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The game is released! Nov 27, 2014.


The game is finally here! Go download it now and enjoy the final game y'all! Its been a long 6 years but its finally paid off! I am very glad of the support and kudos from fans across the years, it truly has helped us press on when we didn't even feel like it anymore! Granted, it isn't as fancy as some other fangames out there due to lack of new bosses, graphics, music, etc. but I hope it meets expectations and people enjoy it for what it is: another fun romp in the Megaman world!

-DFW

Posts

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Amazingly enough, I was the first download! I wasn't expecting that.

I'll have to try checking it out this weekend.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
This'll give me something to do while I fill orders on my own game.

I'm glad to see you were able to keep the deadline.
I think I speak for all Mega Man fans everywhere when I say THANK YOU DFW for not giving up on this project. I've been looking forward to this for a looooong time. I'll be sure to type up some impressions later after I've gotten my sorry butt kicked a few times.
There has already been some complaints about brutal hard or unfair difficulty. And all I've got to say are these things:
1) It was initially a lot harder and unfair before testers got their hands on it. They've castrated it to the point where three groups (3 groups!) of testers with fresh sets of eyes went through the game and whittled down the difficulty to the point where they stopped complaining. So I say I did a good job there! LOL
2) I've found in my experience that all Mega Man games (fan game or not) usually come out to initial backlash and harsh criticism as being too challenging, brutal, unfair, frustrating, etc. and then later mellow out over the course of months or years. Even games of the official franchise have met with this fate: Mega Man 9 comes to mind immediately where even now there are supporters/lovers of the game and haters of it for its blistering difficulty and unfair level design. So not even official games are safe!
3) Finally, you can't please everyone! I aimed to stress the platforming aspect of the Mega Man franchise over its shooter components (although there is a lot of that in there too!) and that was my conscious design decision. There will be a group of hardcore gamers out there that will take to this and if its only them that I satisfy, then so be it.

There will always be haters and there will always be lovers/supporters, can't change that. So this is all I have to say on the matter. Besides, there is always easy mode for you... XD
People tend to get better at Mega Man games the more they play, once they become familiar with the stage layout and enemy patterns, so I'd say that the difficulty would only be a concern if those complaints don't soften with time.
I'll be trying this soon. A big thanks and pat on the back of the whole team :)
author=Darkflamewolf
There has already been some complaints about brutal hard or unfair difficulty. And all I've got to say are these things:
1) It was initially a lot harder and unfair before testers got their hands on it. They've castrated it to the point where three groups (3 groups!) of testers with fresh sets of eyes went through the game and whittled down the difficulty to the point where they stopped complaining. So I say I did a good job there! LOL
2) I've found in my experience that all Mega Man games (fan game or not) usually come out to initial backlash and harsh criticism as being too challenging, brutal, unfair, frustrating, etc. and then later mellow out over the course of months or years. Even games of the official franchise have met with this fate: Mega Man 9 comes to mind immediately where even now there are supporters/lovers of the game and haters of it for its blistering difficulty and unfair level design. So not even official games are safe!


Having spent a good portion of my afternoon on it I gotta say the beta testers did their work very well. The game is just frustrating enough to kill me left and right in unfamiliar territory but I still keep coming back for more. The only two levels that REALLY bugged me so far were Magnet Man's and Tornado Man's. Magnet's isn't so bad once you get used to it's gimmick Tornado on the other hand... I think I've died upward 20-30 times now XD. I'm no stranger to the MM series either so take that as you will.

I really should muck up a controller set up. Never was very good keyboard wise. Missed too many jumps today. <_<
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=Brocknoth
I really should muck up a controller set up. Never was very good keyboard wise. Missed too many jumps today. <_<

Ditto. I can't hold down three keys at the same time with my keyboard which makes jumping, shooting and moving a real pain in the ass. And why isn't there an auto-fire button?

The only other thing I had to say about this game is that there seems to be an abundance of enemies being ready to attack the second they appear on screen (or waiting for me when I get halfway through a jump), or the timing for certain objects are off (disappearing tiles on the wall don't restart their cycle immediately after the last one starts disappearing, and bouncing tanoki balls don't blow up after a couple of bounces) that makes it slightly jarring for someone who grew up with Megaman and was expecting a 1:1 recreation of all the game's mechanics. Sometimes it just feels like, no matter how good you are, you have to take the hit, which is bullshit given that it should be designed that anyone with enough skill and memorization of the game's patterns should be able to fly through it without getting hit once.
Zeigfried_McBacon
Play stupid games, win stupid prizes.
3820
I officially have something to be thankful for this thanksgiving. Cheers!
author=Corfaisus
author=Brocknoth
I really should muck up a controller set up. Never was very good keyboard wise. Missed too many jumps today. <_<
Ditto. I can't hold down three keys at the same time with my keyboard which makes jumping, shooting and moving a real pain in the ass. And why isn't there an auto-fire button?

