Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Here you go: 

Some notes:
  • Audio needs some polish of course, especially the shoot sound. I feel like it should be more like a laser gun or a click. Also the sound for landing on the ground is kind of loud.
  • I encountered one bug near the secret area in Fire Bot's level, but the rest was bug-free.
  • Maybe the walljump pushes you a bit too far from the wall, but I can't decide.
  • Also, I'm not sure if this is common practice, but you can look into creating an input buffer for walljumps — for example, if you press left (away from the wall) on frame 1, and then jump on frame 2, you can count that as wall jump. I know that fighting games do this, but not sure about Mega Man.

Overall, this is great. It's Mega Man, so you don't really have to change much from the base games. But it's a good clone with a qt operator.

Hey, thanks for the playthrough and review.

I'm getting music done for the game right now and audio rework is coming up next.

The input buffer for walljumps sounds like something I'll have to do.  I recently had people tell me that the wall jump didn't make you go out enough so I increased the time the player doesn't have control from 0.15s to 0.20s.

I also noticed during the maidbot and chefbot fights that they didn't jump nearly as high as they do on my computer.  Mind if I get your computer specs?  And were you using OBS or another recorder?  I'm wondering if delta calculation had anything to do with it.

(+1)

I was using OBS. My GPU is new (1080ti) and CPU is disproportionately old (i7 930). I didn't really monitor the FPS or my CPU usage once I started playing.

And yeah, the wall jump distance is pretty subjective. It's within the realm of reason anyway.