Creator's Comments:
Denferok [Creator]
Update as of 22/01/2021
Fixes Windows 10 lag, also made many minor changes to things that bothered me.
[15] Likes
Fixes Windows 10 lag, also made many minor changes to things that bothered me.
Rating: N/A
Difficulty: 45 45
Jun 21, 2018
112 Reviews:
Wolfiexe
Reach the Moon is a spiritual successor of sorts to See the Moon, a classic and great adventure game that's been around for some time now. After playing through this, I feel Reach the Moon will be established as another classic adventure game and cement itself in the adventure greats for the fangame community for some time to come.
The game features a variety of stages, each with their own unique design and appearance. These range from warm cactus-filled deserts to mechanical dark factories. A lot of work has clearly been put into the production value and the visuals of this game which really goes a long way. I can enjoy games with bad visuals if the gameplay is fun, but good visuals on-top of already great gameplay push it to be even more memorable and Denferok did an extremely solid job at making each area memorable and look polished and clean. The design of the overworld will often have you going back to areas you been that now have new openings or accessible areas, making it feel like one connected world you're adventuring through as opposed to a series of portals and random rooms.
A large portion of the game's platforming is puzzle-based which may deter those not so confident in their galaxy brain abilities. The design is really well done though, and often straying away from player skill in favour of genuine puzzling (which makes difficulty somewhat hard to judge, for the platforming at least). You can scratch your head trying to think about how to solve a puzzle without worrying about the platforming being too challenging along the way, or having to jump through hoops in addition to using your brain. I particularly liked the coloured-cherry forest puzzles which felt really satisfying to solve and designed in a fun way. A small complaint would be one jump at the end of a puzzle in that area felt a little more challenging that it should be, but it's a small thing in the grand scheme of things.
Difficulty curve is often prevalent in games too, but it's incredibly apparent here with the bosses. Bosses start off feeling very easy such as the cherry-forest boss or the desert-boss, and by the end of the game get much more intense. My personal favourite is a late-game boss which is the See of Ariel, a wonderful throwback to the original See the Moon. I'm always a sucker for infinite jump fights but the attacks in this one felt super fun to dodge, as well as being a very good climax (or so it seemed) for the end of the game. Shoutouts to Ancient Constructs music as well and speeding it up in the final phase. Overall the bosses are just really well done, and I'm looking forward to any future games from Den to see what he'll come up with in terms of boss fights.
I don't really have many faults with the game, down to it fulfilling basically all I want from a good adventure game. Perhaps it would've been a neat touch to add stage-titles à la See the Moon, or slightly recolour or alter sprites that are re-used in certain stages to help them blend in or feel more suited to the atmosphere. Still, these are small things and moreso what-if's rather than actual problems. Ultimately I didn't have any dislike for any platforming or bosses, aside from maybe the killblock platforming which felt a little clunky to platform over, although that's just a problem inherent with killblocks for me.
Overall, Reach the Moon is a superb adventure game. It won't please everyone but that's fine, because I think it's done enough to cement itself as a pretty solid recommendation to anyone looking for an adventure for quite some time to come. Great job!
[2] Likes
The game features a variety of stages, each with their own unique design and appearance. These range from warm cactus-filled deserts to mechanical dark factories. A lot of work has clearly been put into the production value and the visuals of this game which really goes a long way. I can enjoy games with bad visuals if the gameplay is fun, but good visuals on-top of already great gameplay push it to be even more memorable and Denferok did an extremely solid job at making each area memorable and look polished and clean. The design of the overworld will often have you going back to areas you been that now have new openings or accessible areas, making it feel like one connected world you're adventuring through as opposed to a series of portals and random rooms.
A large portion of the game's platforming is puzzle-based which may deter those not so confident in their galaxy brain abilities. The design is really well done though, and often straying away from player skill in favour of genuine puzzling (which makes difficulty somewhat hard to judge, for the platforming at least). You can scratch your head trying to think about how to solve a puzzle without worrying about the platforming being too challenging along the way, or having to jump through hoops in addition to using your brain. I particularly liked the coloured-cherry forest puzzles which felt really satisfying to solve and designed in a fun way. A small complaint would be one jump at the end of a puzzle in that area felt a little more challenging that it should be, but it's a small thing in the grand scheme of things.
Difficulty curve is often prevalent in games too, but it's incredibly apparent here with the bosses. Bosses start off feeling very easy such as the cherry-forest boss or the desert-boss, and by the end of the game get much more intense. My personal favourite is a late-game boss which is the See of Ariel, a wonderful throwback to the original See the Moon. I'm always a sucker for infinite jump fights but the attacks in this one felt super fun to dodge, as well as being a very good climax (or so it seemed) for the end of the game. Shoutouts to Ancient Constructs music as well and speeding it up in the final phase. Overall the bosses are just really well done, and I'm looking forward to any future games from Den to see what he'll come up with in terms of boss fights.
I don't really have many faults with the game, down to it fulfilling basically all I want from a good adventure game. Perhaps it would've been a neat touch to add stage-titles à la See the Moon, or slightly recolour or alter sprites that are re-used in certain stages to help them blend in or feel more suited to the atmosphere. Still, these are small things and moreso what-if's rather than actual problems. Ultimately I didn't have any dislike for any platforming or bosses, aside from maybe the killblock platforming which felt a little clunky to platform over, although that's just a problem inherent with killblocks for me.
Overall, Reach the Moon is a superb adventure game. It won't please everyone but that's fine, because I think it's done enough to cement itself as a pretty solid recommendation to anyone looking for an adventure for quite some time to come. Great job!
Rating: 9.8 98
Difficulty: 45 45
Jul 17, 2018
ShadowsDieAway
This is such a fun game. I love puzzles and this has some really good takes on them. Production value is also through the roof.
[2] Likes
Rating: 10.0 100
Difficulty: 45 45
Jul 5, 2018
Goran
I love this game, recommend it 100%. It really felt like a sequel to See the Moon.
The thing that i liked the most were the bosses, none of them are difficult in particular but it's very cool to fight against them, especcialy the Final Boss.
There are some difficult puzzles that were pretty nice to solve.
It would have been nice to see a banner when you enter a new zone similar to See the Moon, but thats a minor detail.
[2] Likes
The thing that i liked the most were the bosses, none of them are difficult in particular but it's very cool to fight against them, especcialy the Final Boss.
There are some difficult puzzles that were pretty nice to solve.
It would have been nice to see a banner when you enter a new zone similar to See the Moon, but thats a minor detail.
Rating: 10.0 100
Difficulty: 45 45
Jun 21, 2018