It’s prep week and I still have to set up quite a few posts for #Blaugust2019. The challenge is posting every day and right now I’ve got a few posts going. As for content, I’m going with a few different types of content.
There will be a lot of reviews on indie titles. One of them will be on Moonlighter’s DLC “Between Dimensions” where I’m mainly covering what’s new in the game. It adds quite a lot of new content with new weapons, enemies, bosses, customers, features, pets, a new weapon category and, most importantly, a new dungeon! So, stay tuned for that one.
Apart from reviews there will be a format called “The Stray Sheep” where I talk about all kinds of stuff. Some of those posts will have discussions, some posts will have my thoughts on different matters. It’s a stray sheep in the herd of blog posts on this channel. 100 points to the user who also knows what game The Stray Sheep is from! No cheating!
Another new “column” will be “Late to the Party” where I talk about games that everyone already knows…but I haven’t played those games, yet. It’s more of a “I’m telling you my thoughts on things” than a review. I’m planning on playing stuff like the Bioshock games, the Witcher series, the Batman games, Amnesia, etc. – Games that I own and that everyone knows but I haven’t touched yet. Strap on for those!
And that’s it for today’s post. I hope this little overview was to your liking. If you’d like to participate in Blaugust yourself as well, then look at this post by belghast aka aggrounaut! There’s all the information on the discord, how to enter and what it’s about + some additional lore! If you just want to know who’s participating apart from me, then look at this post here where it’s all nicely put together after a little bit of scrolling!
In every RPG, merchants are selling you all kinds of goods. But have you ever asked yourself where those goods come from or those merchants got so far? Well, in today’s review, we’re talking about a game that lets you experience both sides of the same coin: Merchants and Heroes!
Moonlighteris about a set of gates that have been found after an archaeological excavation. Those gates are referred to as the Dungeon and consist of four doors to four realms, each full of different artefacts and enemies. There’s also a fifth door that hasn’t been opened yet since nobody knows how to do so. Once word of the dungeon has spread, a small town of merchants has been found near the excavation site, Rynoka.
Back to the present, the game presents us with Will, a young merchant who’s the heir of one of the oldest shop in Rynoka, the Moonlighter. After his grandfather “Crazy Ol’ Pete” has been lost in the dungeons, the protagonist Will has to take care of the shop while secretly dreaming of becoming a hero.
That’s where the game sets in. We accompany Will on one of his expeditions into the Golem Dungeon where he fights off enemies with a Broom and collects their dropped artefacts. After being swarmed by them, however, we pass out and are set back at the entrance of the dungeon where Zenon finds us and brings us back to our room in the Moonlighter. He then explains to us how to sell items and even gives us a sword and shield that he once used.
After this little tutorial, we’re beginning our adventure of capitalism and monster-slaying! At nighttime, we’re going into the dungeon to slay monsters and collect the artefacts dropped by them. At daytime, we then sell these artefacts in the store to get richer. Of course, you can always go into the dungeon during daytime but while it’s safer during that time the possible loot is also less valuable. Another reason why we’re only venturing into the dungeon at night is the fact that we can only sell items during the day.
This is the point where you might ask yourself:
What do I need the money for?
That’s a good question, I’d say. Basically, you’re able to upgrade your shop with the money you earn which then leads to you being able to earn even more money. You can also use the money to bring new NPCs into the town who then open their own shops, bringing the town of Rynoka to its former glory. The bigger the town, the more customers you get!
Now, this is the point where you might ask yourself:
Why do I want other shop-keepers in my town?
maybe you, again
Well, while this question is justified – after all, we’re capitalists – it’s also not. The new shops that open in the town are rather useful to you and do not steal your customers.
For instance, there’s Andrei, Forge Master Extraordinaire, who’s running Vulcan’s Forge and is able to grant you new equipment and upgrade yours.
For that, you need to bring him the needed materials and pay him a fee that is needed to craft those items. At Vulcan’s Forge, you’re able to craft five weapon types that each has two different paths to be upgraded to. There’re “swords with shields” or rather short swords (you get one from Zenon, btw), bows, big swords (or rather buster swords?), spears, and gloves that each have a normal and an empowered attack.
