Great work on the remake! All I can really complain about are knit picks:
-This first one MAY be a glitch, but it seems so freeing that it may be a feature. Usually you can EITHER pick chips with the same exact name OR with the same letter. It seems that in scenarios where you have a * code chip, you can choose chips with the same name AND said * code chip. For me, I noticed it with Cannon A, Cannon C, and Shotgun *. Worth a look.
-I see from the screenshots on this page that you have a Shotgun * set as a Regular Chip, but I can't quite seem to find out how to set one in-game. Usually it'd just be pressing Select on the GBA, but here I have no clue.
-There seems to be a number of L and R button functionality missing. Usually you can use them to page through the chip folders, but here they don't do anything. Also missing is the ability to press R in battle when hovering over a chip to see it's description.
-There generally seems to be a few frames of delay on everything than I remember, whether that be on virus deletion, Megabuster startup, the reward screen, the sword attacks, and such.
-I feel like some of my button inputs get eaten up sometimes by the dialogue system and menu prompts. I'm not sure if it's because I'm pressing a few frames too soon or too late? Sometimes I end up skipping text because I pressed a button too soon rather than have it instantly complete as expected. Other times I press a button to no response. It mostly seems to be in menuing in general.
-WOW those walk and run animations are awkward. They may have looked about the same in the original, but boy does it really show in 3D. Megaman's run animation is the best, but his pose/balance when running is still oddly stiff. Do his boots squeak? I feel like they are. The awkwardness of all the animation stems from how stiff everything above the knees are; there's no weight in their stride.
-The text in the rewards screen looks rather squished and tall. The font's otherwise fine with some weird exceptions like the "9" that looks like a "g" and it's counterpart "6"; the random corner really messes with the usually rounded aesthetic.
-Have the cannon enemies' targeting retical always done damage on contact? I could have sworn it needed to lock onto you first, delay, and *then* fire. This leads to weird scenarios where you take damage from a cannon that has already been deleted, but it's retical is still going down the field.
-I could have sworn Guard reflected the damage blocked as a shockwave rather than just be a brief invincibility window. I know that made the chip SUPER busted, but it was always a fun one to use. Here nothing happens on impact.
-This is bad with Gutsman in particular, but there's this weird delay between when he hammers the ground and when the damage shockwave comes out. That shockwave comes out waaaaaay too late and it looks so janky because of it. The same applies to the Mattaurs, but not as badly.
-The Spooky virus' tongue seems to damage you even before they even reappear to attack you, which is rather jarring.
-The Mettaurs also could use a more contrasting drop shadow; right now they seem to be floating over the ground rather than just be ON it.
Don't let this ALL this text discourage you, though! The reason I was able to even notice all these little things was because I was otherwise so wrapped up in the headspace of what felt like playing the official games! These small knitpicks were just the little reminders that reminded me what I was playing. :P
Keep up the great work! 5/5 from me.