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(+1)

It's full of bugs, but I liked it a lot anyway.


- you need a tutorial asap, not everyone have played megaman zero.

- Let player move with d-pad too.

- kamen insect friend (Y) is a cool move, but the utility is just to keep your combo?

- You need a lot of work on your camera confiners:

   - Many (classic megaman) horizontal rooms have a vertical movement because your room is just 1-2 higher than it should be

   - In construction site trap room you have an enemy spawn right under your hud. this happened again but I don't remember the level, but to keep it short, you know where the hud is, so place enemies accordingly.  

- I like that you unlock moves with combo meter, power dunk is very stylish but make it more powerful, aka gimme a reason to keep combo meter high and use the new move.

- I'm sorry to say that all your balance is broken by slash, slash, shoryu, dive kick. This combo is so powerful that maybe shoryu should be unlocked by combo

- construction boss is very cool, but every other boss just stands there to be ripped apart. I dunno if something is missing or broken.

- if you die while charging the charge animation won't disappear, and the charging sound will keep going even on respawn

- I like your secret's philosophy, but remember to put something worth inside hidden rooms.

- I died vs sewer boss as I was killing him. The game reloaded the checkpoint then gave me mission complete

- In the second "destroy the geneator" miniboss room, I got pushed by the conveyor belt out of the arena but I didn't die, and I couldn't get back up. If I needed to dash up with "little blue" it's not a bug of the fight but a bad camera placement. Right now seems I'm out of bounds. 

- I don't like that most (all ?) enemy bullets bypass wall and platforms

- Make players understand that they just activated a checkpoint.

- While I can understand little blue as a second chara, and level design you can build around air dashes, I don't get the utility of red shooter. He is cool and I like to have a charge that becomes shotgun then missile launcher, but how a level built around him would be any different? 

In conclusion, great potential but you are spreading yourself too thin. It would be better to have only one level (mostly)without bugs than your current condition. 

(+1)

Thank you for going into so much depth with this review, I have a lot to think on now. I probably need to buy a 360 pad so I can figure out why the buttons I got from unity docs don't work for movement.

-That's right on the bug's function, long range single target lockdown

- I'll do another pass on camera confiners and spawn locations, thank you for pointing that out and the clipping issue.

- Interesting ideas in regards to metered moves needing better reward, I could play around with an ex kill bonus for score the same way I do for RB finishers or find some other way to encourage it. I could also stand to make the power dunk as flashy as it is in KOF or something with bigger hitboxes and shockwaves.

- Noted on enemy/player balance, I'm not attached to so many bullets being like that so if it's unfair I can fix that. I'll have to think about the strength of shoryu if you find that combo too braindead to be fun. 

- Interesting to hear you find the other bosses less interesting than the Highschooler. Is it just that they wait too long to attack or that they move less than her?

-Also noted all the points on bugs and better feedback, especially on a tutorial. Maybe I should make that my next goal now rather than at end of dev

(+1)
I probably need to buy a 360 pad so I can figure out why the buttons I got from unity docs don't work for movement.

I'm in unity too, I dunno if you are using the old or new input system, but the solution is super basic in both cases. D-pad is considered another input, so you just need to add it to your layout. 

 I'll have to think about the strength of shoryu if you find that combo too braindead to be fun.

The combo is fun, the problem is that all enemies (and almost all bosses) just stand in one place to be combod to death. For the first levels can be ok, but after that you need to resolve that in someway, otherwise that combo becomes a magic bullet. My easy suggestion is to do a rerun of zero+zx series and see how they have dealt with that (expecially for bosses). An example that comes to mind is copy X, and the green guardian that fly over the arena, so you can't combo them all the time

- Interesting to hear you find the other bosses less interesting than the Highschooler. Is it just that they wait too long to attack or that they move less than her?

sewer boss is fine, but if you get there at full life you can just combo him nostop and he will die before you. I like his atks but since I can just stand on top of him and kill him I'll do that. 

fire lion boss instead I found just bad because he will just stand still and do an atk once in a while. since it's an immobile boss, make him hit way harder. In a sentence, make me want to dodge his attacks(this is a general tip).

-Also noted all the points on bugs and better feedback, especially on a tutorial. Maybe I should make that my next goal now rather than at end of dev

DD are for this. You have a certain idea on how your game works, then you see a streamer play it and you die a little (check fishking yesterday's vod, he clipped into a wall). In my experience tutorial is essential, and to make a good tutorial you need a lot of time and hard work.

GL.