The only other thing I had to say about this game is that there seems to be an abundance of enemies being ready to attack the second they appear on screen (or waiting for me when I get halfway through a jump), or the timing for certain objects are off (disappearing tiles on the wall don't restart their cycle immediately after the last one starts disappearing, and bouncing tanoki balls don't blow up after a couple of bounces) that makes it slightly jarring for someone who grew up with Megaman and was expecting a 1:1 recreation of all the game's mechanics. Sometimes it just feels like, no matter how good you are, you have to take the hit, which is bullshit given that it should be designed that anyone with enough skill and memorization of the game's patterns should be able to fly through it without getting hit once.

Maybe I should have been a bit upfront, but this was never meant to be a 1:1 recreation. My intent was to add my own spin on both enemies and platform mechanics while keeping the core gameplay intact. Which is why some platforms or enemies behave differently than you expect. Its to switch things up a bit and force people to adapt and overcome. This is probably the biggest gripe, people were going in expecting one thing and got something else. Was anyone even watching the multitude of videos I put out before this release? They would have seen that clearly.
Regardless, after much testing and tweaking, all those enemies were placed where they are to provide challenge but its not impossible. With enough memorization and skill, I have beaten these levels without taking a hit. Some of the testers found the stages quite easy, while others needed easy mode to complete it. (So I had a wide range of testing skill) Finding that balance is always hard in a Mega Man game because every player who loves Megaman comes in with a HIGH set of expectations and you simply can't meet them all. Period.
What people also don't realize that this is a fangame. Its done by two people and for free. Its not professional and wasn't meant to be. Enjoy it for what it is.

EDIT: That and for those who have followed the games/mods I've made, they do tend to be harder than most content out there. Fans of my works can actually attest to this; I don't make them for the vast majority. This is probably the first game/mod I've made which would actually catch the eye of a much wider audience.
Okay, we are looking into a ver 1.2 with some nerfed levels/areas where players felt it was too punishing/unfair. No idea when this will be done, but if you are on the edge of not playing anymore, hold out and we'll see if we can get a more tolerable version out soon.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
I think it's a matter of "developer knowledge" (you know how each stage is built and immediately know how to overcome it and therefore design in a way that it is even challenging to you) because I've been watching your videos since well before the game came out and you have it down pat.

EDIT: Quicksand spiky sandwich in Pharaoh Man's stage? No, you know what? Don't even bother making an "easy Easy Mode"; just stop making games altogether. Seriously, who are you angry at? That's the only logical explanation for something like this; you want people to suffer.
Yes, rose tinted glasses and all that. But we did have a wide range of play styles in our testing groups. Some who required easy mode (so they tested that exclusively!) and those who could manage or just simply ace normal mode. They bowled through it and nailed down quite a few unfair spots, but still not the mass majority of player input we were hoping for. Regardless, I think with community input, we can improve this thing. Just don't go expecting huge sweeping changes for example: 'remove that entire flipping platform section past the midpoint of Stone Man's stage.' Nope, sorry, not going to happen! That's a huge chunk of level to alter and/or remove. What I 'can' do is modify platform/enemy positioning or create additional solid earth to stand on to make it easier. Those types of changes.
author=Darkflamewolf
Just don't go expecting huge sweeping changes for example: 'remove that entire flipping platform section past the midpoint of Stone Man's stage.' Nope, sorry, not going to happen! That's a huge chunk of level to alter and/or remove.

Personally if I found an area too hard I tried coming back later with more equipment. That section is a lot easier with Star Crash and or Rush Jet with the Energy Saver. In fact I found RJ invaluable in some of the harder platforming sections. That and Tornado Blow were god sends.

On that note I finished the game on normal last night. Didn't find the hidden level but there's always next time. I struggled pretty bad during the Wily stages because I had next to nothing for E tanks. That final battle made me want to cry.

