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Tobari And The Night Of The Curious Moon Steam Keygen Free Download

Updated: Mar 24, 2020





















































About This Game ☆What kinda game is this?It's a platformer about magic and whacking things!What does that mean?It means you go around whacking enemies with your staff to get their magic!But ultimately, all you need to do is make it to the goal!1) Life - These hearts are Tobari's health. Her guts! Snacking on her favorite foods might give her more♪2) Tobaris - The number of chances Tobari has left. Falling in a pit or losing all your health will use one up. If you run out, it's Game Over for you!3) Coins - Your money. Used to buy goods at the shop. There's loads of it to be found! Makes the world go 'round!4) Magic - The spells Tobari has on her. She can hold two at a time. Be smart about switching between the slots! The pause menu also has a brief description of your current spell.Default Keys(Going to Key Config is recommended before you start playing.)Arrow Keys/Direction Pad - Moves Tobari around or makes her duck. Up and Down let her climb ladders. She'll dash around everywhere - no need to hold any buttons♪Z/PADButton0 - Uses your current spell! (Serves as the confirmation key on menus.) When you don't have any magic, you can give things a whack with your Keystaff. If the enemy you whack possesses some magic, you'll get their Magic Medal!X/PADButton1 - Makes Tobari jump. (Serves as the cancel key on menus.) You can jump a little higher by holding it longer. Give it a tap, and it'll just be a little hop.C/PADButton3 - Hold this while moving, and Tobari will walk instead of run. Handy for precise movements. It could have its uses!V/PADbutton4 - Poofs away your current magic, leaving it behind in medal form. Go ahead and discard any magic you don't need. It'll disappear soon enough, so it won't get in your way!B/PADButton5 - Switches between your two spells. Make smart use of the two slots! Be careful, as you can't switch spells in the middle of using one!SPACE/PADButton6 - Opens the menu. If you're in gameplay, you have the option of returning to Stage Select. If you're on Stage Select, you can return to the title screen. Take short breaks if you must!Other KeysAlt+Enter - Switch between fullscreen and windowed modes.Escape- Another button that can be used to open the menu. 6d5b4406ea Title: Tobari and the Night of the Curious MoonGenre: Adventure, IndieDeveloper:desunoyaPublisher:Sekai ProjectRelease Date: 11 Aug, 2012 Tobari And The Night Of The Curious Moon Steam Keygen Free Download tobari and the night of the curious moon download. tobari and the night of the curious moon I love this game so much! Its like Mario with a few elements from Kirby (such as killing enemys and taking there powers.) It is a chalange because of how man secrets there are. The controls are a little hard to get use to but you can change them to better sute the player.. Very fun and fast paced. Some bosses are challenging but not so hard that you have to give up (so far...)I loved the mario games when I was a kid, so I was pretty excited when I bought this game. Controls are smooth, ui is clean and things do what you expect them to do. Music is good too. I look forward to playing again :>. Don't misunderstand me, i like this game. But I won't recommend it. The aerial control is too good, at a point where you jump just beside a moving enemy, which by the way hurt you. The inertia is too difficult to control.The 3 first worlds can be done without too much problems (exept the "kill the boss without getting hit" achievment) but the world 4 is impossible to finish the F****** Ice world, you'll loose all your lives because you slip on an iced block and touch an enemy or fall in a pit. Don't bother to jump, you'll slip anyway when you'll touch the floor. The boss is impossible to kill, the only powers you can have during the battle are short-range spells but when you're near the boss, it throw some big balls and you're too close to evade it. .Maybe i'm just doing it wrong or I'm really bad at it but I will place this game as "Too hard for casual gaming" because of the world 4. Maybe if we could save the spells we get in one stage to another stage I could get past the last stage of world 4 and will maybe change my review.. Just to preface, I got this specifically looking for a doujin game. So my standards on controls and such weren't too high.Unfortunately, even though it seems like the game eventually gets a lot of interesting levels, it feels fundamentally unsatisfying to control.Like, you have great aerial control: the second you input a direction in midar, it affects your aerial momentum. Great, right? But your basic attack halts your midair momentum. This keeps you from pulling off really cool, fast precision maneuvers and makes the game feel weirdly sluggish. A scenario that comes up a lot are aerial enemies that fly toward you above gaps in platforms. If you went to jump between platforms and attack the enemy midway, you'd stop arcing forward and sink down the gap in the middle. If you wanted to kill it with a headstomp? Same result; it kills your momentum and doesn't bounce you up. Having the safest move be to wait is... not as fun. Most projectile spells also halt your ground movement (but for some reason, not your aerial momentum). This is especially annoying for continuous shot spells. I don't know why the game couldn't exchange fire rate or range for free/slowed movement.There are a lot of small decisions that slow down the game. You can't jump immediately when you hit the ground; there's landing lag, sort of like a fighting game, but with no animation to signify. You can also move forward. Just