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The game started off way to strong. I an tell that this game draws inspiration from Mega Man, but the levels in those games always have a slow ramp up in difficulty, and they will never throw multiple mechanics at once at the player without teaching them in isolation first. I recommend polishing up the movement some (the player should either accelerate a tiny bit before reaching top speed or slowing the player down some.) Zooming in the camera a bit, and working on level design.

Also, I couldn't reach the second screen because the lazer insta-killed me every time.

You're asking a lot for a 3 hour development =P

But you're totally right. 

I never played megaman all that much, and my homie who did the art/music chose the concept. Movement acceleration is easy to do... But again, time haha. 

I would have loved to have a scenario that taught the player the environment/enemies, but this was a lot to implement. Had to scrap the planned enemy mechanics and do what was simple. 


There's no health bar, so everything is 1-hit-kill by design. The checkpoints somewhat make up for it, but I could have added more. 


Thanks for playing and I appreciate the feedback!