For the past few months I’ve been moonlighting as someone who doesn’t write game reviews. Hell, to be more accurate for the past few months I’ve been moonlighting as someone who doesn’t even play games. Man, having a day job really sucks the fun out of everything, doesn’t it? Now that I’m back let’s talk about Moonlighter: a game where a day job sucks all the fun out of everything.

The core idea of Moonlighter is that on top of the typical dungeon crawling, you also have to run a shop, selling off items you collected. It’s not a bad little gimmick, and one that’s been pulled off well in the past. The issue here is that at the games best Moonlighter doesn’t make up for how grindy it swiftly becomes.

You can expand you’re shop, but you’re never given a good reason too.

You have limited Inventory space when entering a dungeon, and that fills up pretty fast. So while dungeons have three or four floors, I never really found it to be worth the effort to go past the first or second, then leave and sell whatever I had collected. The game does try to make up for this by making certain items necessary for upgrading your equipment and creating potions. But even with that I was still flooded with junk to sale. The sad thing is, there is a really simple solution to all this: add some pressure. There are 4 dungeons and one that’s just a boss fight, so why not add a Swindle like countdown to having to clear them all before the world blows up or some shit. Or, how about making the player have to pay rent and wages each month, forcing you to HAVE to make a certain amount of money each month? Or both? As the game is now I just went into a dungeon, filled up my pack, left and sold my stuff until I had the money and items to upgrade my weapons and armor, fought the boss, the did it all over again. There is no pressure on the player. There’s none of the “big risk, big reword” kind of motivation that is supposed to make entrepreneurship so tantalizing.

The shop keeping itself is also kind of dull. There are 4 price ranges for all items: “Holy Shit What A Deal”, “The Right Price”, “I Guess I’ll Pay This But I’m Not Happy About It”, and “Fuck This Noise”. So long as you get each item at “The Right Price”, it will get sold. A costumer who thinks $5 is too much for something will still happily pay nearly $1 million for another item, so long as the price point for each unit is right. And they will always buy every until. You can’t over saturate a market with a product and drive down the price or withhold it to raise the price. If the product is out, and the price-pre-each is right, it will get sold. This is entrepreneurship by way of people who don’t know much about entrepreneurship. And look, I’m not exactly an authority on the subject either; I’ve got two semesters of college level economics classes under my belt, that’s it. But even with that I couldn’t help but feel like the game missed a lot of opportunities.

You want to know how board i was of Moonlighter by the end? It was too much to ask for me to go back and take my own screen shots. I took these off the web cuz i just could not be bothered.

The dungeon crawling doesn’t fair much better. There are five or six types of weapons, each with their own upgrade trees, and three types or armor with their own three branches. While it is important to upgrade your equipment to increase your damage output and max life, once you find what your play style everything is pretty much stagnant for the rest of the game. Your move-set doesn’t change when you upgrade, so the only real difference is the number of hits it takes to kill each enemy. As my preferred weapon was the sword and shield, this meant I spent the entire game hitting one attack button and the dodge every now and again (the shield itself was pretty much useless).

I think the point of all of this was to “streamline” the experience. But what ended up happening was the game was stripped of of everything that made it interesting. I do hope developer Digital Sun takes another stab at this at this kind of dungeon crawling/entrepreneur simulator but expands on it, because I do see a lot of potential here. The art style is great and the enemy verity was impressive. Plus the boss fights were genuinely enjoyable even if the combat could have used a bit more verity. As is, I don’t think I can really recommend Moonlighter. I never hated the experience, but there was so much more that I wanted out of the game. Maybe pick this up if you’re looking to see just how invested your kid is in going to business school, but other than that, I don’t see much profit to be gained from playing this.

 Moonlighter was developed by Digital Sun

Point of Sale: Steam, PS4Xbox One

$19.99: Sorry guys, the Opportunity Cost of buying this one is just too high

A Review Copy of Moonlighter was Provided for this Review

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Starlight Vega

Starlight Vega open.jpgStarlight Vega is a lesbian action Visual Novel game. For those of you unfamiliar with VNs, an Action VN has choices you make in the game which put you down different routes, leading to different types of endings. It’s akin to a choose your own adventure book in game format. Most of time VNs like this get labeled as a Dating Sim since you can romance various characters in the game. There is a difference but that’s a conversation for anther time. Playing through action VNs numerous times is normal, the reason for this is because each route you can take leads to good and bad ends with different characters it also tends to display new information in the story with each route you take. In order to get the full story and really understand each character you need to play through every single route. Starlight Vega focuses on you, Aria, and your interactions with your cute friend Melody, a red hot demon Lyria, and a book of spells.

