Rusted Moss

Rusted Moss

released on Apr 12, 2023

Rusted Moss

released on Apr 12, 2023

Traverse the perilous lands of a dying world in this bullet-hell inspired metroidvania! Strong enemies emerge from distant lands as the iron inventions of men succumb to the decay of rust and time. Use a trusty grappling hook and uncover new powers to battle monstrous machines, powerful witches, and explore a new emerging world.


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Indie devs, Instead adding grappling hooks into your games, consider a bungee cord instead!

Has the trapings of a lot of metroidvania of not knowing what to do at certain points, but other then that I really enjoyed everything about it.

comecei achando que seria mais um plataformer souless mas acabou se tornando uma das minhas melhores experiencias com jogos que tive nos ultimos tempo

Great but comes just short of being amazing!
Rusted Moss is a metroidvania with a very open map, set at the end of the age of man with a melancholic vibe and a focus on shooting and grappling hook platforming.

Doesn't have much in the way of upgrades, but does a lot with what it gives the player and is much more skill oriented than other games of its genre.

The ability gating in Rusted Moss often means that you could get somewhere if you just mastered the grappling hook, sequence breaking is intended and encouraged and despite this, getting actually lost is a rare occasion since whichever direction you choose to go in you are making some progress towards your final goal. Hook platforming is overall really fun! The physics need some getting used to, but it's obvious the team spent a lot of time fine tuning them to behave "realistically" and therefore predictably.

Gunplay is pretty nice once you get really into it (and unlock some guns), the bosses are where it really shines and your abilty to juggle shooting and grappling is put to the test.

The setting and lore are really interesting and unique, the story is actually kinda nice too and doesn't get too in the way.

Where it comes just short of being amazing is, in my opinion, in the lack of map markers (except for shops, teleporters and save points), there are no custom map markers either, meaning that if you want to mark something for later then you're just out of luck, this comes to the detriment of trying to 100%ing the game which is some of the most fun that comes with this kind of games.

I really recommend Rusted Moss to people that are looking for a metroidvania that features a map that is actually open, is heavy on platforming, and is more about the player learning to use and master what little they get rather than constantly earning new abilities throughout the way.

I think there's a lot to love here, but I don't think everything really comes together that well.

I love the bungee cord and the platforming it provides, but once you get it, that's kind of it. I would've loved some upgrades or more unique uses for the bungee cord, but you're kind of doing the same thing with it 2 hours in as you were 5 minutes into the game. Not that this is a bad approach, but I think for something like a Metroidvania, that drip-feed of evolution is important, and this game feels like it lacks that. You'll mostly be collecting trinkets which modify the gameplay in minor ways, and I was looking for some full upheavals. I appreciate the dedication to the genre, but I can't help but feel that a different approach to the cord's development and level design was needed to really suit it properly.

The different guns are a nice addition, but for the most part, they're completely missable and don't feel that fleshed out. They don't really do that much in conjunction with the bungee cord, which feels like kind of a wasted opportunity. Shotgun boosts and rocket jumps are always welcome additions, but the game isn't built around EVERY player having found them, so they feel like toppings on the cake rather than ingredients in the batter.

The combat is honestly one of the game's stronger suits, though, and I appreciate that the guns add some variety to how you approach each encounter. Wasn't a huge fan of the story and how the world is presented, but I think it's serviceable enough for what this genre is.

Overall, a pretty good game that starts to lose steam after a while.

Finally an indie metroid-vania that takes advantage of it's movement with interesting encounters and terrain.
The tether is very versatile and all upgrades all work towards giving you more freedom when using it.

The level design and bosses really makes you have to think about how the tether works and I feel like it was properly explored as a platforming mechanic which can be quite rare to see.

The map is truly open and doesn't give you an illusion of freedom like most metroid-vanias do.

Probably my tied game of the year of 2023. There's some slight jank, but it's exhilarating to cut loose through its world. The writing isn't a main selling point but I think the banter is charming, there's a clear amount of effort to portray the fae which is cool since gaming doesn't tend to feature em much as a direct focus

Aside from that the main meat is movement. All of it feels snappy and just how you'd expect. The grapple is used in enough ways that it never wears out its welcome with more ways to use it always becoming apparent.

Overall it's just a fun as hell game with very little buts about it (plus it's gonna get more content soon to the time of making so that's kinda cool)