It’s not often a game is a strong argument in favor of early access. Since I first played Moonshine, Inc. in what could be considered a “rough draft” phase, it’s made leaps and bounds in getting closer to a released state. But the operative word there is closer. While playable and a lot more accessible in its current state, it is still very rough, with bugs and quality of life issues that are still somewhat frustrating. It’s a game with good ideas, but one that needed a little more time to cook than it got, resulting in some solid concepts and a sloppy enough execution that perhaps they should spend some time working out the kinks that make it less than worth the time and money.
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Having been an afficionado of adventure games over the years, I understand that they aren't without their difficulties. For every Monkey Island or Space Quest, there are four that take the route of Phantasmagoria* and about six different games featuring puzzles with solutions that read like poorly translated stereo instructions. While it's the easiest genre to design for (no combat algorithms or anything like that, clean narrative with a few branches) it's also one of the easiest to screw up. All it takes is one puzzle where processor speed determines difficulty, or pouring whiskey into the gas tank of a car to fuel up a spaceship, or an infuriating pixel hunt and instantly people will throw up their hands and uninstall in annoyance.
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