Oh, neat! I've been looking forward to this project for quite some time now, I'll download it right away and let you know what I think shortly after! EDIT: After playing the game for about half an hour, I can say that the game is really solid programming-wise. I didn't discover any bugs, and the movement is smooth and never threw me off. I did notice that Mega Man could not side step or jump out of his slide, but that wasn't game-breaking or anything. In terms of design, however, it's a completely different story. I was not particularly impressed by a lot of design choices. I'll do my best to explain them the best I can. - Stage gimmicks, and especially the lack of them. The Robot Master stages only appeared to have two gimmicks in total, and both of them were taken from the original games with no alterations and no new interesting level design concepts for them. The only real challenge in the stages came from enemies and precise insta-death jumps. Mega Man is a series that heavily relies on gimmicks, and this game falls very short in that regard.
- Enemies have invincibility frames. I'm not talking about short invincibility frames like in MM5 either, they seem to last as long as the bosses' invincibility frames. This makes enemies that were easy to handle in official titles a total pain, since they take at least 3 times as long to destroy. And it's not like the game is designed around this, either: the stages like to throw a lot of enemies at you at once (with some occasional cheap placement too). Enemies are simply not fun to fight here, and I found myself damage boosting a lot just to get them over with.
- Insta-death sections. Normally, Mega Man levels only have a few insta-death sections, that are either not too difficult or they allow multiple solutions for approaching them (with some examples like the Quick Lasers, but these situations are often regarded as design flaws). This game has an insta-death obstacle in just about every screen, and almost all of them require precise timing and/or positioning, and only allow the player to approach it in the way the game intends them to, unlike precise insta-death sections in the originals. I found myself dying a lot to these sections, and it was incredibly frustrating. It even lead to me taking a 5-minute break from the game just to have something else on my mind rather than dying every few minutes. Plus, a lot of spikes are in cheap positions, too; for example, at one point in Scorch Man's stage, I jumped off the ladder to go to the next section (this is something a lot of Mega Man players do, because it's faster and the original games allowed you to do so safely), but was greeted with a spike right below me in the next section.
- E-Tank and M-Tank placement. All of them (at least so far) could be reached by merely using the Rush Coil or Jet. Almost all of them were in plain sight too, with the exception being an M-Tank in Valve Man's stage, which had a pretty clever location. Plus, these tanks respawn when you die, so farming becomes really easy and overpowered.
- Some sections were just really confusing to pass through. I still don't know how to get past the Popo Heli enemies in Scorch Man's stage (I imagine you have to jump over them during the cooldown of their fire attack, but that cooldown is way too short to effectively make use of it). There were also some spike sections (most notably sections with spikes on low ceilings) that I simply could not pass without Rush Jet, so if I were to run out of ammo of that, I'd be screwed (there is probably a way to get past these without Rush, but it's not exactly clear or intuitive).
That just about covers most of my problems with this game. Don't get me wrong, it's still a decent game, but it has a lot of flaws that ruin the experience for me. Also, here's a tip: if you post a topic about this game on the Sprites Inc. forums ( http://sprites-inc.co.uk/forum.php) you'll probably get a lot more feedback than here on MFGG. Sprites Inc. is a Mega Man forum that became more of a Mega Man fangaming forum than anything, so you'll definitely be able to get some useful feedback and/or criticism there.
Oh, neat! I've been looking forward to this project for quite some time now, I'll download it right away and let you know what I think shortly after!
EDIT: After playing the game for about half an hour, I can say that the game is really solid programming-wise. I didn't discover any bugs, and the movement is smooth and never threw me off. I did notice that Mega Man could not side step or jump out of his slide, but that wasn't game-breaking or anything.
In terms of design, however, it's a completely different story. I was not particularly impressed by a lot of design choices. I'll do my best to explain them the best I can.
[list][*]Stage gimmicks, and especially the lack of them. The Robot Master stages only appeared to have two gimmicks in total, and both of them were taken from the original games with no alterations and no new interesting level design concepts for them. The only real challenge in the stages came from enemies and precise insta-death jumps. Mega Man is a series that heavily relies on gimmicks, and this game falls very short in that regard.
[*]Enemies have invincibility frames. I'm not talking about short invincibility frames like in MM5 either, they seem to last as long as the bosses' invincibility frames. This makes enemies that were easy to handle in official titles a total pain, since they take at least 3 times as long to destroy. And it's not like the game is designed around this, either: the stages like to throw a lot of enemies at you at once (with some occasional cheap placement too). Enemies are simply not fun to fight here, and I found myself damage boosting a lot just to get them over with.
[*]Insta-death sections. Normally, Mega Man levels only have a few insta-death sections, that are either not too difficult or they allow multiple solutions for approaching them (with some examples like the Quick Lasers, but these situations are often regarded as design flaws). This game has an insta-death obstacle in just about every screen, and almost all of them require precise timing and/or positioning, and only allow the player to approach it in the way the game intends them to, unlike precise insta-death sections in the originals. I found myself dying a lot to these sections, and it was incredibly frustrating. It even lead to me taking a 5-minute break from the game just to have something else on my mind rather than dying every few minutes. Plus, a lot of spikes are in cheap positions, too; for example, at one point in Scorch Man's stage, I jumped off the ladder to go to the next section (this is something a lot of Mega Man players do, because it's faster and the original games allowed you to do so safely), but was greeted with a spike right below me in the next section.
[*]E-Tank and M-Tank placement. All of them (at least so far) could be reached by merely using the Rush Coil or Jet. Almost all of them were in plain sight too, with the exception being an M-Tank in Valve Man's stage, which had a pretty clever location. Plus, these tanks respawn when you die, so farming becomes really easy and overpowered.
[*]Some sections were just really confusing to pass through. I still don't know how to get past the Popo Heli enemies in Scorch Man's stage (I imagine you have to jump over them during the cooldown of their fire attack, but that cooldown is way too short to effectively make use of it). There were also some spike sections (most notably sections with spikes on low ceilings) that I simply could not pass without Rush Jet, so if I were to run out of ammo of that, I'd be screwed (there is probably a way to get past these without Rush, but it's not exactly clear or intuitive).[/list]
That just about covers most of my problems with this game. Don't get me wrong, it's still a decent game, but it has a lot of flaws that ruin the experience for me.
Also, here's a tip: if you post a topic about this game on the Sprites Inc. forums (http://sprites-inc.co.uk/forum.php) you'll probably get a lot more feedback than here on MFGG. Sprites Inc. is a Mega Man forum that became more of a Mega Man fangaming forum than anything, so you'll definitely be able to get some useful feedback and/or criticism there.
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