Demo Feedback!


Hi all!


Thanks to everyone who has tried the game!  I really appreciate the feedback I've received so far.  It has been very helpful, especially in expanding on what I want the game to be. 


I wanted to call out what I've heard the most:


  1. Punching isn't good/useful. 
    1. I 100% agree on this point.  I haven't quite figured out how to make punching fun yet, and its current usage is too slow.  I defintitely want to speed it up, make it possible to do in the air, and add some more functionality to make it useful.  My intent is to make punching the primary way to play the game with the shooting as a back-up. 
  2. Collision issues
    1. This has been something I've been trying to polish and I think it will always be something that I have to iterate on.  Theres usually collisions specifically around climbing, be it when you're supposed to be able to climb or getting stuck in a corner of a wall.
  3. Progression
    1. This first demo was intended as a way for people to feel out climbing, jumping, shooting, punching, etc.  When the game actually is released,  you won't be able to do all of those abilities from the beginning, and this level would be a little farther on once you've gotten used to the various powerups (this level may be your introduction to climbing).
  4. Interesting choices
    1. This was the feedback that I felt the most valuable, and it was giving the player interesting approaches to the levels.  I'm honestly still struggling with how to implement it, since I don't know how much choice there is in a linear 2d shooter such as this.  With that being said, I really like the concept and I want to use that in my future level designs.
  5. Teaching the player through play
    1. This is something I know I need to work on, and I'm dabbling in it.  The main thing that a lot of people let me know is that they didn't know you could CHARGE your shot.  I realized that the people who had been helping test my game throughout the process so far are not only familiar with the megaman series, but knew you could charge from seeing me design it.  It wasn't until I put it out that I realized it isn't explained other than in the instructions.  Teaching through play is also one of the main things that videogames as an art form offers (thanks Egoraptor and Yahtzee), especially when it comes to the Megaman X series.   A great example of this is related to punching, bv creating bad guys who are MUCH more easily defeated through punching. Creating bad guys that incentivize using different approaches makes people consider the tools they have.

If you have any other feedback, please feel free to leave a comment or send me a message (is that a thing on itch.io?) 


Also, if you read this far, you'll see that I have a great friend of mine working on updating the character sprites!



Thanks for reading!

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