Let’s jump right into Ducksoup Dungeon. It’s a free web browser playable rogue-lite on Itch.io by developer Richard Lems, also known as Blastmode Games. You might have heard of Lems’ work on the game Mighty Goose. In the game I’m discussing here, Ducksoup Dungeon, you choose one of four heroes. It is playable in a web browser or can be downloaded. Starting with “Slashchicken,” the first hero is a chicken. With amazing firepower at your side, you’ll blast your way through and collect coins. Each play’s collection can be used to unlock the other three heroes. Every level features hidden procedurally generated areas, meaning it can be a different layout every time you play. The levels, of which there seems to be an infinite number, are filled with containers destructible for coins, reached by eliminating various mobs.
The game is ready to go in seconds and if you want to rebind the keys for your controller, you may be pleased by how satisfyingly this strategy works. Some neat things I noticed by doing this include: doing things like holding down and shooting with Slashchicken creates a slow-motion effect allowing you to unleash on enemies below (or in reverse, up!) You can also play with a mouse and keyboard just as well I presume.
Each of the four characters has a unique mechanic similar to the way Super Mario 2 worked, with a select screen at the title. I also experimented with Rollerpig–a pig who rolls… There’s also a snail name “Swarmbug” and a rat named “Ratbone.”
Overall Thoughts on Ducksoup Dungeon
There’s not too much I need to say, but Ducksoup Dungeon is super fun for what it is, and I found the learning curve quick and engaging. Make sure to drop by the itchIO link below if you want to try this one out, and I’m always happy to get new subscribers over on YouTube, where you can watch the video above along with my other videos.
Thanks for reading and watching MrDavePizza Video GAmes. There’s more where this came from, be sure to explore the blog as well as my other content.
The game Moonlighter is a combination rogue-lite dungeon-crawler mixed with trade simulation and story-rich RPG elements. This timeless, beautifully rendered pixel top-down was released by Digital Sun in 2018, and is available on most platforms such as PC, Xbox, Playstation, Nintendo Switch and even mobile.
Moonlighter is a story about hopeful adventurer Will, a shopkeeper in the small commercial town of Rynoka. Although his family’s shop offers stability and prosperity, it is sustained by the materials found deep in dungeons accessed through gates outside the village. Every night after the shop closes, Will skulks into the darkness to descend into the dungeons before teleporting back with a satchel of goods and the magical necklace that allows him to do so. The more he adventures though, the more he wants to pursue the question of what the dungeons and gates are exactly. When he uncovers a map of the interconnecting nature of the five gates, an adventure begins.
Getting Started in Moonlighter
There are a few things surely endearing to Moonlighter. The top-down pixel graphics are highly detailed and stylized, leading to an atmospheric experience. The game is cozy and interactive. Aside from dungeons, and your shop, there is a whole town that can be explored, and characters with meaningful interaction scattered night and day through the streets. The characters are natural and expressive, although the main character does not speak much. And though the dungeons offer re-generating challenges, they are fluid and add choices that matter to the other elements in the game. Such your experience might be, say discovering a book about Golems hidden in a pit just happened to fall into. you
Traditionally, rogue-lites or re-generating RPGs have a hook of sorts. The hook in Moonlighter is the combination of a dungeon crawler with a shopkeeping sim. Yet, neither are depreciative of the other element, leading to some pretty fulfilling holistic in-game commerce motivation. The complexity of the game’s shopkeeping interface allows you to gather and merchandise according to information provided by experimentation and exploration. Customers are real customers, and they even offer expression-filled thought bubbles as they react to your pricing–either a smile or a frown, which lets you know to change the price accordingly or leave it how it is. Record-keeping allows automatic storage of past pricing from materials gathered while moonlighting in the dungeons.
You may remember a Nintendo game from the 90’s called Earthbound, also known as Mother. Earthbound has similarities to Moonlighter, for one stylistically, though some have compared Moonlighter more to the game Stardew Valley, which I agree with–when not slaying golems that is. Moonlighter is neatly packaged and presented, but it is by no means simple. With the incentive to do so, time can be continuously deluged into shopkeeping, crafting, gaining companions, collecting epic loot, or even getting to know neighbors. It’s sort of like a single-player, indie, MMO in that way–also a great source of replayability and nuanced gameplay.
