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#MoonRPG

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Ok so. I want to point out that being a 1997 game, Moon RPG could have dated poorly as a single trick show, but it's actually really good and went beyond just being a deconstruction of 1990s JRPG. It has the Earthbound vibe for people into that.

However.

I just have to stop. I cannot, absolutely cannot, deal with games that comes with a you need xyz done in a time limit of abc. The level of stress is never worth it. It's kinda like A Good Life or Animal Crossing that's super big on emulating financial struggles of real life, and I just. Nope. Nooooooope.



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I really love the baker's story. Not going to spoil it here.

Now, MoonRPG reminds me of Earthbound in its feel. For reasons I can't figure out, I just couldn't get into Earthbound. But I do enjoy MoonRPG.

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I get that the point of this game is a 1997's deconstruction of RPG heroes, but I also can't get over how my "good" character who's saving souls of RPG Hero's trail of destruction is also someone who's kidnapping souls for an UFO for money.

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A personal squick is any games that include a mandatory element that I'm desperately trying to escape when living real life.

So time passage is a huge one. I'm severely stressed out by time passing in a game where I don't have the luxury of getting things done in my own pace. I absolutely cannot play Animal Crossing because of that, but also a few titles that I'd otherwise love are near unplayable to me.

In a more minor sense, I do not like games with day/night rotations in general.

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Ok so seems like what happened, is that Moon RPG was made in the era where paper manual is mandatory on explaining what's going on, but for some reasons it's not included in the digital game package.

So that you will game over if you run out of time/energy. Which in turns gives this game a significant problem of conflicting goals. It wants you to explore, but there's massive cost associated with exploration.