
Rusted Moss is a twin-stick shooter metroidvania where you sling around the map with your grapple, blasting your way through witches and rusted machine monstrosities alike. This wasteland once harboring mankind has since fallen, and Fae long forgotten now knock on humanity's door...
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese, Spanish - Latin America, Portuguese - Brazil, Traditional Chinese
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I really like it. But man, Its raining bullets during boss fights, too little space, no way to block/parry, while you can grapple, good luck with bounce/elasticity that would kick your ass rather than help you. But that's really not the problem, fast recovery of boss attack pattern is all welcome, but dude, you can die in 2 or 3 hits, without any reliable healing, and items that increases health is mythical. Sure you'll learn the pattern, but you have to die ton of times and each attempt is like starting from scratch since you're screwed if the bullets somehow cornered you. I don't know about you dude but even the so called 'best' hollow knight gives players 5 mask on start of game if you get what I mean :)
This game is one of the only two games i have 100% achievements on. It has some fun challenges but is not too difficult.
为了一叠吊绳和枪的醋包了一盘饺子,但饺子甚至有臭的。 吊绳的机制独特,手感也不错,枪不仅酷还有后坐力的机制,好好学习确实能做到高速而爽快的移动,然而关卡机制、地图、数值等的设计实在是菜。 每张图基本上都拥有独特的机制,它们彼此都能与能力配合,有的设计上还不错,比如恢复吊绳使用的块,但主线最后一张图完全是制作组想一出是一出的产物,摒弃了吊绳枪支移动的高速特点,制作了一张移动慢吞吞+难以转向的失重图,于是玩家就要先“忘记”一路走下来学到的技巧,被迫只为了这最后一张图学点别的,而且最终主线boss甚至用不上这个失重机制。 明晃晃的单向门到处都是,而由于吊绳枪支的高上限,玩家通常能飞到这些单向门在的地方,然后被撵回去一本道走到黑。探索已经这么没有悬念了,饰品和升级的加成又都算不上大方,大多数饰品也看不出什么作用,前期捡到的那几个好的,到了结局还是这几个;而敌人的数值增长要高于玩家收集,甚至后期摔伤扣血也会增加,越往后打越憋屈。 以及虽说是以精确平台为核心,但打不着的小怪是要放的,能看到整张图的望远镜是没有的,甚至到了限时挑战也不允许玩家提前看到整张图的样子,即使设定集里说了这游戏一开始就是一个鬼点子,没考虑做成大东西,但既然都走到这一步了,该有的还是都得有吧。 btw,我是真喜欢你们组的美术音乐,看样子新作也是银河城,但愿关卡表现别这么菜(
коротенькая метроидвания momodora-like которая на деле интереснее чем кажется, что геймплейно что сюжетно
This game has the most difficult challenge I've ever seen implemented into a game. If you enjoy a good challenge, Rusted Moss is a must-play. The movement and combat are very, very clean once you're familiar with it. The story is also an easy 9/10, some aspects being 10/10. Overall, on my harshest scale, rusted moss is easily at least a 7/10.
After 100%-ing this game I can say it was super fun to play! The grappling hook was satisfying to use and I loved the (optional) extra climb challenges. It did feel a bit slow at the start of the game BUT it really clicked once I unlocked the rocket launcher, which was then incredibly fun to fly across rooms in a second with the right gun shot timing. I'm now planning on attempting the speedrun challenges. NOTE: Although it shows I played on Steamdeck, I used a keyboard and mouse to play.