Each weapon has its own range and attack-set, so everyone might find a weapon that suits his playstyle. As previously mentioned, weapons are upgradeable and there’re two paths to take for those upgrades. You either go for the bonus stat which grants you an on-hit-chance to poison, burn, stun, etc. the enemy (it also deals more damage!) or you go for just more damage (which is more than the elemental variant).
As for armour, there’re helmets, chest plates and boots that all come with three different versions: Fabric, Steel and Iron. While Fabric is lighter and grants you a bit of movement speed, Steel is heavier and slows you down but also grants you more health (or rather resistance). Iron is the hybrid, I guess, as it doesn’t give you a movement speed bonus, nor does it slow you down, and as for armour, it’s in the middle between those two. These material-properties go hand in hand for all of the equipment which is quite handy since you might want to get a fabric bandana, some steel chest plate and some iron boots, for example, to not get slowed down at all but still get more armour, or you go for full plating to be slow but beefy like a true tank.. or you go for the ninja-playstyle with no resistances but some antelope-speed.
There’s also Eris the Weaver and Potion Master who runs The Wooden Hat. She’s selling potions and enchantments at her store, allowing you to further upgrade your equipment or to craft or just buy potions for your adventures in the dungeon. While you can just buy potions with your gold, you can also bring her items dropped by slimes in the dungeon to craft the potions as well, meaning that you save half the price but have to collect some of those not-so valuable slimes.
There’s also Julien who owns the rival store “Le Retailer” and sells items, just like Will, but at a much higher price (speaking of gold, not your soul or anything), as well as Alan and Edward. Alan runs the Hawker Stand where you can get decorations for your store that give you benefits for your shop like extra-tip and Edward is the town banker who helps you with investments which is a high risk/high reward kinda thing that you may do if you’d like to risk losing some money but get a chance of cashing out big. It’s the bitcoin of gaming!
But let’s get busy. Once you open your store, citizens come in and want to buy stuff. To do so, you’ll need to place them on pedestals in your store and set a price. The game has a nice mechanic here where it shows you the expression of people looking at an item. If you set the price too high, people will be mad about it and won’t buy that item. If you set it too low, they’ll be really happy about it but you will make less profit (although you always make a profit since you get the items for free from the dungeon…but you could get more money is what I’m trying to say).
There’s the right price for every item that you have to find out about which sometimes can be a little tedious. Your merchant’s log helps you with that. In your merchant’s log, you can find all kinds of information regarding the items you’re selling as well as the prices you’ve set before. But I guess now’s the time where you’d be pulling out the only guides with the right prices, right? Well, that’s where you’re wrong since there’re always variables in the market that make it hard to determine such a price:
If you sell too much of a specific item, the market gets flooded which is why the demand for that specific item is low and you won’t sell that item for the “normal” price anymore. If the demand is high, however, you can set the price even higher to earn even more money! To work around flooding the market, you need to put variation into your shop, even if it means selling less valuable items!
In the beginning, this “more” means a few hundreds maybe but as your game goes on, you’ll unlock new dungeons with new dangers but also new items – which means even more money! We’re living the capitalist dream!
Speaking of dungeons, there’re four types of them (and the fifth one but I won’t talk about that one because of spoilers! duh.): The Golem Dungeon, the Forest Dungeon, the Desert Dungeon and the Tech Dungeon.
Each of these feature different enemies that all have different attack-patterns and may also apply effects on you like poison, fire and electric damage. What I really liked about this game is that the different enemies aren’t just recoloured previously met enemies. There’s an actual variety of monsters. In the Golem Dungeon you’re facing off against flying golems, rolling golems, mage golems, fighting golems, golems with shields, bush monsters, mimics, slimes and all kinds of other enemies and while most of these early monsters have “golem” in their name, they still all look unique!
What surprised me when first facing off against these was that some of them needed to be kited first, like the rolling ones that charge at you and get stunned when they hit a wall making them vulnerable. Some other enemies can only be hit when from behind while others are flying and have to be taken out when they’re low enough – while they’re attacking. There are also ranged enemies that you’ve got to get close to and slimy ones that trap you in their bodies where you need to wiggle out of.
And while these attack-patterns were unique, the next dungeon also had other enemies that all worked differently! The forest dungeon featured enemies that were mostly ranged with some applying poison to you while others were constantly moving around. Sometimes you encounter weird doors where the dungeon gets deformed so that a room from the previous or the next dungeon appears there instead of the actual one. That way you sometimes come into a dungeon, prepared to fight against enemies with poison, but then encounter enemies from the desert dungeon that you’ve never seen before since the Desert Dungeon is still locked up when you’re only getting used to the Forest Dungeon.
