"moon logic" "pixel hunt" problems

I enjoy the methodical exploration, but I’ve now run into a few pixel-hunt problems that were so irritating I went to youtube to get unstuck, and it’s really hurting my enjoyment of the game.

The biggest one was inside the Black Trench, where I never saw the “push to open” activation option on the first wood door on the left. I tried to knock it down, because it seemed destructable (because when you attack it, there is some debris), but it wouldn’t knock down… so I wandered around and got stuck. Had to go to youtube to realize it was just a regular openable door with another irritatingly small pixel target you have to stand on to get the open prompt.

If the designers at “Moon Studios” are intentionally trying to make “moon logic pixel games” to confuse players and get them stuck, this is not the game for me.

If not, there are two really simple things that would fix this:

  1. Make the activation targets on things 2x bigger. Or make a larger “info area” within which it tells you there is something activatable if you get a little closer to the “magic spot”. The spot for activation in this game is so irritatingly small that I lost count of the number of times I got stuck waddling back and forth for 30-90 seconds trying to get into the perfect spot to get something to activate.

I now have resorted to just perma spamming the activate button anytime I’m approaching something that might activate… which is not the most rewarding gameplay. It feels buggy.

  1. Make some common visual language that makes it clear what doors are openable from the front (potentially with a key) vs only openable from the back, vs destructable.

…and honestly, I don’t understand why this door inside Black Trench even needs to be a door at all… Unless they are intentionally trying to punk you with their ultra-small pixel target while the archer on the high ground is shooting at you… in which case… well… again, not the game for me.