I realize this is not really a great question so feel free to ignore it, but I've dreamed of making a MegaMan Legends clone since playing the original game in the 5th grade.
Life's finally at a point where I can start working on it, any tips or important lessons you've learned you'd be willing to share? [especially on the visual creation side]
As a P/s I've always liked how casual MML was so I plan on making a much easier game focused more on metroidvania style exploration more than hard combat so I don't think I'm a risk to your audience at all.
Hey Arthur, any chance of compiling the game for new macOS Big Sur ARMv8 64bit M1? The current mac x86 build is not working correctly with M1 ARM machines.
I've never played MML, so no idea how it compares to that, but I really really liked this.
The movement and gameplay were good fun, the world felt like a place (which isn't easy to achieve), the level design was interesting and I liked the art style (and music, iirc).
I hope there's some follow-up to this, because it felt quite refreshing to play.
This game is a modernized version of MML in therms of gameplay since MML is an early 3d shooter so it's very archaic in it's design (but very much playable still, the first games aiming takes some geting used to since is very clunky. The second implemented a Zelda-style auto aim, wich improved things a lot and made the game more manageable in combat but also way easier IMO, shooters should never have auto aim and thankfully, artur gave us the option do do it manualy here). The arstyle is true to the first game (altough I prefer the more polished look of the secund). Even with the clunky combat, I highly recomend it since is an underhated gem with very loveable and quirky characters and story, and if you like dungeon crawlers, it does have some pretty solid ones (even if in the first game they are a little generic looking).
I really enjoyed my time with Delta-Gal. I'll 100% be buying Zeta-Gal when it becomes available. A few small quibbles: As a MML fan I missed having a ledge grab. I found the dash to run to slide a little troublesome to activate in tight spots. The final boss's laser attack was mean enough it felt like a stat check. I got annoyed by it and bought an extra blaster slot/power mod and defeated it before he could use it.
I had an actual BLAST finishing this, and I cannot wait for more. Hopefully this isn't too much but I have a couple notes and suggestions:
I do think the text and textboxes don't mesh well with the art style? Also, Noob1's control scheme doesn't swap the save and restore menu (where A would be on a Nintendo controller, or how circle would select on Japanese Playstations). I'd really like a fully customizable control scheme in the full release.
Also, take a cue from NieR: Automata and have the lock-on be a chip that can be installed or removed! That'd add an awesome risk/reward mechanic.
EDIT: also I think being able to activate slide while dashing rather than while sprinting will make the move more useful. Perhaps it was just the version I played but the slide was for some reason really difficult to pull off?
Otherwise? Great. Seriously, I am so psyched for a full release, this might be the one indie game I'm more hyped for than any other.
Defeated the first boss, then couldn't jump back over the fence to leave. I had a look at a video by someone else and there were two stacked barrels, but in my version there was only one. Played on windows.
Really great aside from that. Visual presentation is cool and the game feels good to play.
Just incredible. The MML visual style is nearly 1 to 1, yet the game as a whole has it's own charm and identity that separates itself from being too much of a direct clone. The movement feels great, although I feel like the mid-air dash should launch me horizontally, instead of downwards. Dashing is also smooth and works well, but I found myself constantly holding shift thinking it would put me in dash mode (old habit). Everything else is simply perfect, from the character models and textures, to the environments and enemy design.
One other thing I want to mention is that if you press 7 on the keyboard, it launches the character into the air (a debug function I assume) and you can bypass a lot of content. I just wasn't sure if that's something you intended to leave in the current demo!
How do you get the sword. I am very confused because I have unlocked everything in the game and even defeated that secret boss in the caves but I cant find the sword
I actually only found it after defeating the final boss. It's in the forest behind the larger spiky bush. It's easly missable since the grapling hook icon only shows up on the screen if you look up, something I imagine if you're using the auto aim (or have the FOV in close mode) you could easily not do since the tree tops are very low in this area.
I came for the Mega Man Legends graphics and I stayed for everything else. Delta-Gal plays well, with a nice set of moves. Wall kicking take time to get the hang, but it's very satisfying to move and shoot around the levels. The game has a lovely presentation, with plenty of beautifully detailed (and bouncy, for some) characters. The demo offers a nice share of challenge, but I think it could use one or two adjustments:
- The hammer enemies strike really fast and I think they could use a short pre-attack animation so the player can tell the exact momentto dodge.
- Maybe the boss' damages should be lowered a bit. It's extremely hard to dodge its laser near the end.
That would be my take. I had plenty of fun and I hope this game gets to grow, improve and develop its own identity!
← Return to demo
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Very cool
I realize this is not really a great question so feel free to ignore it, but I've dreamed of making a MegaMan Legends clone since playing the original game in the 5th grade.
Life's finally at a point where I can start working on it, any tips or important lessons you've learned you'd be willing to share? [especially on the visual creation side]
As a P/s I've always liked how casual MML was so I plan on making a much easier game focused more on metroidvania style exploration more than hard combat so I don't think I'm a risk to your audience at all.
no boobs?
I love these esthetics. Wish it was a bigger game, but oh well... Hope the dev will have bright future. :)
My favorite game from Itch.io. I highly recommend it. I really love the Gameplay and the Graphics and i made a Video about it
Had an absolute blast with the game! The control layout for controllers took some getting used to, but they work really well.
Can't wait for a full version!
It's an enjoyable lil action platformer :)
and maybe unintentionally one of the funnest running simulators.