An interesting feature in the game is also the time spent in the dungeon. To combat the player sleeping in the dungeon (that’s a joke, you may laugh. You can’t sleep in the dungeon, duh.) after a while the “watcher” as I call him spawns, an invulnerable monster that chases you around the dungeon and kills you if you don’t kite around it. You either have to return to town early or get to the next floor. Just don’t spend too much time on one floor and you’re safe. This kind of reminded me of that little gimmick of Pokémon Mystery Dungeon where a mysterious force would come near you if you’d take too long to find your way to the next floor. If you’d wait long enough, it would instantly kill you while you’re not even getting a glimpse of it. I once tried to fight the watcher in Moonlighter and, well,… I died. It just doesn’t work. So, don’t take your sweet time.
Every dungeon is procedurally generated, meaning that there’re the same tilesets for each “run” available but the combination of those is “random”. There’re all kinds of rooms featuring monsters, chests and even timed chests that are sinking into the ground until you defeat all monsters in the room, meaning that you may lose the items that chest contained if you’re not fast enough.
On top of that, there’re also rooms with secrets like a wave-mode where you can unlock better loot at the risk of losing it all while fighting against those waves. There’s also boring secret rooms with loot laying around at the ground or rather useful ones with an open chest that sends your items to town once.
The latter is my favourite secret since inventory management is key in Moonlighter. Your haul determines how much money you earn so you can’t just take everything, especially since your inventory space is limited to only 20 spaces, divided into four rows with five spaces each. If you die in the dungeon, the first row is kept while the last three rows are lost. Some items stack to up to 10 items while others only stack once or up to five.
There’re also curses that do all kinds of things like breaking the curses item if you take too many hits or destroying the item to the upper left corner once you return home. This means that you need to move items around in your inventory so that some items are in certain spots where they don’t hurt your profit.
Some other curses transform other items into the cursed item on return while others cause the item to be only placed at the vertical or horizontal edge of your inventory. Mechanics like these make the inventory management here unique and special, which I really like! The problem, however, is that while there is a sort-function it doesn’t automatically stack stackables items. Sometimes I encounter items that can be stacked up to five that are split into two slots which I manually have to stack together which is kind of annoying, especially since you may as well overlook those and, in the end, make less profit.
In your inventory, you also have three other options of dealing with full inventories that are unlocked over time. The first you unlock is your merchant’s Pendle that teleports you back to the hometown for a small price. The second you unlock is a portal that eats items in your inventory (either drag items into it or drag the portal to the items you want to destroy), giving you some money for those items. However, you always would make more money when selling those items in the store, but this is kind of like a safety net in case you do not have enough money to teleport back home.
And then there’s the last option to open a portal to home that you can re-enter to gain access to the dungeon at the last point you entered. This is especially useful for when you found the final boss door but you’re low on potions and have used up your inventory space and shields and stuff. This option is quite pricey, so I only used it when I was at the entrance of the guardian since everything else would mean losing income for some loot that is probably less valuable.
While in the dungeon, you have to face different “normal” enemies while exploring the rooms until you find the door that leads to the next floor. The door to the next floor, however, is protected by the “guard” who’s basically a mini-boss. Once you defeat him, you get to go to the next floor which yields better items but also has more dangerous enemies and another guard who’s “corrupted” and therefore stronger with a slightly different attack pattern. On the third floor, there’s the “guardian” at the end of it – it’s basically the boss. Each guardian can only be defeated once and has a key for the fifth door, meaning that you need to kill all four to unlock that one and proceed with the story. After defeating the guardian of the Golem Dungeon, you’re free to go to the Forest Dungeon. After that one comes the Desert Dungeon and after that one there’s the Tech Dungeon. It’s a known concept that you see in all kinds of games like Pokémon or Zelda – before you can go to the next temple/gym, you’ve got to defeat the one before that. It’s simple, but works.
The combat feels fluid for the most part. The devs of Moonlighter recommend playing with the controller but apparently the keyboard also works. I actually only tested the keyboard just a few minutes ago and while it certainly works, I didn’t really like it. In combat, you use your X-button for the heavy attack, the A-button for the normal attack. Holding B teleports you back to town while pressing Y opens your inventory. With the right trigger, you’re able to chug potions that you’ve equipped prior the fight, while you role with the left trigger, making you able to jump over cliffs, dodging projectiles and attacks while also travelling a small distance.
