Moonlighter eye timer1/6/2024 But some items inexplicably need to be place at the top or bottom of your bag, or at the sides other items will destroy an adjacent item once you leave the dungeon and others will even send an adjacent item directly back to your shop, among other special conditions. ![]() Stuffing rarer items in my pockets just seemed the logical move. This means that you really have to think about how you pack the items you find do you pack everything in willy-nilly or do you take the time to organise things, like I did? Anything that was in your bag will be lost forever there is no picking up lost items from your corpse here, because the dungeons are entirely different every time. As you run around, you have a few slots in your inventory that are (I assume) meant to represent your pockets, so if you die, the items there will remain when you’re unceremoniously dumped on the ground outside the dungeon. You’ll also be spat out of the dungeon door, through the same mysterious green goop that sucks you in at the start. This is a Roguelite after all, so death will indeed mean the loss of most of your items. Might be worth it though, if you’re near a boss door and want to ensure you don’t lose everything. A little later, you’ll be introduced to a way of returning to the point from which you exited a dungeon, but it will cost considerably more than using your amulet. Alternatively, you can simply spend a little gold to allow your amulet to warp you back to town, forfeiting any progress in order to return to your shop with your goods and your head intact. You can’t carry an infinite amount of items however when you find your bag is full during an expedition, you can use the “mirror,” into which you toss unwanted artefacts for an instant monetary gain. Then you can go straight back down into the dungeon and grab more stock, sometimes even discarding items in favour of delving deeper or simply holding out for something new/different. Everything is randomly generated, including the dungeon layouts, so sometimes you might want to simply place your findings in storage instead of opening the shop that day. The downside to this is that you have no say in what you find during your time in the dungeons. Markets will change though and you have to pay attention to the way customers react to your products they may react poorly but still buy an item, suggesting that demand is actually quite low at this point, so maybe focus on something else for a while. You even get to know which customer will come in for certain items, while others will actively tell you what they’re after, via little icons in speech bubbles above their head. I mean, it’s actually quite addicting, especially when you find new items and have to judge what they might be worth. It’s a good job then, that the store portion of the game is so well-crafted. ![]() In fact, you could spend all your time in the first dungeon if you really want, grabbing some goodies and returning to your store in the morning. This will limit you somewhat, but the game won’t force you into the bottom level of every dungeon. Of course, you might never want to go beyond the first dungeon, instead deciding to just enjoy grabbing a few things and selling them at your store. ![]() It’s a very basic plot, only really serving as a vehicle for the dungeon-delving and item-selling, but there is a rich lore weaved throughout Moonlighter’s world, just hidden enough so that it gives players a reason to keep going back. There are five dungeon doors outside of the town of Rynoka, but the fifth has remained a mystery over the ages and young Will is determined to find a way to open it. There is an ultimate goal in Moonlighter, as our shopkeeper Will dreams of becoming a hero. It makes no sense, but it really does work. Seriously, imagine a dungeon crawler by way of Stardew Valley. Yes, Moonlighter is a Roguelite (hey, I see your eyes glazing over, snap out of it!) but it brings with it a unique idea: what if you’re looting dungeons in order to sell the items you find? No, I don’t mean offloading crappy gear for souls, or selling those Feeble Swords of Floppiness for gold I mean setting out your wares in a shop, deciding on prices and keeping your customers happy. There is nothing wrong with the genre, but sometimes it does feel like a new addition is announced every week so when you hear, “there’s this new game called Moonlighter it’s a Roguelite,” there is every chance that your eyes will glaze over and everything else becomes white noise. Roguelikes and Roguelites are ten a penny these days, so you might be forgiven for turning your nose up at yet another one to join the fray.
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