Moon Hunters Feedback, Clouded

We took all of the comments from the Moon Hunters Square Enix Collective project page and made a word cloud with them, to find out what people most cared about, for better or for worse. Some of it was semi-obvious — graphics and art, for example… but some might surprise you!


We excluded the words “game” and “really”, but everything else is there! We’re really happy with the reaction so far.

I think it’s clear that the aesthetic we’ve chosen resonates with some people but puts others off. And that’s okay! We’re not interested in making a middling game for everyone — we’re interested in making a best-game-ever for one slice of gamers. So we’ll just have to accept that our taste is different from others’.. as long as SOME people out there love what we’re doing, that’s ideal. Pixel art isn’t for everyone, but neither is poutine.

We’re still collecting all feedback, suggestions, and ideas, so do leave comments anywhere and everywhere and we’ll be sure to consider them seriously. And if you haven’t signed up for the Moon Hunters newsletter yet, make sure to do so soon, or you might miss hearing the first bit of a song being composed for the game…

Exploring the Planet, v2.0

We made some improvements to the exploration feedback recently and we thought we’d share them with you!

Exploration is the core of Shattered Planet. Yes, there’s combat, and yes there’s silly choices to make and crazy items to use, but to us, the important thing is that no matter what you’re on the hunt for, everything is fun to find. So we prioritised improving the way you explore, and a few small, relatively simple changes made a big difference.

First, you might have noticed that in previously posted screenshots and gifs, the “fog of war” had a harsh black edge. We took that out, and made the nearest tile half-transparent, so you can see what might be around the corner. If you’re really observant, you might also notice that the fog clears away from you, which feels much better than the old shrink-fade.

Then, we added instant feedback to the pathfinding, via a line pointing to your destination, following the path that the hero will follow. Sometimes this means you can tell when your hero is trying to go somewhere dumb, or makes bad decisions, but overall it gives you a better sense of where you’re going, and gives you a chance to change your mind.