With the left shoulder button, you’re able to swap between weapons, as you can equip two sets of weapons. My favourite weapon so far was the bow and the gloves. The gloves have a three-attack-combo which is quite cool to use, while the bow is able to hit enemies from across the room. I really liked that combo but also enjoyed playing with the great sword and the spear. While the shortswords are handy they didn’t really appeal to me since the blocking doesn’t really work against AoE-attacks and since you also need to time the block quite well which I just couldn’t be arsed to practice. Meanwhile, the gloves have fast attacks and a three-attack-combo while with the spear you’re able to pierce and charge through enemies. The greatsword is slow but has a big horizontal range which is quite fun to play with. Sometimes I got frustrated because of enemies’ hitboxes being unclear to me, e.g. when they were flying or when they were standing in front of me but only a pixel or something to the side which resulted in them being able to hit me but me missing, but, after some practice, I also got the hang out of those hitboxes.
Another way to make your explorations easy is by upgrading your shop since you’re getting a better bed that gives you some bonus-health (or rather a shield) as well as three free hits on every dungeon-run. On top of that, you can also get a familiar that comes with you on your runs and either collects items or attacks enemies for you. Currently, there are nine familiars to acquire that all come with different perks like boosting your damage, converting enemies into potions or even a mimic that attacks enemies and is able to carry some items as well!
As for the art, this game is absolutely lovely. The animations and the pixel art style are really cute and overall nice to look at. The music that was composed by David Fenn creates the perfect atmosphere for the game.
While in the dungeon, it sets up a great mood for the Dungeoncrawling-aspects. Every dungeon track is unique and tailored to that dungeon’s theme. Some of the game’s music is a variation of the game’s title screen song, like “Naja” which can be heard in the Desert Dungeon, which I found quite neat as a detail. While in the town and in the shop, the music is really relaxed and nice to listen to it’s not elevator-music-ish. The town music also reminds me of the Pokémon Mystery Dungeon Soundtrack which I found quite cool, but that may be the nostalgia speaking.
While the combat feels fluid and while the boss fights are unique, the shop system is really cool and sets you up with hours upon hours of fun. I guess there’s not much replay value to the game right now but there may be some added quite soon. After around 20 hours I’ve been through quite a lot of stuff but haven’t finished everything, yet. Later on, for example, you’ll have to grind some items and some gold for some of your weapons, especially if you’re out for all 67 of Moonlighter’s steam achievements! And if you don’t like grinding all that much, you can just stick to your weapon of choice and just get that one. The game doesn’t require you to enchant and upgrade every weapon and armour-piece and you can generally finish the game with every weapon – even the broom!
Once you’re done with those achievements, you can try out the game in the “very hard”-difficulty if you’re up for a challenge and still in need for something else, although the game’s recommended difficulty is “Hard” while the “Normal difficulty” could be considered easy. I don’t really understand why they went for normal, hard and very hard instead of some other names there, but it works for me since you always (apart from when you’re in the dungeon) have the chance to change the difficulty to something higher or lower.
Once you’ve beaten the game, you unlock the New Game+ mode where costs and prices are about five times higher and where you can get new weapons and amulets that are exclusive to that mode. On top of that, nothing else really changes which seems like a bummer to me since some sort of boss-rush-mode or something like that might have been quite cool. Another thing I would have loved would be to be able to play more afterwards with new content in the same campaign but while you certainly can play more, there’s not really much to do afterwards.
All in all, I’d say that this is a great game and I’d really recommend it to fans of Dungeon Crawlers, RPGs and games like Recettear where you own a shop and go on adventures and stuff. Moonlighter is a lovely game with quite a lot of content and while the new game+ mode doesn’t really seem to add anything to the game apart from new equipment, the new DLC “Between Dimensions” adds all kinds of new content, which I’m really excited for and which I’ll be covering in another post soon! The game is available for PC, Nintendo Switch, XBO One, Play Station 4 and other major platforms — as well as in retail with both standard edition and limited Signature Edition
Note: At this point in time (July, 19th), I’ve played the game for 26 hours, not including offline-playtime. I played through the main story, checked out New Game+ for a bit and also tried to play as much of every aspect of the game. I bought this game myself and didn’t receive any compensation by the devs or publishers.
