I still haven't decided if the real risk of Moonlighter lies in the dungeon or in testing the market. Which is more stressful? Missing the peak demand for a rare item from the richest customer or failing to bring that item home from a deadly night out? The real question is why don't more games do both? And also, why do I need sleep?
The joy is in the details and the rewards only come from paying attention to the finest ones. Surviving isn't enough because you gotta bring back more than just your life. Luckily, when everything is work all of it becomes fun. As long as you die rich. Thanks for the point-ed economics lesson, Moonlighter.
Throughout January, the Games of 2018 will lead the way towards The 2018 Grimmys - Horrible Night's Games of the Year Awards.
Previous years
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