What separates each playthrough the most is the different character classes that can be chosen from, each with different load-out and play style. This also happens to coincide with the rise of the ever-growing Sun Cult and their leader King Mardokh who will declare war within five in-game days. It is up to you (and your team if playing co-op) to visit the other villages to try and learn why. The overarching story starts the same for each playthrough with a feast celebrating the moonrise – a custom for worshippers of the Moon Goddess – only to discover that on this occasion the feast has failed, and the moon has not risen. Each playthrough – which lasts no longer than an hour – will, therefore, be different to the one that came before. The intended premise is something resembling a tabletop adventure, where each player is a different class – resulting in a cohesive team unit – and the actions of the players dictate how the story unfolds. The optimal way to play Moon Hunters is in a party, as the game supports up to four players locally. Unfortunately, the extent to which the game is altered by your playstyle is minimal and underwhelming. Moon Hunters describes itself as a “personality test RPG”, a bold claim, but not unachievable.
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