For my first review on this Indie Game Blog, I’m presenting you The Flame In The Flood (Trailer/Shop) – one of my favourite games – where the protagonist Scout goes on an adventure with her dog Aesop/Daisy to find the whereabouts of the humans that escaped after the Great Flooding. To do that, they travel on a great river with their tiny raft and scavenge, forage, craft and survive on little islands full of dangers that nature has prepared for them. It was developed by The Molasses Flood whose developers previously worked on titles like Bioshock and Halo 2.
Before you can set out for an adventure, you’ll have to choose one of two modes to play: The campaign and the endless-mode. While the campaign consists of you playing through ten procedurally generated areas to reveal the mystery of the missing humans, you’ll have to try to survive on an endless river in the endless-mode (duh.) while the difficulty is raised the farther you travel. When you die in the campaign, you’re able to either restart your journey or revive at the last checkpoint you reached – in the endless-mode however death is permanent which adds the rogue-like-ish feel to the game and has a certain thrill to it since all your boat-upgrades, collected and crafted items will be lost forever then!
After choosing the mode, you’re able to set the difficulty.
There’s the “Traveler” difficulty that is recommended to newer players
with checkpoints and a normal abundance of resources and the
“Survivalist” difficulty that is recommended
for experienced players with permadeath, fewer supplies, and stats that
diminish at an increased rate. On top of that, you can tick an option
that allows your pet dog’s inventory to persist through runs that decide
whether or not you wanna go for a rogue-like or a rogue-lite
experience. In the end, you can choose between Daisy and Aesop, your canine followers that will accompany you through your run.
Now that your journey begins, you’re playing through a small tutorial that shows you the most important information needed to survive via signs that can be found across a camping ground. Those signs show you information regarding your inventory, crafting, stats, and dangers. After that, you’re pretty much left alone and although it’s the tutorial, you’re not safe yet since your stats diminish per second. Those stats include hunger, thirst, temperature, and fatigue. If any of them reach zero, Scout will die. To prevent that from happening you’ll have to collect materials in the starting area and the little islands that you encounter on your adventure. The game consists of two types of levels: The river and the islands. While you’re able to walk on the islands, search for loot and hunt for food, you’ll have to manoeuvre your raft across the river and head for different islands that contain different loot. This, however, is easier said than done since the currents are often so strong that there’s no returning after you’re going into one direction. Most often the game isn’t forgiving you for ignoring one island or choosing one over the other. You’re usually left with little to no time to think before your raft steers into one direction, so you have to make quick decisions:
Do you visit the church to have a higher chance to find clothing, alcohol (for the medical purposes of course!) and some decent housing or do you maybe go to the docking station to upgrade your raft or repair the damage done to it by previous mistakes? Sometimes you’ll have to even think about steering near cars and other objects that may damage your raft but contain loot that may be needed later.
The river is a one-way road and there are many objects that you have to manoeuvre around to not risk sinking! The wild river is accompanied by a great soundtrack that not only makes it fun to steer through the river but also calms you down in times of quick decisionmaking and storms.
island levels aren’t a lot safer though since you’re often awaited by
wild animals and since death seemingly has his hots for you. In the
early levels, you’ll encounter wild boars that are defending their
territory, later you’ll also encounter even more vicious creatures like
poisonous snakes, fierce wolves, and even threatening bears! Even when
you don’t encounter wild enemies, death seems to be omnipresent: You may
walk into fire ants, get sick or walk into poison ivy. Bites can end up
in threatening sicknesses, catching a cold may result in death and
having a broken leg hinders you from running away. All these debuffs
have to be treated with craftable ailments, medicines, and bandages.
However, resources are scarce in this post-apocalyptic world. While the
learning curve is certainly steep, it isn’t insurmountable! After quite a
few runs you’re able to understand priorities and improve your
decisionmaking quite a lot.
As previously mentioned The Flame in the Flood is a game of choices.
These choices are a part of the survival-experience and contribute to
the feeling of never feeling safe. You’re not able to settle down on an
island or build a base with farms and such like other games like Don’t Starve or The Forest.
