3/17/2023 0 Comments Lifeless moon xbox one dateAn avatar like Mario or Meat Boy allows the player to form some sort of connection with the character in question. In principle, it might not sound like a particularly problematic issue, but it also makes everything feel utterly devoid of personality or character. The graphics are incredibly bland and simplistic, with all of the levels comprised of some black shapes stacked upon each other in various ways. The aesthetic here is particularly bad, and from a visual standpoint almost everything is done wrong. There are a handful of other issues that also wind up weighing The Sun and Moon down. Level design tends to fluctuate between boring and really clever, although too many levels fall into the first category for this to attain the status of a truly remarkable indie platformer. None of these are particularly impressive on their own, but there are just enough levels that use their little tricks well that it remains relatively fun to play. By throwing in a steady stream of ideas like this, it does manage to keep the gameplay fresh in smaller spurts. Some introduce moving obstacles while others introduce environmental elements that phase in and out at the same time as the dots' phases. Levels tend to be grouped in pairings of either ten or twenty, and levels within the same area tend to share a similar new mechanic or theme. There are some really interesting levels included, sure, but too many of them feel similar or utilise ideas that are nearly identical. Phasing through objects is an interesting idea, but it really is only a single trick that becomes over used before too long. Unfortunately, while there are some clever mechanics, they alone are not enough to carry the game through all 160 levels. Walls can be phased through to get to the other side, tall barriers can be immediately climbed up, and multiple blocks can be phased through, gaining momentum and speed along the way. There are a lot of clever ways these powers come into effect. One of the little dots may be on a particularly high wall, but by phasing into the wall, the little ball hero will be immediately pushed upwards, getting to heights it couldn't get to otherwise. The twist here is that the little ball can phase through walls, and things like motion and momentum can be manipulated while doing so. Simplicity is the goal here, and it certainly makes the most of its very limited mechanics. ![]() ![]() The levels themselves are relatively short, with even the longest not taking much more than a minute or so. There are dangers to watch out, though - bottomless pits and spikes that all kill in one single hit. The playable character takes the form of this little ball and the goal is to manoeuvre it around the level, picking up however many small dots there are along the way, and eventually heading to the end of level portal. The focus is meant to be on the platforming itself. The music is basic, the visuals are one step above Pong and the world map is just this little grid. ![]() The Sun and Moon is about as no frills as a platforming game can get.
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