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The game suffers from massive memory leaks and random performance issues to where it drops FPS and randomly restarts the stage sometimes. Should be looked into ASAP. This can also causes softlocks if you try to menu.

Mega Man doesn't feel tight and responsive enough for the stage platforming, same with trying to fight the bosses. There's noticeable acceleration and deceleration in your movement which shouldn't be there. The X inspired mechanics clash with the Classic design a lot as Classic is meant for tighter timing sections, which can be negated with X Walljumps/Airdashing (The X games are so greatly designed and encourage actually learning stage design right?)

Bustering also feels oddly inconsistent with there being a random delay sometimes, while other times it's faster. Why can't I shoot through walls?? Feels like faking the difficulty of certain sections just to be annoying. Enemies also have too much health and openings that are too short with the shielded ones just to force the random charge shot bouncing multihit gimmick.

Promising premise for a game, but needs a lot of finetuning in player mechanics and adjustments.

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Yeah, I've been focusing my effort recently on improving the performance issues in the game. There aren't any memory leaks, luckily, but I've had to do some more fine-tuning to the physics system (it's written from scratch).

The acceleration/deceleration are on purpose and aren't leaving. I know it's a controversial decision for a Mega Man game, but personally I enjoy the movement in the game.

I'll investigate the bustering and see if I can fix the random delay issue.

Not being able to shoot through walls is on purpose. I was inspired by X5 and X6.

Thanks for trying out the game and saying that it's promising! I know the game isn't perfect by any means. It's definitely a work in progress and I'm continuing to work on fine-tuning.
 

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Most of these I can understand but the acceleration/deceleration is a very bad choice to make in a game as precise as Mega Man (especially Classic), there's a reason the sliding movement from MM1/2 was removed as early as MM3... 

Precious Woman's stage in particular is very dreadful to play with how imprecise controls are on the fast moving 1 by 1 tiles in the mid section of the level.

I'll just have to see it out as the other stuff gets fixed up.

Reactor Man's stage also crashes on 1.12.4

Thanks for pointing that out! Turns out a recent update I made to the "water" entity broke things and I didn't catch it. It should be fixed now in 1.12.5.

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What if I make it so that the acceleration/decelaration is still there when Mega Man does a ground slide or air dash, but it's not there when just running or jumping like in the classic games?

UPDATE: I've implemented this idea here: 

Yeah this definitely is better, makes the precision parts more tolerable since Mega Man isn't sliding around constantly with his normal movement