not jump. Why? For short "gotcha" moments, of course! You also don't get much jump height when you land on enemies, so no fancy aerial hop-to-hop stuff. It feels like every offensive option in this game totally halts your momentum. It sucks to have such free movement but combat mechanics that make you ground your feet. It's almost contradictory. The levels and enemies are designed around this, but without any satisfying weight/impact to attacks or character movement, and where there's so much space to maneuver around in (you're not COMMITTED to fighting an enemy once you get within range), it's a big "WHY?" to me. Your character's fast and floaty, but the game doesn't want you to play her that way.The distribution of spells in levels and shops is really questionable, too. I can understand the concept of "you've gotta try to keep good spells and be grateful for conditionally worse ones you get later in the level!" But when you don't have the one spell that interacts specifically with a level's design, I didn't feel it pushed my creativity or created a fun challenge; it just slowed the game down. Same for lock-and-key environmental roadblocks. Your reward for properly guessing which spells to keep is to play the game less (a shortcut) and to collect more of the so-common-it's-worthless currency (which you exchange for a palette of sub-optimal spells for the level, lives [death doesn't matter much] and health [there's plenty outside of shops]).There are also some random "gotcha!" massacore ROMhack-y moments. They're funny, they aren't too frustrating, but again, they slow the game down!And the dialogue exchanges are nothing to write home about, either. Translated like an early Touhou game: no flow and too stubborn to even rearrange the word/sentence order to make jokes work properly. There's seemingly not much writing, so I'd appreciate some more spit and polish. You'd get an honest effort from, say, Fruitbat Factory, but certainly never Sekai Project, who couldn't give two ♥♥♥♥s.P.S. This is a silly thing, but in menus, jump is cancel and attack is select. Who does that?. I wanna give this game a neutral rating (rather than positive or negative) but as of the time of writing this review, it's forcing me to give an up\/down recommendation.Anyhow, TL;DR: this game would be a lot more fun if it weren't for its overdone horizontal momentum effects.EDIT: I've gotten to what I think is the last world of the game (world 6) and 6-1 has other forms of punishing difficulty. I enjoyed the earlier levels, thanks to their whimsical atmosphere, but the game doesn't feel fun anymore.Basically, this is a platformer wherein every level you get to take powerups from enemies based on the abilities they use, and use them to your advantage. This includes attack abilities (e.g. a fireball), movement abilities (e.g. jump higher and fall slowly), and accessory abilities (e.g. a light, for dark places). You can have up to two of these powerups with one active at any time.This is a really neat idea, honestly. Trying out the different abilities, and playing through the levels using them, is actually a lot of fun. Or it would be......if not for the fact that its implementation leaves something to be desired:Horizontal momentum effects make the movement feel less responsive than I'd like it to be. This goes doubly so in the ice area, of course, but even outside it, I don't feel I have a very precise control of Tobari's positioning. (I wanna call the movement "floaty", but honestly, the jump being floaty is not the problem, it's the horizontal momentum.)The difficulty isn't entertaining; it's just frustrating and tedious. With just 3 hit points, the player is afforded only two mistakes before being forced to repeat a level or section thereof, and these aren't just quick one-screen affairs of the sort that you might find in Meat Boy or other games reputed for their difficulty. These can be complex things that take a whole minute or two to get through. In some levels you can expand your HP pool to 6, but this gets reset when the level is over.Actually, you lose all the magic medals you picked up, at the end of every stage. They just get turned into a miniature slot-machine-like prize pool, where you can get one-ups or extra coins for example, but that's not as useful. This by itself wouldn't be a problem, except...Not having the right spell can mean a turning a mildly annoying situation into an extremely frustrating one. The boss of stage 4-7 is an example: You can steal a few abilities from her, but none of them are particularly useful, with the best one being throwing rocks in a parabolic path starting at a horizontal speed that varies with your own momentum, and needless to say it's rather awkward to use. One of the best abilities to use against her is the ground-hugging spark, but that requires getting it in the beginning of the level and then not dying in either the tedious second section of the level or the hectic autoscroller third section (both of which have instant death pits) -- both of which have checkpoints before them, as does the boss. If you happen to take any of those checkpoints, this means you might start off with far worse abilities, or even none at all, going into the bossfight. So ironically you might be better off NOT using the checkpoints.This one stage was horribly annoying, but other stages also have similar annoyances, albeit to lesser degrees.Aside from these criticisms, I have no others. The game runs smoothly without bugs, the controls are decent and reconfigurable, the music is generally pleasant (though not necessarily particularly memorable), the graphics are clear, and the script\/story makes sense and uses proper grammar, and so on.If the gameplay weren't so frustrating, I would love to explore the stages for the alternate exits. But it's just that after playing it I feel burnt out on the gameplay, particularly the movement. If the movement weren't as annoying, trying out the spells and playing with them would be so much more fun.