represent where each stage you're playing in is taking place during the game. And that's pretty cool. And then eventually when you get to the castle towards the end, it switches to a different map altogether where you have kind of like a more traditional like Castlevania looking map. In some ways, it's similar to Castlevania four, which I feel like that's probably where most of their inspiration was coming from. Since, you know, this includes while you don't have the eight way whipping that you had in that game,…

take their slow time doing it. But Max was watching me play the game. And the stairs, I don't think those were introduced immediately. I think the chains and ropes are introduced sooner. So Max saw that and was like, "Hey, this isn't a Castlevania clone. This is a Castlevania, the adventure clone." And it's like, no, no, it's way better than that. Sorry. That kind of brings me to one of the key things that I would say distinguishes Rusty from Castlevania. So they are similar in a lot of ways from the premise to…
01:22:01 - 01:22:46
In Context
... It's like in high school when you figure if your school has stairs, how many stairs can I go up at once? I can lurch up three stairs and get up a little faster. Or you can solid snake run, crouch run up the stairs. It is faster. And some people are just going to be rusty and take their slow time doing it. But Max was watching me play the game. And the stairs, I don't think those were introduced immediately. I think the chains and ropes are introduced sooner. So Max saw that and was like, "Hey, this isn't a Castlevania clone. This is a Castlevania, the adventure clone." And it's like, no, no, it's way better than that. Sorry. That kind of brings me to one of the key things that I would say distinguishes Rusty from Castlevania. So they are similar in a lot of ways from the premise to how you attack to the fact that you generally cannot adjust your movement direction in mid-air. But the main thing that I would say makes Rusty feel like its own kind of thing, like in terms of its design or sense of player control, is Rusty's emphasis on momentum. Specifically, whether you are walking or running at any given time is a big deal in ...