Far as tough spots are concerned Tornado man's stage and Tornado man himself are pretty nasty, Star man's level has it's moments but it's manageable(I think...), Yamato man's stage had a few spots but that was poor timing on my part (damn disappearing blocks), Centuar man's stage had this one really rough spot during the second section with upside down water. You have to make this jump diagonal up and right and if you miss you fall into the spikes below. The sub enemies make it way more difficult too. Lastly Magnet man's stage has it moments too but it can be done once you know what to expect.

Overall I'd say it was a solid experience on par with your other works. Thank you again for giving the community this awesome game.

As for the rest of you what did you guys find hard? Lets try to avoid spoilers shall we?
Ver 1.2 is out! Alongside a nice collection of fixed bugs! I also altered quite a few level design aspects which should appease those players who cried foul on the unfair aspects of certain design decisions! Hopefully this plays a lot smoother!
I downloaded and tried out the newest version of the game today and I wanted to say that I'm definitely liking it so far (I've defeated four robot masters and have at least visited every stage at the moment). The many multiple paths through levels give it a unique flavor, the bosses are interesting (though Pharaoh Man seemed way too easy compared to the other ones), and the longer-than-usual stages are balanced well by the inclusion of permanent checkpoints at midpoint and boss gates.

I did run across a few glitches in my playthrough though (sorry if any of these specific ones were already listed somewhere):
1) Horizontal beams of magma in Magma Man's stage will not hurt Mega Man if you are standing completely still.
2) You can climb down the ladder to the room Eddie is in in Centaur Man's stage and, if you do this, Eddie will walk to the left and get stuck walking into the wall forever (I am not sure if this can occur in any other stage).
3) In Star Man's stage there are long platforms which move up and down inside of spike corridors and if Mega Man is standing still and one of them hits him against a ceiling spike Mega Man won't die to the spike and will instead fall through the platform.
All bugs noted, they will be fixed in a later release after the holidays. Ver 1.3 will have all existing bugs fixed and hopefully the Toad Man/Tornado Man rain sections optimized for most computers. That and a few more nerfing on the stage designs too just to ease players in a bit more. Also thinking about a masochistic one-hit-kill mode where one shot and you're dead + no tanks, upgrades, and no charged buster shot. All good stuff for 1.3?

Also, I was told by a player that this game is like "I wanna be that Megaman" in difficulty....and you know what? I like that name! I'll take it!
"Also, I was told by a player that this game is like "I wanna be that Megaman" in difficulty....and you know what? I like that name! I'll take it!"

I wouldn't go that far. I mean the game is hard yes but I don't think it comes anywhere near the levels of masochism present in "I wanna be the Guy"

Everything, and I do mean EVERYTHING in that game tries to kill you. In this game not so much.
I've played the 10 robot master stages so far until I've gotten game overs, and I've only beat Pharaoh Man. Some odd things that I noted:

-Centaur Man's sprite when you select his stage seems to be a bit buggy.
-The sprite of Mega Man on the Weapon Get screen looks a bit buggy, similar to Centaur Man's.
-The music loops in stages aren't normal; it's just one continuous track that loops instead of an intro, then a sequence that loops.
-It might just be me, but the timing of the notes in the beginning of the music for Yamato Man's stage seems to be off.
-The gravity physics of Star Man's stage seem to be a bit off from the physics in Mega Man 5, but I assume this is intentional.
-When you are on a spinning platform in Stone Man's stage, it looks as if Mega Man is blurring as he is spinning. I don't think this was intentional, but I wouldn't change this if I were you, because it makes the spinning animation look more realistic.

That aside, I complement the level design. Pharaoh Man's stage and fight were very enjoyable, and what I played of Yamato and Stone Man's stage were also very good. The remixes for the Stone Man, Magnet Man, and Centaur Man stages stood out, they were great! I look forward to seeing what changes you'll make to the game, as well as what the Wily stages hold. So far, this fangame is pretty good. :D
Your issues epinoz:
1, 2, 3, 4, and 6 are all limits of the game maker engine. We couldn't fix or alter those due to how Game Maker works with mp3 files and certain sizes of sprites. The gravity in Star Man's stage was changed from its original MM5 version, however the level was designed around this new gravity, so there are no unfair disadvantages.
yea i tried it and quit before i got past the first level the first flying spike thing got on my nerves and then i died on floor spikes the only time i managed to get past it. i guess im not much for platformers
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