27.3 hours played
Written 20 days ago
Alright, 20 hours in at the moment. Given the reviews are "mixed," I wanted to see what the issue was for people before coming down one way or another. But to give you my overall opinion right at the top: the line between "simple" and "tight" can be thin, and Moonstone walks it--but I think it comes down comfortably on the "tight" side with good design and appropriate depth. But more in detail, going top to bottom:
The very good: the aesthetic. Very cute, very wholesome, great character and creature design. The world in general feels unique, with islands you traverse on a balloon, broom, or glider. Crops and plants are unique per biome, and the seasons progress in the standard 3 weeks, with plants and crops completely cycling. The seasons are generally very important because it's also the reset point for in-game resources. Moonstones respawn every season. Shrines reset. But you're not beholden to the season for crops: a greenhouse allows you to grow out of season, and [spoiler] the Alchemist staff allows you to mature crops using stamina instead of waiting after you get it in the first temple. [/spoiler] No more end of season time crunch.
The Good.
The relationship system. The townfolk, a bunch of non-binary hotties, have the standard heart meters that are filled by talking, gifting, and dating. Initially I thought it was a little shallow, since they don't offer much info in standard chats, but after dating (not necessarily romantic, probably should just be called "hang out"), they open up and you get some good character development, both as individuals and in how they feel about the weird quiet Alchemist kid who fell onto their island.
Combat. Card-based, meaning some RNG, but well balanced. There's plenty of ways to refine your deck, as there are little shrines on most islands that let you upgrade, remove, or pull a new card. This shrines also reset at the end of every season, so you can make big changes to your spirit's deck regularly if you wish. Creatures have armor and health that can be attacked separately with different effect. Importantly, crops (and potions made from crops), can actually be really important modulators for RNG that can heavily sway the outcomes of battle. Example, there's a leaf that removes 2 armor, the same as one of the basic cards for armor attack, but does not rely on a draw. It's balanced by not being able to remove the last piece of armor and send them into the "dizzy" state, but can still shift battle safely into your favor.
I'm seeing some people gripe about boss battles being difficult--this is unfair. I got stomped the first main boss (the tree one), but swapped out my monsters for new friends and when I went back, and absolutely dominated. The levels of the new monsters were lower than the first group, and I used a few of the shrine cards to refine their decks, but otherwise, just changing strategy was enough to flip the tables. Save before you fight and you've mitigated all the negatives of losing.
The So-so.
Crafting. Crafting in game is... limited. There's 3 tiers of ore/weapon: copper, iron, moonstone. Copper and iron are fairly abundant in mines, moonstone is harder to find. Iron and copper are both of only middling utility, as top tier items all use moonstone, which can be made into ingots at 3:1 ratio, and because there's only three tiers you quickly find yourself pressed into the moonstone bottleneck. Moreover, there's plenty of items that use both moonstones and moonstone ingots, so making the choice between refining for a higher item vs. using the moonstone for more basic QoL improvements, like more moongrass (self-refilling) troughs, can be tiresome. Getting moonstones themselves is the only thing that has felt like a bit of a grind.
Mining. Mines are NOT like Stardew Valley. There isn't a biome down there, nor is there much in the way of secrets. Pretty much, find a few chests (it tells you how many there are, and they aren't hidden), mine out all the ore, fight 2-3 spirits if you feel like it, and close it up, never to open that particular mine again. Perfectly reasonable, but limited.
The medallion. I want to like the medallion. It's a cool idea, instead of a monster-management menu you just hop inside your little necklace and can interact with your lil guys. However--the medallion is an item, not a menu, so you need to switch to it on the tool menu to use it, which makes interacting with your little monsters kind of a hassle. Especially if you want to feed/heal them. In fact...
The Poor.
Feeding your monsters. It has to be done through dialogue options. Which is annoying both in the Spirit Barn and in the Medallion. It's also how you heal them outside of combat, so you're doing it a lot.
The takeaway:
Honestly, it's a good game. It is ambitious--almost overly so--but DOES do its individual components justice, IMO. There's a dozen different ways to spend your time, and reason to do so. So far, unlike Stardew or Sunhaven, there's no thriving Wiki community to make things easier and give you all the answers, yet. So there's some trial and error as you learn the game, and secrets are yours--only yours--to discover. [spoiler] I have a fishbo with a totally different sprite marked with a "*" and I have no idea why [/spoiler].
If it looks good to you, buy it. Especially on sale. The bad reviews are uncharitable, with most issues being actively addressed with a little more playtime.