I enjoy! :)
Extremely fun to move around and platform in! Can't wait for the full game =)
Me encantó la estética del juego, que es como la combinación de anime y Nintendo 64 , y las mecánicas del juego me gustaron bastante
woo, enjoyed the demo! looking forward to it
One of my favorite itch games!
By the way, can we know what engine you use to make this prototype and the full game?
Unity
Ist a amazing game, a really evolution for the megaman legends, this is a plan for a full game??
Yeah, I'm working on the full game. You can follow for updates here https://twitter.com/ArthurVyater
I love this!
thank you!!
Now I just wish this demo has a tutorial stage. I kinda don't like reading up controls because I feel lazy.
Olá pode trazer uma versão para Android???
Super cool game
Man, I loved this game, looking forward to seeing it complete, the designs are beautiful
I wish it was on a real PS1. It's great anyways.
this game reminds me of megaman legends
Great game, I love most things about it, could still be improved a in a lot of ways though
please make a 32 bit version i will die if i don’t make this game
Great Job! Love the early N64/PSX era graphics!
Hello, i'm an artist and a writer and would love to help finish your game
Hey Arthur, any chance of compiling the game for new macOS Big Sur ARMv8 64bit M1? The current mac x86 build is not working correctly with M1 ARM machines.
I've never played MML, so no idea how it compares to that, but I really really liked this.
The movement and gameplay were good fun, the world felt like a place (which isn't easy to achieve), the level design was interesting and I liked the art style (and music, iirc).
I hope there's some follow-up to this, because it felt quite refreshing to play.
This game is a modernized version of MML in therms of gameplay since MML is an early 3d shooter so it's very archaic in it's design (but very much playable still, the first games aiming takes some geting used to since is very clunky. The second implemented a Zelda-style auto aim, wich improved things a lot and made the game more manageable in combat but also way easier IMO, shooters should never have auto aim and thankfully, artur gave us the option do do it manualy here). The arstyle is true to the first game (altough I prefer the more polished look of the secund). Even with the clunky combat, I highly recomend it since is an underhated gem with very loveable and quirky characters and story, and if you like dungeon crawlers, it does have some pretty solid ones (even if in the first game they are a little generic looking).
For anyone curious about the game! Also thanks for dropping by the channel Arthur I truly appreciate it!
I really enjoyed my time with Delta-Gal. I'll 100% be buying Zeta-Gal when it becomes available.
A few small quibbles:
As a MML fan I missed having a ledge grab.
I found the dash to run to slide a little troublesome to activate in tight spots.
The final boss's laser attack was mean enough it felt like a stat check. I got annoyed by it and bought an extra blaster slot/power mod and defeated it before he could use it.
I had an actual BLAST finishing this, and I cannot wait for more. Hopefully this isn't too much but I have a couple notes and suggestions:
I do think the text and textboxes don't mesh well with the art style? Also, Noob1's control scheme doesn't swap the save and restore menu (where A would be on a Nintendo controller, or how circle would select on Japanese Playstations). I'd really like a fully customizable control scheme in the full release.
Also, take a cue from NieR: Automata and have the lock-on be a chip that can be installed or removed! That'd add an awesome risk/reward mechanic.
EDIT: also I think being able to activate slide while dashing rather than while sprinting will make the move more useful. Perhaps it was just the version I played but the slide was for some reason really difficult to pull off?
Otherwise? Great. Seriously, I am so psyched for a full release, this might be the one indie game I'm more hyped for than any other.
Defeated the first boss, then couldn't jump back over the fence to leave. I had a look at a video by someone else and there were two stacked barrels, but in my version there was only one. Played on windows.
Really great aside from that. Visual presentation is cool and the game feels good to play.
you do have this info box, right? just kick the wall on the left.
very good :D
Just incredible. The MML visual style is nearly 1 to 1, yet the game as a whole has it's own charm and identity that separates itself from being too much of a direct clone. The movement feels great, although I feel like the mid-air dash should launch me horizontally, instead of downwards. Dashing is also smooth and works well, but I found myself constantly holding shift thinking it would put me in dash mode (old habit). Everything else is simply perfect, from the character models and textures, to the environments and enemy design.
One other thing I want to mention is that if you press 7 on the keyboard, it launches the character into the air (a debug function I assume) and you can bypass a lot of content. I just wasn't sure if that's something you intended to leave in the current demo!
How do you get the sword. I am very confused because I have unlocked everything in the game and even defeated that secret boss in the caves but I cant find the sword
It's in the forest
I actually only found it after defeating the final boss. It's in the forest behind the larger spiky bush. It's easly missable since the grapling hook icon only shows up on the screen if you look up, something I imagine if you're using the auto aim (or have the FOV in close mode) you could easily not do since the tree tops are very low in this area.
I came for the Mega Man Legends graphics and I stayed for everything else. Delta-Gal plays well, with a nice set of moves. Wall kicking take time to get the hang, but it's very satisfying to move and shoot around the levels. The game has a lovely presentation, with plenty of beautifully detailed (and bouncy, for some) characters. The demo offers a nice share of challenge, but I think it could use one or two adjustments:
- The hammer enemies strike really fast and I think they could use a short pre-attack animation so the player can tell the exact momentto dodge.
- Maybe the boss' damages should be lowered a bit. It's extremely hard to dodge its laser near the end.
That would be my take. I had plenty of fun and I hope this game gets to grow, improve and develop its own identity!