Main game
3.45 average rating based on 20 ratings
#ABCDEFGHIJKLMNOPQRSTUVWXYZ
V Game Completed
Moonrider is a really tough game to evaluate, because it really feels like a game that could have been truly great with only a tiny amount of refinement. It never really shows its true potential until the last stage, but getting there feels like a slog.
The fundamentals here are really sound - it borrows heavily from the 16-bit Mega Man X games, but also Chakan: The Forever Man on the Genesis. In fact, the rolling jump and jumping off walls feel almost identical to how they do in Chakan. There's also a "chip" system pretty much identical to the one in X5 and X6, where you can equip two chips at once to modify your abilities; extra damage tolerance, larger sword-swipes, health regen, etc. You also inherit boss weapons after defeating them, in true Mega Man fashion, which can then be used with a limited energy meter.
The twist with this game, though, is that instead of killing the 8 Robot Masters or Mavericks, you play as one of them, so you actually start with your own boss weapon, which is kinda neat. The …
#ABCDEFGHIJKLMNOPQRSTUVWXYZ
V Game Completed
Moonrider is a really tough game to evaluate, because it really feels like a game that could have been truly great with only a tiny amount of refinement. It never really shows its true potential until the last stage, but getting there feels like a slog.
The fundamentals here are really sound - it borrows heavily from the 16-bit Mega Man X games, but also Chakan: The Forever Man on the Genesis. In fact, the rolling jump and jumping off walls feel almost identical to how they do in Chakan. There's also a "chip" system pretty much identical to the one in X5 and X6, where you can equip two chips at once to modify your abilities; extra damage tolerance, larger sword-swipes, health regen, etc. You also inherit boss weapons after defeating them, in true Mega Man fashion, which can then be used with a limited energy meter.
The twist with this game, though, is that instead of killing the 8 Robot Masters or Mavericks, you play as one of them, so you actually start with your own boss weapon, which is kinda neat. The story of this game is interesting, but it's not given enough room to breathe... It's ostensibly about the Moonrider becoming self-aware and rebelling against the authoritarian government that created him, which in turn creates an opening for struggling rebel forces to slide in and start a revolution.
Some of the scenes are genuinely quite compelling... They just come and go way too soon, and without much build-up. Had the devs put more effort into making the levels more clearly thematically linked to the story, with set piece moments that show how the world changes as you fight back against your creators, I think the story could have actually been a remarkably strong one that suits the genre with a little extra care.
The same kinda goes for the gameplay as a whole. There's a lot of stuff here that feels like it needed an adjustment. For example - the Hydro Shuriken weapon rips everything in this game a new asshole. It's the Metal Blade from Mega Man 2, but it also gives you a shield that does contact damage. Every other weapon is super situational, and extremely weak. There's a boss weakness system, but the Hydro Shuriken does SO MUCH DAMAGE you might think every boss, including the final boss is weak to it. There's almost never a reason to not use it.
The same general problem extends to other elements of the gameplay. You will frequently be stuck with enemies guarding ledges or platforms difficult to land on because the timing cycles these objects operate on get all out of sync. The "chip" system is interesting, but they run the gamut from unlocking a palette swap menu to literally cutting damage in half. These are not permanent upgrades; you choose your load out at the start of a stage and you cannot change it. Your double jump is gated behind one of these chips, so if you roll into a level with reduced damage and improving slash distance, and you encounter a difficult jump... Well, you can get fucked. 🤷 It all feels very hastily assembled, without a lot of though about how these systems meaningfully interact with the game. The controls also feel weirdly sticky; if you are familiar with Genesis action games, you will know exactly what I mean. The game's made in Brazil, so I have to imagine the Genesis influence is completely organic.
The music is one weak spot. It's generally up-tempo and bouncy, but it mostly feels like really basic, monotonous vapourwave. The final stage is the exception - that track is outstanding.
Overall, Moonrider is an above-average Mega Man clone, and if you really loved playing Zero in the PS1 MMX games - or you're one of the 5 people on Earth that remember Chakan: The Forever Man - you will find a lot to enjoy here. But compared to something like Gravity Circuit, which came out the same year, it just feels a step behind. Worth a play for fans of the genre, but not anything I fell in love with.
I have a few gripes with it (one boring boss fight and a couple of annoying platformer sections), but it's a mostly throwback action platformer. It does make me appreciate Cyber Shadow more from a couple of years ago as that is the much better game.
This title is a 2D action-platformer developed by JoyMasher, the studio behind Blazing Chrome, I'll forever recommend this company, it has amazing titles, not to mention it is from my homeland. It’s a deliberate throwback to the 16-bit era, evoking classics like Mega Man X, Strider, and Shinobi. The MC is a cybernetic ninja who turns against its creators and fights through a series of themed stages filled with enemies, traps, and bosses. The game’s presentation nails its retro inspirations, with sharp pixel art, fluid animations, and an energetic synth soundtrack that perfectly captures the mood of a dystopian, futuristic rebellion.
Gameplay is tight and responsive, emphasizing precise movement, well-timed attacks, and pattern recognition. Each boss you defeat grants new abilities, while collectible “modifier chips” let you tweak your playstyle, adding a touch of modern customization. Though don't expect a high level of depth, it is just enough to make this interesting and engaging beyond mindlessly going forward, but it is nice to have, it is a nice and needed addition to the simplistic formula of these kinds of games. The difficulty curve is fair, challenging but rarely frustrating, offering just enough resistance to keep you engaged without slipping into …
This title is a 2D action-platformer developed by JoyMasher, the studio behind Blazing Chrome, I'll forever recommend this company, it has amazing titles, not to mention it is from my homeland. It’s a deliberate throwback to the 16-bit era, evoking classics like Mega Man X, Strider, and Shinobi. The MC is a cybernetic ninja who turns against its creators and fights through a series of themed stages filled with enemies, traps, and bosses. The game’s presentation nails its retro inspirations, with sharp pixel art, fluid animations, and an energetic synth soundtrack that perfectly captures the mood of a dystopian, futuristic rebellion.
Gameplay is tight and responsive, emphasizing precise movement, well-timed attacks, and pattern recognition. Each boss you defeat grants new abilities, while collectible “modifier chips” let you tweak your playstyle, adding a touch of modern customization. Though don't expect a high level of depth, it is just enough to make this interesting and engaging beyond mindlessly going forward, but it is nice to have, it is a nice and needed addition to the simplistic formula of these kinds of games. The difficulty curve is fair, challenging but rarely frustrating, offering just enough resistance to keep you engaged without slipping into unfair territory.
The main downside is the game’s short duration, with only a handful of stages, most people can finish it in a few hours, and there isn’t much incentive to replay beyond experimenting with upgrades or chasing higher ranks. While its mechanics are solid, this game doesn’t do much to innovate beyond its influences, which makes it feel more like a tribute than a reinvention, and this is not necessarily a bad thing if the execution is high quality, which is the case for this title. Still, for fans of retro action games, it’s a stylish, fast-paced, and satisfying experience that delivers exactly what it promises.
I'm kind surprised this game doesn't get talked about more often, it's really hekkin cool. It reminds me A LOT of both PS1 era Mega Man X and Chakan: The Forever Man on Genesis. It has a CRT filter on by default, and it honestly looks fantastic; one of the best CRT filters I've ever seen.
I distinctly remember a time in like the 2010s where I was desperate for a new Mega Man-like, but nothing was quite cutting the mustard. But between this and Gravity Circuit? Damn, we eatin' good lately.
If you've never heard of this game and you like Gen 5/6 action platformers, I think you'll love this one to pieces. It's cheap too, I got a physical copy from Pix-N-Love Games for like $20.