DARKFLAMEWOLF'S PROFILE

Mega Man: Revenge of the...
A action-based platformer based on the classic 8-bit Mega Man games.

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Lets Play Mega Man: Revenge Of The Fallen (Blind)

I made a bunch of comments on your videos to help improve your game, better understand design decisions and to notify you need to download ver 1.3 for the rest of the play series. :)

Robot Masters

There is Mega Man 2 representation...just not where you think it would be... ;)

The game is released! Nov 27, 2014.

well, there will always be backtracking to get all items, but there 'is' an optimal route to minimize that backtracking considerably to save you time later. Thanks for the Centuar bug, it is noted before and should have been fixed. Guess we need to refix it! At least it stops when reentering the boss room however! That's a good sign.

The game is released! Nov 27, 2014.

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.

The game is released! Nov 27, 2014.

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!

The game is released! Nov 27, 2014.

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!

The game is released! Nov 27, 2014.

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.

The game is released! Nov 27, 2014.

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.

Amulet of Fate

Yes, yes it did. Since my priorities of finishing up my Legend of Zelda fanfic and my Megaman fangame are done and over with, I can come back and refocus on this project. Which would then make this...the ONLY project I'm working on solely!

The game is released! Nov 27, 2014.

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.