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(4 edits)

Loving it so far! The enemy re-sprites are lovely, the level design is fairly good (though the larger screen size does seem to ironically make it feel more cramped by putting more enemies on-screen at a time), and the theming is charming and comes across pretty well.
A few general criticisms:

  • While the enemy variety was in itself about on point, it would have been nice to see some original enemies in there. Maybe replacing one of the unedited enemies?
  • The boss of the intro stage was a bit... nothing? Its pattern was super basic and easy to deal with, and I'm not sure what it was supposed to be a reference to.
  • The fight against Demo Man was a bit buggy - when I hit him and jumped up on the scaffolding, he wound up just vibrating back and forth below me. I'm not sure if I accidentally did something, or if his pattern just straight up doesn't account for the player dodging his attack. He also only seems to have one, which is a bit lame. Its functionality does seem to reflect Demo's personality and playstyle in TF2 pretty well, but I feel like a more fleshed out pattern could portray that better.
  • Also, Demo Man's sprite was a bit small. He's built like a playable character, but Mega Man bosses are meant to be taller, making them both more intimidating and easier to hit.
  • I was a bit disappointed to see that Demo Man's stage was another nondescript desert location, rather than DeGroot Keep. The two levels that are in the game at this point are a bit samey looking, even though TF2 has a variety of aesthetically unique maps to choose from.
  • The green platforms in the sewer section of the intro stage blended into the background a little bit too much. It wasn't hard to figure it out, thanks to the enemies perched on top of them, but it was still a bit confusing. What was a bit harder to figure out was the Rush Jet section, something I think really didn't need to be there, considering that it doesn't even have you dodging anything. It was pretty clever how you used the placement of the Sniper² Joe to clue the player in, though!
  • This game can't seem to figure out whether or not it wants to commit to the 8-bit aesthetic. The graphics are all either faithful to the NES or close enough to not stick out, but the sounds are split between the unedited NES ones and the high-fidelity TF2 SFX in a way that feels a bit unnatural. It'd probably best to choose one and stick with it.
  • Building on the last point, by far the most egregious offender in that respect is the music. Slapping an 8-bit soundfont on an existing MIDI is not a good way to make an NES-style cover - the NES has very specific limitations that every developer had their own way of working with. If you want to make 8 bit music for your game, I'd suggest learing FamiTracker and downloading a Capcom-styled instrument pack for it. I also might be willing to help out in that regard - I'm not the greatest at it, but I am familiar with FamiTracker and occasionally make covers using it for fun.
  • The shading on the weapon get sprite makes it look bad with anything but Mega Man's default palette. It should look fine if you just edit out the shading.
(3 edits)

Thanks for the review, partner, i must say im just one person working on the project right now. Once i gave my gamebanana mods a major update i will be back to the game, i'll try to make everything work fine.

I have to say that this demo is useing Mega Engine but i will use the PRState extension to make the next demo and game.

Abot the enemies, the objective is to make new ones as use some classics like the Mettaur or Sniper Joe, with TF2 desings like.

The intro stage boss is the MVM Tank, the objective was to make an intro boss that was Mad Grinder inspired with some different attacks, but it seemed that the movement part  doesent want to work.

About the Demoman, i have to say that i could't fix the hit detection from the charge attack and the caber charge. Demoman's moveset should include the Iron Bomber and Stickybomb Launcher aside of the shield and charge attack. I will try to make him a bit taller. Of course, the stage planed for him was and still has to be DeGroot Keep, i just have to redisign the entire stage and make a new tileset for it.

About aesthic, the plan is to do it all NES 8 bit However i am no composer, so i will try to see if i can get my self up for the famistudio. As it is better for me as a beginner. If i ever need help with music or any other aspect i eill put it on the announcements section of the discord server.

I will change the colors of the weapons to another ones that look fine in next demo. Maybe the sprite too, only time will tell.

Also thanks for joining the discord.