(Disclosure: I bought this game discounted on Steam.). I wanna give this game a neutral rating (rather than positive or negative) but as of the time of writing this review, it's forcing me to give an up/down recommendation.Anyhow, TL;DR: this game would be a lot more fun if it weren't for its overdone horizontal momentum effects.EDIT: I've gotten to what I think is the last world of the game (world 6) and 6-1 has other forms of punishing difficulty. I enjoyed the earlier levels, thanks to their whimsical atmosphere, but the game doesn't feel fun anymore.Basically, this is a platformer wherein every level you get to take powerups from enemies based on the abilities they use, and use them to your advantage. This includes attack abilities (e.g. a fireball), movement abilities (e.g. jump higher and fall slowly), and accessory abilities (e.g. a light, for dark places). You can have up to two of these powerups with one active at any time.This is a really neat idea, honestly. Trying out the different abilities, and playing through the levels using them, is actually a lot of fun. Or it would be......if not for the fact that its implementation leaves something to be desired:Horizontal momentum effects make the movement feel less responsive than I'd like it to be. This goes doubly so in the ice area, of course, but even outside it, I don't feel I have a very precise control of Tobari's positioning. (I wanna call the movement "floaty", but honestly, the jump being floaty is not the problem, it's the horizontal momentum.)The difficulty isn't entertaining; it's just frustrating and tedious. With just 3 hit points, the player is afforded only two mistakes before being forced to repeat a level or section thereof, and these aren't just quick one-screen affairs of the sort that you might find in Meat Boy or other games reputed for their difficulty. These can be complex things that take a whole minute or two to get through. In some levels you can expand your HP pool to 6, but this gets reset when the level is over.Actually, you lose all the magic medals you picked up, at the end of every stage. They just get turned into a miniature slot-machine-like prize pool, where you can get one-ups or extra coins for example, but that's not as useful. This by itself wouldn't be a problem, except...Not having the right spell can mean a turning a mildly annoying situation into an extremely frustrating one. The boss of stage 4-7 is an example: You can steal a few abilities from her, but none of them are particularly useful, with the best one being throwing rocks in a parabolic path starting at a horizontal speed that varies with your own momentum, and needless to say it's rather awkward to use. One of the best abilities to use against her is the ground-hugging spark, but that requires getting it in the beginning of the level and then not dying in either the tedious second section of the level or the hectic autoscroller third section (both of which have instant death pits) -- both of which have checkpoints before them, as does the boss. If you happen to take any of those checkpoints, this means you might start off with far worse abilities, or even none at all, going into the bossfight. So ironically you might be better off NOT using the checkpoints.This one stage was horribly annoying, but other stages also have similar annoyances, albeit to lesser degrees.Aside from these criticisms, I have no others. The game runs smoothly without bugs, the controls are decent and reconfigurable, the music is generally pleasant (though not necessarily particularly memorable), the graphics are clear, and the script/story makes sense and uses proper grammar, and so on.If the gameplay weren't so frustrating, I would love to explore the stages for the alternate exits. But it's just that after playing it I feel burnt out on the gameplay, particularly the movement. If the movement weren't as annoying, trying out the spells and playing with them would be so much more fun.(Disclosure: I bought this game discounted on Steam.). Wonderful platformer that is Kirby inspired (stealing enemy powers). It's so awesome to see a Japanese developer bring us a native Linux port!. Full review at: https://thegamehoard.com/2019/04/26/tobari-and-the-night-of-the-curious-moon-pc/There was a lot of potential for Tobari and the Night of the Curious Moon to be a cute game that used its level-specific power challenges to gradually go from good fun to engaging challenges, but a lot of the design is undercut by the simple failure of the jumping momentum. It’s a game that can still be played through and enjoyed well enough, but the awkward nature of the slippery movement will lead to mistakes and restarts in a game that really wants to push you to remain extremely accurate in your movements. Having the powers be both important for battle and for level navigation makes them a good fit for adding variety to the play, but even this is let down a little by stages that don’t communicate what is needed well or provide powers in missable ways. Many of the problems can be pushed through with persistence to get to a decent and challenging experience, but a bit more time spent figuring out how to make the momentum mechanics and level design gel better would allow the ideas to blossom into something more enjoyable.. She'd kick Mario's♥♥♥♥♥. stage puzzles, powerups, character handlingit has the annoyances of the platforming back then which makes it fun

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