[h3]Almost One of my Best Metroidvania[/h3] Let me say this upfront, I love and hate this game but above all know this is a special game that will be a core experience or identity. What makes this game unique is its physics-based grappling hook that just feels so good to control and understand but just as frustrating to use within platforming and combat. This game fundamentally demands a level of precision and execution that I seek, yet the same mechanics feels so imprecise to handle that contradict the whole experience where failure or success almost hinges on randomness or the stars aligning. After reaching the highest point in the DLC and engraving my name on the leaderboards, I felt no desire to replay this game which speaks so much despite how satisfying it is to reach the summit. While this piece will be full of praise, condemnation and contradiction, this is a true hidden gem that deserves significantly more attention. Talking about the game without the DLC updates first, it is fundamentally a good metroidvania with precise platforming and somewhat decent ranged combat. The objective is to collect 6 items across the map that is quite dense and interconnected which I am quite impressed with. Each area has its own aesthetic, gimmicks and hazards that make the areas somewhat memorable or annoying depending on the mood. I will never forget that one chaser enemy in a late game area that still gives me goosebumps thinking about it even though it is relatively simple. The checkpoint system is quite good fix as well and the inclusion of the full heal spots as a platforming checkpoint rather than a save point. I did appreciate a certain area where that was only one save point and no other heal spots that made every aspect of the design just clicked to create one of the most tense areas to explore. As for progression, exploration rewards health, magic, trinkets slots (charm/badge system) and even weapons so I have no issues on that front. Some credit to the lore rewards where the characters actually discuss the content even thought it is not the most engaging so to say. Another credit is how low the rewards are considering enemies respawn on save which both disincentivize farming (except for the late game) and encourages exploration rewards as the main form which can only be spent for more trinket and global weapon upgrades. Overall, this is one of the best metroidvania's I played in terms of its exploration. While having mainly ranged combat is a novelty, it as I said quite decent on its own. With 6 choices, I do like how each gun has a certain unique function to them such as lingering projectiles but above all an integral part of platforming such as bunny hopping or weapon boosted jumps. One of my favorites is a weapon with a cooldown timer so it encourages weapon swapping to increase damage output that is also needed for harder platforming challenges. Some of the weapons cost magic instead to balance their power and the only secondary use of magic aside from healing is for the unlockable throwable projectile. Healing is similar to another platformer where the player spends magic and has to stand in place to get healed that is interruptable by enemies which I don't mind. How magic interacts with weapons is that magic is generated per hit so multi hitting weapons are builders while the single hitters are spenders which forces me to adapt as I prefer single hit and charged weapons. Above all, shooting feels good from its animation, hitstop and aiming that just works. The physics-based bungie grappling hook introduces such a high skill ceiling and floor as well as having the confidence to not have a typical double jump. In fact, I do love platformers without it as it tells me the designer has confidence in their mechanics and my faith was not misplaced because navigation is such a joy in this game. The mid-game grapple upgrade is a game changer and that feeling of sequence breaking by understanding the toolkit is so satisfying. I feel the platforming challenges are designed well enough to push the player to learn the systems and using them fluidly is its own reward. As an example, learning which weapons can alter your trajectory midair can also increase horizontal momentum that is critical for some bosses. Surprisingly, I was able to finish this game without unlocking the other platforming weapon that felt impressive and equally annoying but it is a testament of the game's design. [url=backloggd.com/u/fnplayer1123/review/4821825/]See the rest of the piece here[/url]
A pretty simple and charming metroidvania. The movement in this game is addicting and easily the best part about it.
A great Metroidvania with a funny grappling hook you can use to zip around espically after you figure out the tricks Protip you can rocket jump works best if you do it while crouching.
海腹川背は一切プレイできなかったがこれはどうかなと買ってみたら操作が煩雑な海腹川背だった。ゴムヒモが全く操作できずチュートリアルの序盤でプレイ断念。このゲームの特殊な操作形態になじめず、どうしてもジャンプボタンでリリースしようとしてしまう。キーボードが良いと聞いたがフルキーのあっちこっちに使用ボタンが散らばり、またキーの説明もないため、ちんぷんかんぷんから一切脱出できなかった。 そんな有様だから「うまいこといった時も全部運が良かっただけ」なんだよな。これではバクチやスマホゲーのガチャと同じで運勢だけの勝負ではないか。わしはガチャゲームはやらんのだ。 このゴムヒモをコントロールできる人はわしのかたきを討ってくれ。タノム。
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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