Review: Rusty Moss – Hardcore Gamer

Sub Levels


Metroidvanias have shined brightly over the last decade, but most of the work has focused on slicing and dicing without much filming, and the genre is notoriously inaccessible to players. is. rusty moss We aim to change that by offering a mix of Metroidvania exploration, Kaibara Kawase’s swing mechanics and twin-stick shooting, and a plethora of accessibility features so that every player can enjoy the experience from start to finish. increase. The key to a rewarding platformer is always satisfying action, and each piece of the formula works well here.

The core action is a twin-stick shooter using buttons to initiate shots. This is because it can be blasted or charged to deal great damage. It’s great that you can change the controls as much as you like. Because you can play as a twin-stick shooter, use triggers, or use bumpers for speed if you prefer. Started using RT and switched to RB for speed. This was a big help both in boss fights and in areas where enemies were small and blended into the background. Enemies usually have visual cues to indicate when to attack, changing color from black to orange, making it easier to time defenses. Tough sections with boss fights and swarming enemies. Being able to set the difficulty level as well as adjust the difficulty in real time is great and opens the door to making the game more accessible and enjoyable.

The rocking mechanics are very physics and momentum based, similar to the Kaibara Kawase series from the Super Nintendo onwards, but with a steeper learning curve. There, unlike something like his Bionic Commando, which had a predictable grapple, rusty moss It’s like organic strands that are in motion and a little unpredictable. The game offers extensive tutorials for all the scenario types you’ll need, from basic point A to B swings to A to B rest points and even combining them with another wall to turn the momentum around again. to the player.


It’s hard to learn, but rewarding, but it’s not a hindrance thanks to accessibility settings. This also makes boss fights easier as you can jump and jump over all platform and swing obstacles without penalties and stay airborne and keep shooting, but due to your distance from enemies Shots are less guaranteed to hit.. Melee is always best as you have the best chance of avoiding being hit. Charge his shots, on the other hand, can be much more risky because they have less time to dodge. I found it important to balance them. As such, hitting reliably during a long cooldown was the best way to use the charge attack, and a single shot with a chain worked well if you had the distance to work with.

Players can turn on invincibility at any time if the boss fight is overwhelmed. So if you keep dying on one boss, but enjoy the challenge of a platform he section full of regular enemies, you can save this feature for bosses. Or turn it on all the way through the game to play at its fastest. Aim assist is a useful feature, especially in boss fights when you can’t quite grasp the twin-stick aim. The only area I can think of to improve the accessibility settings is to use either rapid fire or auto fire as an option, but with aim assist you have to mash the button for normal fire Or just hold the button for a charged shot and it should work fine most of the time… even players with many accessibility aids.


The core platforming experience is generally great. The rocking mechanics may be either love or hate, but the normal jumping experience works well except for hanging from a ledge. That aspect is weird, and it’s easy to get caught on ledges when it’s weird. It still feels unstable, but hopefully it’s something that will be fixed in future updates.

visually, rusty moss The pixel art of the human characters is simplistic, but the backgrounds and boss monsters look much more robust. The art style is easy to see in any style and allows for smooth animations of swinging, shooting and enemy encounters. There’s a lot of beauty in moving footage that stills don’t, and while it’s impressive to see the game adopt a minimalist design in some respects, in other areas it’s a lot better. Emphasized by beauty.

rusty moss It has a solid sound design overall. The soundtrack has a spooky he-sci-fi feel that is very similar to the original Metroid. The song has a foreboding feel, which is amplified by a more intense track during boss fights. The sound effects used for the swing mechanic provide a satisfying boing and bounce that can give you a sense of whether or not your swing is working. Gunplay is satisfying, with the charged shots sounding shotgun-like and impactful, while the faster machine gun fire sounds more naive, but fires off with a quicker clip. The fake typing effect for is also memorable, and the text used for dialogue is large and easy to read, so it’s clear that a lot of thought has been put into everything about audio.


Closing comment:

Anyone wanting a new spin on Metroidvania should give it rusty moss One shot. The title itself is strange, but like ARES from over a decade ago, it successfully blends twin-stick shooters and subgenres. , which adds new wrinkles to the challenge. If that part doesn’t work out, you can switch it off and soar across the stage with ease. The emphasis on accessibility looks great and helps make the Metroidvania subgenre more relatable. rusty moss It plays great with smooth and responsive controls that are fully customizable, but the movement looks great and sounds ominous with a terrifying soundtrack and impactful gunshots.



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