In Starlight Vega you have the typical good and bad routes for each character, a harem route, and a no love route. The characters in this VN mostly fill out the general character archetypes you find in games like this. There’s the shy nerdy girl, the bubbly one, and the cold bitchy one. However thankfully, they’re not just that. The worst character in was Melody who was the shy nerdy childhood friend tropes, she doesn’t have a great deal of development, thankfully the others have significantly more development. The best example of this was Lyria, at first she’s shown as just a really bubbly air-headed bimbo. But later on, it’s explained that that was a feint to try and make you like her, and instead she fairly smart and has a plethora of emotions, ranging from depression about her life, to anger over how her sister treats her, to unbridled rage and those who fuck with her.

Starlight Vega Choice.jpgEach route tells you more about not just the character you’re trying to romance but also about the world, specifically it explains more about the ‘demon’ world and how it interacts with our world, it also explains different chunks of the overall story. The routes shine whole new lights on the characters, especially Scherza. Each route even the bad ones give you new unique information and views. In games like this, that’s what it’s all about. I really enjoy learning about characters’ worlds, and this VN has a lot of that.

Starlight Vega often has various characters talking together, and thankfully uses nameplates. Nameplates are when a character’s name shows up when they talk so you know who is talking. Many VNs use this because it makes it really easy to follow the conversation and doesn’t require a constant use of ‘x character said’. This VN is focused on character conversation rather than environmental narration. In other words there’s not a lot of the narrator talking about where someone is, if that’s brought up it’s very small or a character is asking another character about the area they’re in. It would rather have conversations between characters to further the plot.

Starlight Vega Scherza.jpgThe game’s main motif’s are love, betrayal, and vengeance. It talks about how far some people will go to punish those who have wronged them and how it can spiral out of control because of anger. It also talks about how far some people will go to right the wrongs that have been done to them and their people, and how they can commit terrible deeds themselves, because of their mistrust, in their search to right those wrongs.

This game does allude to sex a few times in it and even has a few sex scenes in it, but most of the time it doesn’t feel forced. There was a scene or two that felt a bit weird, but most of them felt fluid and right for the story at the time they happened. The only real issue I had with anything in the game was Lyria, she’s a bit, what’s the word, molest-y maybe. At first when you meet her she’s all about trying to sleep with you and that’s all she’s really interested in and she’s excessively touchy feely about it. I would state she’s trying to seduce you, but she’s not really that seductive. It’s more “I have big tits let’s have sex and you be my slave forever what do ya say?” All while half humping your leg. As the story develops you see why she was acting like that and see other sides of her that actually make her a real character instead of… well like the garbage she seems to be at first. I personally started off hating Lyria, I thought she was despicable and disgusting but I ended up loving her later on, and at first I loved Melody but ended up not much caring about her in the end.

I think game is worth the $15 it asks for. It’ll probably take 15-20 hours to beat without help to get every major scene viewed. There’s a nice gallery that fills up with the major picture moments in the game as you find them. The game had a few moments that made me tear up, most of it made me feel fairly happy, and a bunch of parts made me laugh rather heartily. There’s also a demo if you’d like to try it before making that glorious purchase that you will end up making. You could save yourself some time and just buy the game, but go ahead and give that demo a try if you want.

Starlight Vega banner.jpgStarlight Vega was developed by: Razzart Visual

Point of Sale: Steam

$15.00: Would you go to hell for the one you loved?



The Seal.png

darkmikasonfire bought this game.

darkmikasonfire has awarded Starlight Vega The Indie Gamer Team Seal of Approval

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Slap City

Slap city is the newest Platform Fighter (see Super Smash Bros., Brawlhalla, Icons, Rivals of Aether) to throw its hat into this increasingly pervasive genre.  This game is an all-stars mashup of characters created by the company, Ludosity, makers of indie darlings such as Ittle Dew and Card City Nights.  Even if you have never heard of these properties, I highly recommend Card City Nights on Steam or Mobile, the characters are lovingly realized with cartoonish 3D models.  One of my favorites, and a fan favorite at that, is this beautiful specimen and my husband: Fishbunjin.  maxresdefault

The animations are very smooth, and often quite comical.  For you fighting game fanatics, the developers are constantly tweaking knockback values and damage, perfecting hitboxes (which are already pretty damn good for a game in its first months of release), and adding new characters.  The biggest gripe I can see for adopting this game at this point is the rather low character pool (as of writing there are 7 very unique and fun characters).  Good news is that the price point sits at $4.99 on sale, or $6.99 otherwise, which makes for an excellent entry for even the stingiest consumer.  The single player mode is slowly being expanded upon: for now, settle for the traditional arcade mode and a “break the crystals” minigame.  Be warned: the later difficulties arm the CPU with virtually zero endlag on attacks and endlessly chaining normals and specials, which equates to you getting absolutely murdered within 10 seconds if you aren’t careful.