Features of Moonlighter
Here are some top features of the world of Moonlighter
Combat and Swordplay
Crafting Armor and Enchantments
Collecting Loot and Selling it
This game is from 2018. Quality doesn’t seem to have diminished in Moonlighter. The detailed pixel art graphics are phenomenal in Moonlighter. It’s always encouraging in games to have a way to either start over and or just go back somewhere safe. Some call it lazy, I call it cozy.
The trade simulation element sof this game are amazing. How do they make customers gauge the value of a random mob junk in my shop. How? Coding I guess, but it is super immersive. Trade-sims are the best way to experiment with an economy, without actually using money.
It’s sort of stunning to me that Digital Sun has not released or projected any new games since the release of Moonlighter. There is certainly no absence of talent or innovation. Hard to say though. Either way, I applaud them for creating this really neat game with the bold notion of seeing the connection between a cozy trade-sim idea and a fun pixel art dungeon-crawler. It has endless replay value, although a DLC whenever or new release could be alot of fun too. Great to see such a humble production leave a bright legacy amongst indie fans, and a great example for devs to come.
Hold Down A to Close the Review
That’s what I have for you on Moonlighter. Just kinda plucked this one out of a stack, knowing that it was well praised, but in need of some research. If you would like to purchase this game, I have provided a link below that will supports new content.
Thank you so much for reading Mr. Dave Pizza. We have lots to come, and lots to share already, so have a look around, and please come back!
It occurred to me today, as it does every day here in the Pizza Command Center, that I don’t quite know what my ethos is. And then it occurred to me during my game session with Metaverse Keeper that while most of my reviews are very clean, combined with my own yearn, my own challenge to write about these games and why I’m playing aren’t necessarily clear.
So, to clear this up, this game is E for Everyone, which is generally my target for content. It is also mildly hack and slash. If that’s not your thing, I understand; after all, I hardly cover that kind of stuff. With a pretty friendly art direction, rich with favorable themes though, I was fine with it.
This game has a very interesting concept behind it, one that I’m not sure the importance of, but, yes, story as it were. I just wanted to sink my teeth into something. It’s frustrating to dig through archives of games and rarely garner any affinity or flutter, but this was the one.
So, without anymore delaying, here’s Metaverse Keeper.
Metaverse Keeper Has a Story
Its actually a pretty good premise, although it might not totally be what you think it is. I was kind of relieved when it was mostly just a good ol’ colorful monster beater upper. The art was pretty much right for the content, no over–or under–stepping. Not just the graphics but the color choices and character design. The bosses and monsters in this are so oozerific and tentacley. And not impossible, which is a bonus for me.
This game is procedurally generated. As in, the dungeons exist the one time you play them and then they regenerate in a new arrangement the next time you jump in. Going Under, another game I wrote about, worked in a very similar way. Actually this game reminds me a ton of Going Under, but that only endeared me to it. Purchase confidence +10.
What is it?
I’m not totally sure how this game ends, but I do not think so. This isn’t that strange in light of most RPG’s or Co-op play. I did some searching and seems this game is pretty popular for multiplayer. And it’s coming to Steam, so it might get some further characteristics down the road.
The bosses are good! I absolutely love them in a way that you’d think blowing them to blubbery pieces would be an obstacle, but their short mission of existence in the game kind of turns all the proper knobs and lever.
It Kind of Works
I’m a sucker for aesthetically on point design, and this one spoke to me without demanding much. Luckily, I was able to discover that there was quite a bit of content further in the game. There’s a whole section of the game involving team members which you can switch between on your spaceship. This is a game that is very much setup for local and online co-op play. There are many customization stations on the spaceship, so you can build your heroes stronger and more effective.
It’s not asking much, just to spend some time squishing weird monsters and running around planets. Yep, I’m feeling good about this.
If you liked this review, please browse freely at anything here. You can reach the main page by going to MrDavePizza.com or follow me on social media @MrDavePizza. Thanks for reading!