Yeah this definitely is better, makes the precision parts more tolerable since Mega Man isn't sliding around constantly with his normal movement
Lood-Man
Creator of
Recent community posts
Bug reports:
Ninja Man's stage can crash here and slide jump to the ladder (I think it has something to do with the item the enemies can drop, but it's inconsistent since RNG)

Vertical ladder transitions can softlock you into an infinite up and down loop if you get hit by an enemy and regrab just as it's about to scroll
There's also other random oddities where you get stuck in certain frames of animation when moving fast
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.
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.
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.
I don't have any plans on anymore major updates to the game, but that is a good suggestion I'll need to keep in mind for next time.
Also the way how the game pauses is that EVERYTHING pauses, so I couldn't add any sort of options. Someone else suggested the same thing but understood why I couldn't once I told them.
The way how Clickteam Fusion builds games is really weird and specific to where Windows sometimes freaks out (likely the compression technique). This issue is somewhat known in the CTF community.
I've had people play it and tell me there's nothing wrong with the game once it's actually open. I've ran tests on the game as well as my PC and the results came up as nothing wrong. It shouldn't cause any issues outside of the initial false warning.