The only thing that comes anywhere near the word “base” is your raft
that you can upgrade for more storage room, a stove or other things that
help you survive. Without any upgrades your raft only has a limited
storage room, the same goes for your dog’s and your own backpack. You
sometimes have to abandon useful resources only because of the missing
What do I leave behind? May I need these resources later? May I find these on some island along the way? Will I come across another camping ground or even another church?
me, while struggling with leaving behind recources
You may ask yourself these questions but since no run is like the other, you’ll always have to count on your own instinct and the luck that you may get a fruitful scavenge later on. Since you can’t sort your inventory with a sort function, you may as well not see that some of your items could’ve been stacked. There are also items that may expire like food and herbs. Sometimes you may not even find the needed materials for the next upgrade. These things and features can be frustrating but after quite a lot of trial and error, you’re able to survive for quite some time. Using your acquired loot you’re able to build traps and weapons to catch rabbits or trap boars to receive meat and hyde. Crafting new tools allows you to craft even more items.
Some of the features like expired food or certain other mechanics may also be used in other ways. Meat can be crafted into a poisoned bait to kill some of the predators that lurk in the shadows and sometimes you can also simply eat it, get sick but then immediately treat the sickness (although that’s more of a last resort). Interactions and mechanics like these make the game quite a lot of fun! It may be described as a true survival game where you’re holding onto the last bit of hope and fight your way to the goal of the game!
Your canine companion is also a great help since he not only carries his own inventory but also is able to point at collectable resources and nearby dangers. If you don’t deactivate it, you can also plan out your next run and make it easier for you to survive early on by putting materials, tools and other items into its pouch, which would make it a rogue-lite-game.
Not only has the player to fight with inventory-management but also with the previously mentioned stats. Every stat has a different way to tend to it. You need food, clean water, warmth and rest – and the latter also influences the rest of the stats since by sleeping you’re not only passing time but also getting hungrier and thirstier, the longer you sleep. This mechanic is nice when you want to wait out a storm but sometimes puts you into a dilemma: Do you pass time until the storm is over but get hungrier or do you risk a cold and continue your journey? Again, there are choices!
As for the presentation, the game’s overwhelmingly beautiful. The art style is astonishing and the river is able to convince you of the beauty of nature. Between biomes, there’s a fluid transition, just like with the different times of the day. Dusk and dawn are probably my favourite times to be on the river while the night shows you the dangers of nature with red eyes and approaching storms. It sometimes seems like a double-edged sword that you can enjoy these small moments of peace on the river at daytime and feel scared at night or when it’s getting stormy. The environment is truly enigmatic and influences your experience positively. On the islands you sometimes alarm crows when walking near them which then alarms boars and other dangers, so you always have to watch out for those. There’s also red eyes at night staring at you from the dark, proving that the abyss stares back when you look into the abyss. However, I feel like the main focus of the presentation laid on the river since that is also the main part of your adventure. The Molasses Flood could have tuned up the island-environment a bit more to make even those levels a bit more atmospheric in my opinion but it doesn’t bug you all that much while playing – it certainly didn’t bug me.
Another strength of the game is the soundtrack that is brought to you by songwriter and singer Chuck Ragan and further strengthens the game’s adventure-feel. It’s fun to hear his voice while manoeuvring through currents and steering forward into the unknown, although it sometimes changes abruptly and even may leave you alone with nature and the sound of the river. It sometimes also occurs that the soundtrack switches to another song when changing biomes which I didn’t like all that much but for the most part the soundtrack transitioned fluently.
While playing the game I tested out both the controller and the mouse and keyboard configurations and I must say that I prefer the controller. The controller makes this game a lot easier since you’re able to use the D-Pad to use your most important items on the spot without having to open your inventory, select the item and then use it after a few steps. By you using the left trigger you can switch between useables, meds and placeables which improves the pace of the game by quite a lot.
Another thing that I noticed was the fact that the camera sometimes gets in the way of you which leads to you sometimes running into fire ants without noticing at all. While you are able to tilt the camera a bit with the right joystick, it still could have been improved a bit here with a free camera.
