Minishoot' Adventures - The Accessibility Debate
Start Date: June 21, 2026 End Date: June 27, 2026 Time to 100%: 20 hours Platform: Xbox Achievements: 34/34 Difficulty: 2/10
Explorer
On standard difficulty, Minishoot' Adventures is a game I can't even play, let alone beat. I am terrible at bullet hells; I always get too distracted by the pretty patterns and where my bullets are going to focus on where I put my character. While I would consider myself fine at twinstick shooters, the amount of bullets on screen even at the very beginning of Minishoot' Adventures was enough to make me sweat. If this game was made entirely in the standard of the old school metroidvanias that it's imitating, my options would be to simply git gud or give up. But mercifully, this game came out in 2024, which means it has the 2020s accessibility settings.
The game graciously allows you to tweak a variety of settings in order to adjust its playability. There's the standard difficulty settings: Explorer (Easy), Original (Normal), and Advanced (Hard). You can also adjust the game speed with a slider starting at 100% and going down. And you can tick boxes which allow your character infinite energy or even invincibility. While modern titles have definitely made strides in normalizing some accessibility adjustments, at the very least the difficulty settings, this level of customization I would still call generous. And it absolutely saved me.
I was initially excited to play Minishoot' Adventures for its metroidvania elements, and figured I was "good enough" at twin stick shooters to survive enemies' rain of bullets. But after dying 6 times to the first miniboss without putting a dent in it, I began to consider that this just wasn't the game for me. Luckily, all I had to do was flip the game over to Explorer Mode. The game was instantly a lot easier for me, and without feeling too hand-holdy either. Enemies still did the same amount of damage, but they went down quicker, and there were noticeably less bullets on screen. Just like that, I beat the miniboss with ease. It wasn't as if the entire game became a cakewalk though, as a few tougher encounters on the road to the final boss still gave me a run for my money. But it was an amount of challenge that was proporitonate-to and appropriate-for my skill level; exactly what a difficulty shift should be.
From there, I had a great time navigating through the game's various regions, exploring its dungeons, and knocking down baddies until reaching the final boss. The final boss gauntlet was a challenge, but still an appropriate test of combat, speed, and precision, leading to an epic battle against an enemy that looked like the evil version of me. It took about 3 tries to beat them, and then credits rolled. The end.
Racer
Of course, because this is a metroidvania at heart, there was a true ending to strive for as well, one which could only be unlocked through 100% map completion. For the most part, I was more than happy to do this completion, as I thoroughly enjoyed the exploration (and now even the combat) parts of the game. What proved my barrier was the time trials.
One of the requirements for 100% was to beat 8 races located throughout the world. While I managed to beat one on my own, the others I struggled with, mostly just due to lack of speed. Again, this might have been a stopping point for me, but again I was saved by accessibility settings. The infinite energy toggle in the settings was exactly what I needed, as it prevented me from running out of boost mid-race. Again, it didn't make the time trials easy, as they still required a great deal of skill and map knowledge to win. But once again, the presence of the accessibility settings took it from something I absolutely dreaded to something I enjoyed.
Cheater
As I neared completion, one of the final true challenges that stood in my way was the arena. This was a gauntlet of harder bosses and minibosses, which for 100% you were required to beat hitless. While I was able to complete the first few on my own, I certainly took more than a few hits. So, again I was back in the accessibility settings, and I toggled on invincibility. This is when everything changed.
At this point, the game practically played itself, as all I had to do was keep my blasters firing and the bosses would go down regardless of my input. This is probably a level of accessibility most people would call excessive, since almost nothing was required of me as the player to progress. And I kind of agree. With invincibility on, I wasn't even playing the game, just kind of moving from room to room and letting my settings do their thing.
One obvious pro to this setting: it made the back part of the game a cakewalk. I was nowhere near the skill level required for most of the gladiator arenas, the true final boss, or beating the game on the hardest difficulty. But invincibility made it all possible. The big con: invincibility made it boring. I fondly recall my first playthrough of this game because it was just the right amount of challenge for me, which I was able to curate with in-game settings. But all I remember from the back part of my playthrough is scrolling through tiktok while waiting for bosses to die. While I eventually rolled credits and nabbed the completion, it wasn't really due to my own skill, just my patience.
The Verdict
At the end of the day, I will always be on the side of more accessibility. After all, I wouldn't have gotten more than 5 minutes of enjoyment out of this game without it. But the onus lies on the gamer themselves to use these settings as a tool to increase enjoyment, and not go overboard and suck the fun out of the experience. As I've said before, some challenge is good, healthy even. And I appreciate games that let gamers customize the challenge to their skill level. But I urge gamers, and maybe even game designers, not to go overboard. While the base game should be accessible to all players, not every piece of content in a title should be for every single person. And that's okay. I'm grateful, of course, that I was able to get the completion in this game using the accessibility settings. But I wouldn't say I earned it. My account says that I have 100% of achievements earned, so it feels appropriate to cover on this blog. But I can honestly only take credit for like...80% of this playthrough.
Does this count as a completion then? You tell me.












