Skip to main content

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

Interesting concept, however this game sadly falls short with constant glaring technical issues with bugged screen transitions, hitboxes that make no sense (Fire Man's fight is dreadful with how many random invisible hitboxes show up and kill you), and several details that are wrong from from the original game along with Powered Up.

The art while looking good and smooth at times suffers from horrible art style clashing, and details getting buried by foreground objects that look like they're in the background (and background objects that look like they're in the foreground). Oil Man's stage and CWU-01P's boss arena suffer the most from this, Elec Man's letter secret path is not hinted at well at all as it blends too much with the main tileset.

I was expecting the weakness order to be more like Powered Up's as that re-balanced the entire chain so there weren't multiple bosses that were weak to the same weapon (ala Mega Man 2). The weapons in general are also pretty lacklucker, they all feel nerfed with little to no retooling/buffs to make them worth using outside of the occasional screen and boss fight.

The Charge Shot implementation is also very scuffed as it lacks piercing based on enemy health. Proto Man's shield feels worthless as the main gimmick as it's meant to send back projectiles with x2 damage.


The Chip Upgrade mechanic while serving as an interesting idea feels very limited with how you can actually use them, as giving up Boss Weapon slots feels very wrong and makes you not want to experiment with them (a separate chip slot system of 3 would have been preferred).

I don't have any other notes aside from Enker's boss. Why does it do that. Why does he mirror the screen and reverse your controls?? This is NOT a fun mechanic.

Not a bad start for a base, but could use a LOT of fine tuning and more research.