I’d say The Flame in the Flood is a great game that presents you not only a beautiful presentation and a great soundtrack but also quite a few mechanics that make your journey(s) enjoyable for at least 15 hours or even more if you’re a completionist and want to meet all the NPCs or if you’re a hardcore gamer and want to challenge the odds even more by competing for the longest journey in the leaderboards. Once you get over the steep learning curve you’re able to enjoy the game even more even with small bugs that you may encounter every now and then or the fact that you can’t sort through your inventory unlike in other games. There’s also the fact that the endless-mode and the campaign don’t really differ all that much except for the finality of the latter. Most of the information that you need to proceed is available only through signs that can be found every now and then but you can also miss useful information by just steering to another island which is another minus-point for the game. But to counter that you also have a quest-system that rewards you for crafting certain necessary items which act as some sort of mini-goal to work on, even in endless-mode. There’s also bits and pieces of side-stories that can be found sporadically through quilts and NPCs which also may be missed, although it adds a bit of replay value to the game. For the completionists, there are 36 achievements but other than that you’re probably going to run out of stuff to do once you’ve seen everything at least once.
last, I’d say that the game is an interesting survival-experience with a
steep learning curve, a great presentation and a lot of fun for fans of
the genre and newcomers. While it has a few flaws, the good points that
speak for the game are clearly overwhelming, which is why I’m recommending this game to you. If this game sparked your interest, you can get yourself The Flame In The Flood for PC, PS4, Xbox One and the Nintendo Switch.
I’d like to announce that I’ve
not only moved my old blog to this new and rather catchy domain and
switched from German to English language-wise but also decided to
participate in 2019’s Blaugust!
For those of you that don’t know Blaugust:
“the festival of blogging” or a challenge to post on as many days as
possible in August, limited to and up-to once per day at max. The
participants are awarded some kind of made-up price and overall it helps
with the frequency of posts. Anyways, I’m really hyped to participating
in this kind of challenge and am looking forward to your thoughts on my
posts, some new formats that I’d like to try out and the new style I’d
like to go for.
So, stay tuned for my try at posting once per day on every day of August!
Hey there! I’m Dan and I’m a student from Germany. I enjoy writing, and video games, so I thought it’d be cool to combine these into a new hobby: Blogging.
I first started blogging a while back in 2018 when I was studying for a-levels and when a friend of mine said that I should open a blog since I enjoy recommending stuff to people. Also my steam library is huge due to all the free game giveaways and humble bundles, so it’d be an opportunity to work through those games that I’ve never even touched and to tell people my opinion about it. So, I ended up on Blogger and had a blog with only about 92 views (which I was quite proud of tbh!) and just now I decided to swap to WordPress since Gutenberg seems like the better thing.
Back in the day (I shouldn’t say that when I’m only 20) I used to follow this blog called “Petesback” run by “DerLoarp” and basically checked it out every day just to see if there was a new review on stuff. It was cool how he just gave his opinion on things without anyone asking him to do so and how great his writing was! So, I guess that’s another reason that I decided to do this. It’s cool.
It’s cool to be able to shout out into the world that something’s crap and something else is really good.
I LOVE DR. PEPPER! PEANUT BUTTER IS ALSO GREAT!
me, if I’d be shouting stuff like into the world
As for me, I’m currently studying math and philosophy with the aim to become a teacher for grammar school. My classmates tended to hate those subjects when we had bad teachers and they liked them when they had good teachers, so I thought that I should give it a try so that my future students have a teacher that makes their school days more fun. Especially math. Yeah, math isn’t the most exciting thing in the world. Other than that I’m into all kinds of music, I also am in the editory staff of a uni-literature-magazine here and I enjoy playing video games, mostly indie games, though. And since I’m a punny guy I thought that “Indiecator” would be great name for my blog here. My favourite games are Risk of Rain, The Flame In The Flood, Stardew Valley and Moonlighter but there’s also many other great game that I’m going to post about on here, so stay tuned for those.
As for what this blog is about.. Well, I’d love to be one of the many guides that you can use to get an insight on games before you purchase, pirate or play them. I’d love to give people my personal opinion on stuff even though they didn’t ask me to. I’d love to create something here that people enjoy reading. This blog is mostly going to be about Indie Games but also other stuff. I may be reviewing books or shows in the future, if I feel like it. I may go for the niche games, the rather well-known games or the mainstream-ish indie-games that you may have heard of but never cared for. I may review anything that I feel like reviewing and I’m hyped about doing so since it’ll probably be quite a lot of fun.
So, I hope that this helps you understand who the guy behind the blog here is and what this all is about. If you have any questions, suggestions, feedback or the like, just hit me on here and I’ll make sure to get in touch with you!