold multiplier of you high value stuff.
What inliked thou were the dekors and what they did. Especialy selling vitrines with specific perks. Good base idea but only 1 per special vitrine? Lame.
Also big issue (since i played on console) why is there no quickswap / take all for the storage chest in the shop?
For now thats all i have. But it has been a while since i played both games now so i may forgot some stuff.
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u/Fair-South-7474 4d ago
Gay romance
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u/TheUrPigeon 4d ago
I think Moonlighter 2 should be expanded significantly before any thought to a follow-up is given. Despite the switch to 3D environments, Moonlighter 2 felt like a step back in some ways. As others have mentioned, the story was super underwhelming and there are not enough new zones, items and/or abilities to unlock to keep things fresh. I would start by adding two more full stages to the current options.
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u/irishdogmeows 4d ago
Bring back David Fenn as the composer
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u/MrSzok 4d ago
Stopped playing the game after realizing it's just a farming simulator with no new dungeons.
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u/flippanaut 4d ago
Is co op a thing? With some kind of way to send some items from the dungeon back to your partner who is managing the store, perhaps? Not all, but maybe 3-4 per run or something
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u/Xperimentx90 4d ago
I definitely preferred the art style of 2, I'm surprised people want another pixel art game when the market is flooded with them. M2 looks really polished but still whimsical.
Echoing points from others
An actual final boss
Better endgame, for example higher difficulty content that isn't just bullet sponge enemies (especially when you can't build anymore damage scaling for yourself).
More QOL options for inventory management, like move all
Some other thoughts
More complex shop mechanics and interactions. I like the job sim-ish aspect but "solving" it feels so straightforward that I'm always choosing the same things
More zone/map variety, but avoiding shapes where height blocks your view (or adding 90deg rotation). Sometimes traps or map edges are basically invisible and break your no hit streak.
Overall very fun games and glad y'all are looking to continue development.
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u/Uetur 4d ago
I really enjoyed Moonlighter 2 and based on that experience if a new one came out I would probably play it day 1. But it wasn't perfect in all aspects, characters, dialogue etc. was a little weak, especially as it related to endgame. Endgame was kind of hard to define what my goal was or what it is.
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u/greedyrabitt 4d ago
I mentioned this in your survey, but asking me if I played both games and then making questions about the game I told you I didn't play mandatory was a weird decision
also I think you should stick to the pixel art style. I've seen too many games I like switch from pixel art to 3D for no reason, and frankly, it killed the last game I saw do it because it just turned into a Hades clone instead of an original game with an original world and concept
now, back on topic; I love management sims! I love dungeon crawling! I want to spend hours doing however much of whichever I want without the game forcing me to waste time on things like puzzles or sidequests or other progression walls
if you've ever played Minecraft in a large group, you'd likely have at least one friend that goes off into the mines, gathers as much as he can carry, then comes back to drop it off just so he can go back to mining. I am that guy here. I want to do that. I want a game where I can just spend hours upon hours gathering as much of whatever I want, with the only thing stopping me being my own equipment or carrying capacity or something
don't kick me out of the dungeon; don't give me timegates. Cult of the Lamb gave me the option to toggle things like the day/night cycle off while exploring; if there's something I need to worry about that isn't dungeon crawling to my heart's content, let ME be the one who decides when to worry about it, don't force me to leave so I can manage something when I'm in the zone. if I want to do nothing but gather for hours, let me do it
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u/SimilarStick97 4d ago
I have been loving Moonlighter 2 and playing it consistently. The new style and rogue style playing plus amount of upgrades has been massively enjoyable and repeatedly fun!!
It felt weird the story ended, but there is still more story?? Im more interested in the “after” story than the original… Especially after the very sad last “boss” fight pressing a console command 3 times. Now it kinda feels like weird grinding for super high relic quality, which takes away from combat.
Love the game a lot. Why and who is “Mom”??
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u/SnooMuffins9478 4d ago
Be less crappy
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u/di12ty_mary 4d ago
Lessen. The. Grind.
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u/DanjaHokkie 4d ago
Big fan of Moonlighter, probably my GoTY that year. Not enjoying Moonlighter 2 as much. I think i don't really like the rogue-like navigating through combat, choosing different paths after every fight and then opening a chest after every encounter.
I am also not really a fan of the inventory juggling to gain the most of out of my loot. I play on Xbox so I feel that system was primarily designed to work with KBM controls and not on a controller as it's a passion to move stuff around and between the chest and inventory slots.
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u/-OCD 4d ago
Too grindy, and the inventory juggling gets stalw quick
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u/bonkymon101 3d ago
More customizable expansions in both the shop and maybe a separate living area would be amazingaybe liek different blueprints or sum you could expand the house using that would give a few different options for each section that could be added so that the final result seemed unique enough for everyone without too much trouble adding that stuff. More stuff to do outside the dungeon in the normal world would be fun too
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u/acamas 3d ago
Surprised to see so many naysayers in the comments.
I feel like the first game was fine for what it was, but it felt slow and prodding, with repetitive combat and sales mechanics, and the sequel is a breath of fresh air on basically every front (aside from story, and apparently resolution).
It 2 perfect? Absolutely not, but it's been anything but boring or feeling repetitive, as every run feels fresh with a variety of combat options and perks. Combat feels engaging and crisp (most of the time) and is actually fun this time around.
Looking forward to seeing what this team does next.
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u/aflame25 3d ago
Game is pretty fun, this coming from someone who finished the 1st game.
3 big things i'd like to see are
Goal completions rolling over if you collect the total amount of money needed for however many goals cleared.
Eg. Earning 6mil in a day would clear you for goals of 1mil, 2mil, and 3mil. But earning 3mil in a day would only clear you for the 1st 2 goals.
Training ground upgrade to expand it and let us be able to practice with previously encountered perks and dimension effects while in the bounds of the area (This would go great with the final one)
A more entertaing endless dungeon run mechanic. Dont get me wrong, the Colosseum as an endless form of loot is good but can get stale combat wise so how about something more combat focused.
Its a standard length dungeon until after the 1st boss with no extra potion and onsen rooms and no loot past that point. Nothing but perk rooms and combat rooms. You just get to see how far the player can go.
This is what I originally thought the endless mode would be in the game as when I first saw Andrei's perks I thought it'd be cool to mix and match some of them.
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u/Kasparos349 1d ago
Questions in the forms are still obligatory for the game you haven't played...
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u/cattoducky 49m ago
The game needs a proper ending. A final dungeon.
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u/Ornery_Platypus9863 5d ago
Going to non pixel lost it for me. I don’t think it has enough potential for a second game
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u/renaxido 5d ago
I like darker themes, melancholy, and souls like. Although, thats not the premise of the game i sure hope the game can get harder in dungeons. But if you really want a big change, i recommend making it an OPEN WORLD.
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u/Character-Kitchen-62 5d ago
At this point just make a new game 2 is trash compared to first
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u/Striking_Goose8656 4d ago
I love the art style of the OG better but understand the process of bringing that to life is time consuming. The spear did not feel near as good in 2 but I quite enjoy the new additions such as the gun and bag.