Comments (1)
Saw this thing by chance while looking for another MM fangame I had recently been made aware of and the premise seemed fun. Then I realised it was made by the same guy/girl as RAM and as such I was pleased in knowing a certain level of quality was assured.
After beating every boss buster only, there are a handful of remarks I've got :
1) What's up with Galaxy Man being a boss from the official series while all the others are OC's?
2) Could you tell me more about this art trade process and how you came up with the idea of putting these sprites in a boss rush? Did you make all of them and their AI patterns?
3) While the Boss Codex is somewhat neat, I personally much prefer a stage select (no need for remembering codes) though I can see how that would become a challenge in the long run as you semi-frequently update this thing. Still the codex only telling you the name of the boss, their code and with whom/for whom the trade was made seems a bit lackluster. Would it not be a fancy idea to do away with the code system and let players be able to select their boss through the codex by pressing enter upon their entry as well as maybe adding some trivia/thoughts for each one on your end?
4) While I get not every boss can be made equal, some are laughably easy like Hama & Spitzer while others in general really could use one or two additional attacks.
5) Cut Mandy's intro should be severely shortened if you face her again after a wipe out. It's a pure waste of time after the 1st go-around.
6) I wish more bosses would be made somewhat unique like Cut Mandy's desperation attack which transitions in a simple but new 2nd phase or Katyusha's 2 health bars even though she doesn't change things up in between.
7) Yago can too easily corner you with his erratic jumping which makes avoiding his already hard to dodge lightning attacks near impossible to dodge;
8) Drone Woman's hitbox as she slashes at you could use some adjusting. Too often have I found myself getting hit by her sprite despite CLEARLY jumping completely over her after her initial dash slash.
9) Count Zapaway can relatively easily freeze-lock you with his frost breath. Thankfully it doesn't do that much damage but still.
10) Spitzer takes too long with bringing out his other attacks (like shield throw and homing laser) in favour of just walking back and forth. By the time he does this, he's pretty much dead already unless you do a no charge buster "challenge".
11) Some difficulty select options in the option menu could be nice. It would allow you for instance to severely crank up some bosses that are too easy otherwise by giving them toughness-exclusive patterns/attacks aside from damage increase.
12) Given the nature of this game, will this ever be deemed complete?
A collection of Mega Man bosses created as art trades, using the Megamix Engine. Also features a new system for cataloging bosses, and a few recreated Classic weapons to be featured in the unofficial expansion to the engine, Megamix Engine Plus. This game will be semi-frequently updated with more trades that I do.