If you are a fan of super smash bros melee, the game engine and competitive focus definitely implies that Slap City wears Melee on its sleeve.  All the insane techniques that are completely lost on casual fans are in this game, from l-canceling to wavedashing, so there is quite a bit of depth to be had when picking this game up.  There isn’t too much in the way of teaching you the more advanced gameplay through a direct tutorial, although I would definitely recommend reading the information in the Library section of the Main Menu for some advanced tips at the very least.  There are no items, but some of the stages can get extremely hectic (the pinball one is particularly insane: think an entire stage covered with the Bumpers from smash bros).


(Editors Note: There’s a Pinball Level…That sound you just heard…That was Indie Gamer Chick shrieking in excitement)

There is a healthy balance between enabling the wacky chaotic fun for the party game audience, and the high-stakes, Fox only, Final Destination environment that the fighting game community craves. In fact, tournament organizers are already getting their feet wet as this quickly growing fanbase is slowly but surely racking up those Twitch views.  While couch multiplayer will likely take up the bulk of your time with Slap City, some of us are not fortunate enough to actually have friends.  Well dry your tears: the online netcode is pretty damn solid if I do say so myself.  Embracing this innovation from Smash 4, you can play upwards to 8 players on one map!  You can create public and private lobbies set to team battle, free-for-all, (timed or stock), and even the Slap Ball gamemode.  In Slap Ball, players team up to slap soccer balls into the opponent’s goal.  Never before have you been able to vicariously live your favorite World Cup moments in such a derpy fashion!

If you are itching to play the new Super Smash Bros. Ultimate and really need that fix, you would be hard-pressed not to seriously consider Slap City.  It doesn’t set your wallet back too far, and the developers have proved that they are more than capable of creating a competitive, yet wacky game for players new and old.  Hopefully this will the first of many Indie Gamer Team seals of approval you see from me in the future!

The Seal


Slap City: Steam

Developer: Ludosity

Price: $6.99

Review Copy was Purchased



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Hey, Hey You. Wanna Write for Indie Gamer Team?

Hello, I’m William, the editor and chief of IndieGamerTeam.Com. Over the last few days we’ve had a few people ask if they could write for us, but due to some tech issues (BOTH of my computers were fried and i had to buy a new laptop) i completely ignored them. PROFESSIONALISM!!!

Okay, for real now. If you want to write for…okay. We’re here to help people find their voice and audience. We’re not too strict. We have a few basic rules which i’ll go into in just a sec, but yeah, more or less if you want to write for us we’re cool with it.

So, those rules:

  1. We have the easiest style guide there is, fallow it. We see reviews as entertainment. I personally love academic style essays about games, but that’s not what we do. If you’re not comfortable writing entertainment focused reviews on a game, then that’s not a game you should review for us. Other basic format rules we’ll go over once you’re part of the team.
  2. Don’t be toxic. We more or less don’t care about you’re political stance or where you stand on this or that issue (Nazi’s being the only exception. You all can fuck off). But if you’re going to be toxic you can also fuck off. And seriously, i shouldn’t have to spell out what that means. You can be abrasives in your writing, but if entire group of people feel like they aren’t welcome reading the writing on our site or writing for us, then you can piss off.
  3. We don’t do news or previews or early access reviews.
  4. You have to have a Skype, that’s how i contact people for edits.
  5. Site writers help share everyone else work. Again, we want to help you find your audience, which is why we do this.
  6. We are an enthuses site, so we’re not rolling in doe. As such, we don’t pay. But you will get the experience of working with an editor and have a pretty open environment to explore who you are as a writer.

If that sounds good to you, send an email to me at, with a few pieces of your writing attached.

And please keep in mind: i work almost full time and will start school again in August, so i’m not going to be free all the time. i’ll get back to you as soon as i can.

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