Let me start by saying that I am not sure i'd recommand Lunacid. I have very mixed feelings about the game, and even though my overall experience leaned towards positive, it was constantly oscillating between two extremes.
At its best, Lunacid is a very good King's Field-inspired dungeon crawler, with impeccable visual style, ambiance, and level design. In those moments where all of its elements coalsced into a truly memorable experience, I loved playing Lunacid.
At its worst, the game feels like it's actively trying to discourage you from playing it and having fun. The incredible soundtrack is replaced by grating noises, the level design becomes labyrinthian and repetitive, and the overall game design starts to feel like it hates you.
Too many times I was compelled to quit the game because of these moments.
Why do entire levels take place in complete darkness, forcing you to fight blind or give up on your weapon entirely for a torch?
Why do some monsters jumpscare you for no reason?
Why are there multiple types of invisible ennemies throughout the game? I can't be the only one to think that invisible ennemies are the opposite of fun, right?
It's for these reasons that it's hard for me to recommand the game, especially if you're not comfortable with navigating levels in darkness. It feels like some of these elements were added simply to make the experience miserable.
And like, I'm not against making your player miserable. After all, I praised Silksong for doing the very same thing. Dark Souls uses the same kind of gimmicks, and has become one of the most successful video game franchise in the world.
But there is a right way and a wrong way to go about it, and too often Luacid antagonises its player with no great reason for doing so.
However, despite these issues I had with the game, I am still glad I played it, and I had some fun with it, so do with that what you will.