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Recommended
39.6 hrs last two weeks / 1,097.2 hrs on record (134.8 hrs at review time)
Posted: 21 Apr, 2023 @ 10:11am
Updated: 26 May @ 2:07am

Tis ok now. A handful of fights are luck/gacha based but they are rare, most of them real strategy with budget tools do the trick. Hard content is not a reset-fest, as they made the enemies have extra power only when clashing and not when damaging, days of losing a 90% chance turning into an ally getting one-shotted are gone. The season pass is honestly the best worth gacha pass in the market. New and returning player-friendly, I speak with experience. One complaint is the 3 days of real life hours needed to level-up a new character, but since now almost every character is meaningful for hard content it is not really a bad thing (it will just be repetitive until you can level a new team). One big complaint is that max level is story-gated, a new player will have a terrible time partaking in current events with not current true max level characters and will be forced to hope to borrow one from a friend and attempt a solo strat.

[OLD AND OUTDATED NEGATIVE REVIEW]
[Railway Line 2 Update]
Still more of the same really, with the intent to make the most casually build gacha a hardcore pseudo-strategy game they just slap some numbers without rhyme or reason, without playtesting and call it "hard".
You see 2000 hp enemies are simply not bulky enough, they must also be ineffective to all types of damage or have a flat 30% damage reduction; Also losing coin-toss-based clashes if very unskillful of you, so we made sure that your character is one-shot for losing the coin toss hey maybe we do a total party kill just to add "challenge" but don't worry you can reset the fight with that 2000 enemy hp fully filled; Oh yeah and you better like these fights because to add the new content you need to do each of them 5 times.
Project Moon, please stop desinging the game for the 0.0001% of the playerbase OH WAIT I mean to say the 0.001% of the playerbase, I forgot to update the number after the last batch of players quit the game. You proved very consistent with your choice, after season 2 ends I'm out. I bought the pass for season 2 so I'm playing it but no more.
Funny that they shot down the reset turn 1 for a better hand strategy to quickly deal with the fight and implemented reset turn 2 meta for better combo/rolls because the longer the fights goes the more likely you will screw up the coin toss once and completely lose from there. Zero care for user experience.

[Mirror Dungeon Hard Update]
The last update showed their true colors and the direction they want to take the game and lost all respect. They sorta did something like that during railway 1 but honestly everyone commits their mistakes when trying something new, this is their third strike and honestly it seems they took the wrong lesson from the previous 2 times. Goodbye Project Moon, you were good, awesome really. Play Lobotomy Corporation and Library of Ruina and just accept that it ended for good there.

The short version
> Became a huge TIME investment. To simply try something new it will cost you 15 real-life days;
> For a gacha (you randomly earn playable characters) they will ask for very specific teams compositions and playstyles. There is NOTHING you can do if you don't have them;
> Due to the last argument, it ceased to be endless fun of experimentations and became REPETITIVE;
> Kinda takes a piece of your daily routine with daily and weekly activities. Not ununsual but NOT NICE overall;
> NO regional pricing in in-app purchases, 10 dollars battle pass is fine if you are north american or european but expensive if you're not. But hey it used to be reasonable given the endless fun you used to get, now it is not worth for anyone really;
> Game catered towards only those who have it all. New player? Wants the enjoy the cool story of the game? Honestly just watch some youtube video from now own (just like I will).
> Even when you have it all it is still luck based. Before your attacks would most of the time have a good chance to win over the trash-enemies, only bosses really put a challenge but at that point you were ready and can chose the order of attacks. Now the even trash enemies basic attacks is a 50/50 against your strongest attack. When you can't choose your characters (due to gacha), can't choose the order of attacks because game design, and all good attacks are a gamble and bad attacks are instant-loss.
> Have me solve an integral, comprehend a metaphor, explain geopolitcs, calculate coin-toss probabilities with possible draws, build a plan with all tools available, all of this is difficult. What the game is now is mere gambling for winning.

Final words
>>>> Inexpressive, luck-based, repetitive, expensive, time hogging, indifferent to the large playerbase. And they achieved all that with a single update. That is a game dev achievement right there.

The Long and numerical addition to what was said above

Things to know in advance to not play this game.
> Their idea of challenge is resource intensive: before you didn't need to level your characters to partake on the rogue-like dungeon, they were max leveled for you which let you build any team on the fly by just having the character. Now you must level your own and how much it costs?
=> 52 of each golden and silver exp tickets for each character and you get 4 of each in the exp mission;
=> each exp mission costs 2 modules, so you will need 26 modules;
=> you can assemble a module manually by converting energy, 20 energy per module and the max energy is capped so for maximum efficiency (which didn't mattered before) you need to log in regularly withing the same day. 20 energy is 2 REAL-LIFE HOURS.
=> do the math and you have 52 REAL-LIFE HOURS to max a character;
=> you need 7 characters to even attempt the big dungeon in all fairness, so 364 HOURS to build a single team, I've played every day since launch and I barely had enough for a team.

> Okay I leveled my strongest team, I used them in the story and the old dungeons so I know they are good. Too bad, the new dungeon is complete bullsh*t in comparison. I'm a bachelors in math so lets math!
=> Clashes that I used to have 66% chance to win (due to "infinite draws" events you had an edge) became 20% chances to win.
=> Clashes that I used to have 50% chance (either the enemy goofed or nor) became perfect 0% chances. Actually saying that is incorrect, perfect 0% chance events can occur in probabilities (it just measurements being quirky) the correct statement would me impossible
=> Clashes that I used to have 95% chance to win (either I just consecutively screw myself by sheer lack of luck or I win) became 50% chance.
=> The idea of balance comes in the use of supers which require specific resources to use, which requires four times as much normal attacks of those resources to be used. Supers have about 95% chance to win now, but you see the problem now don't you. Only a few characters have decent (50% chance) attacks and now you have to get their colors to sync up to power your supers. SPECIFIC REPETITIVE STRATEGIES THAT STILL LUCK-BASED. Supposedly once you get the SP high you'd be rolling, but for that you need to win clashes in the first place, now it is necessary to have it high to achieve those mediocre odds try imagining without it now.
=> So yeah, you have the stuff and likes being extremely repetitive? Good for you. But in my opinion this isn't a game anymore. Holy, stuAlgebra and Infinite Probabilities became more interesting to do now.

> No regional pricings. For my international friends I like to calculate money in "Elden Rings" (Which has regional prices) so here is the deal: a single battle pass is (1/5) of an Elden Ring, that is quite a lot, but it was worth if you wanted to have most the toys (characters) and specially have all you cared about. Paying (3/5) of an Elden Ring a year now is insulting.
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