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(2 edits)

After playing around with the weapons, here are some things I noticed:

  • MM4's weapons are just as strong as before! Everything does what it should imo.
  • MM5's weapons have significantly improved! Nearly every weapon here deals actual damage now, especially Napalm Bomb and Power Stone! However, I feel like a few weapons could use a bit of work:
    • Crystal Eye doesn't deal much damage, even in confined spaces. Maybe give the small orbs a damage buff to make the most out of Crystal Eye's main gimmick. I'm saying this because even in closed spaces, I've mostly managed to land one or two orbs on the same enemy, amounting to a total of 1 or 2 damage.
    • Gravity Hold seems to deal 1 damage against most enemies, even against enemies that could've been weak to this weapon like the Battontons.
    • Water Wave still suffers from enemy i-frames as the first and last wavelets deal damage while the middle one gets absorbed by i-frames. Not as bad as the NES version, but I still wish all 3 wavelets would deal damage.
  • For some reason, all of MM6's weapons seem to deal 2 damage against most enemies. Makes it hard to justify using Flame Blast over Yamato Spear or Knight Crusher for example. I think all that's needed for MM6's weapons is some changes in damage values.
    • On the plus side, it's nice to see that Plant Barrier has the right ammo cost now!

Anyway, excellent work! The MM4 remake manages to meticulously recreate the original with a fresh coat of paint while adding new details and easter eggs that add to the experience!

I'm thinking that the 2 damage is attached to the MM4 weapon that it's associated with.  This is especially true in the case of Flame Blast (and Charge Kick since it shares the same association) which share the same damage as uncharged Pharaoh, it's associate weapon.  Yamato Spear may have also suffered from this as it lost its shield piercing property that it had in vanilla MM6 and doesn't do it to anything in the game as of yet in this game (currently associated with Dive Missile, it may share some of its attack/damage properties).

The team probably needs to look over weapon data to see if there are some shared characteristics and re-purpose them again to make sure that the weapons from (at least) MM6 act like their original variants.  Might need to look at MM5 weapons, just in case, for the same reason.

(1 edit)

I just tested all weapons on a Jumbig and found that associate weapons can still deal different amounts of damage. On the Jumbig, Toad does 4 while Gravity does 1 and Centaur does 2. Plant does 2 while Star and Skull do 1 each. Napalm can one-shot the Jumbig while Drill and Knight need two shots to take it down since that enemy is weak to Drill and its equivalents.

The associate system may explain the 2 damage regarding most of MM6's weapons, but the above example suggests that associates don't need to deal the same damage.

Also, Ring can pierce shields, but not Gyro or Tomahawk, which could mean associates don't really need to share the same properties either.