Got this game as a fan of the MMBN games, and this certainly fits thtstyle. I'd say it's worth the asking price, tho it is a difficult game. The extra chars are pretty cool in how they change the gameplay. I'd say it's a good/polished effort, worth the money, but it's not quite in the realm of excellent yet.
The initial unlocks in the beginning are too slow, they should've made itGot this game as a fan of the MMBN games, and this certainly fits thtstyle. I'd say it's worth the asking price, tho it is a difficult game. The extra chars are pretty cool in how they change the gameplay. I'd say it's a good/polished effort, worth the money, but it's not quite in the realm of excellent yet.
The initial unlocks in the beginning are too slow, they should've made it easier to unlock at least 1 other character to help keep interest up or to throw a bone in case some players don't jive with the starting char's playstyle. That said, after I got going, the unlocks were pretty fast to the point where I've unlocked all standard unlockables, yet certain items are somehow still locked. Prob need to fulfill certain conditions. It'd be nice if those items still gradually unlocked, so that it feels like any future runs I do give me some perma-benefit still.
That said, the patch helped a bit per difficulty, and always showing the preview is good. Flow is still not worth it imo, too hard to accumulate and doesn't seem to add much benefit. Some bosses seem OP as heck, like the pillar of light girl or the ice kid, particularly on the harder levels, mainly bc their attacks become almost undodgeable. Or there's not enough time to counter attack between their moves. Haven't beaten the final boss yet, seems OP per HP, and the attacks get crazy to the point where you're basically just dodging and mashing the card button to have a chance of winning.
The main problem with the game can stem from the difficultly. I like a challenge, and I even bought the game early so I could play it pre-patch when ppl were complaining about it being too hard. As I wanted the experience plus I like games which are challenging, but they need to be 'fair' and ideally not too grindy or repetitive. Here, they did mostly well at keeping things fair-ish, but some bosses, and enemies, can seem OP. Particularly I think in the later stages, since enemies/bosses get stronger and better AI as you go further. That in itself isn't a problem, but the rate at which it does so is a bit too much. I can see how balancing a game like this vs it's source game (Mega Man Battle Network) is tough, bc MMBN is a multi-hour rpg adventure, in which you're more steadily based with new enemies, or stronger variants. Here, the variants can come across as leveling up too fast, doing too much extra damage or changing their attack pattern too drastically such that it doesn't feel fair.
A fairly good way I think that could take this game up a level, is noting how MMBN would pace the action by making two different kinds of attacks. If you get hit, some atks (usually the weaker ones) would hit mega man, but not give him invincibility. The stronger, slower attacks would tend to hit mega man such that the player would gain invincibility for a few seconds. This is a better design choice, as it gives the player a bit of breathing room, and allows them to process what's going on. Versus One Step from Eden, where no atks give you invincibility. So as you get to later stages, you almost have to run around all the time else the high dmg atks will stack and destroy you before you realize what happened. Breaking panels in OSFE also isn't very useful, because all bosses teleport instead of move to adjacent platforms. This make breaking panels primarily just harmful to the player. It would be better if it affected bosses more, so that you could actually trap and strategize more with the placement of your atks. Also, bc it's so fast paced, it can be hard to readily see/know where your atk will land. The little visual icon/guide 4 spaces away is helpful, but some atks hit on that 4th space, some one space before it, etc. It'd be nice to have an extra indicator show up to readily see where your current chip will plan to land relative to that 4th space, rather than having to try to figure it out mid-battle. Making root last 2x long would help
Another great potential feature, albeit prob vhard to implement, is MMBN countering system. Striking an enemy right before their attack with a chip, to stun/root
It'd be cool if some powerups could be stacked, like getting multiple thorn mails multiplying the effect. Or the shield +20 on shuffle, etc. Some things (like the main char's reg shot) don't scale well w the difficulty, i.e. dealing a few dmg each shot is kinda pointless at the later lvls bc hp is too high.
A lot of good ideas were tossed in. Like taking on handicaps to buy items, upgrading cards, removal of cards. Some neat combos like multi-summon on turrets, +dmg on multi hits. I like the mechanic char, and the way poison dmg is handled. I'm looking forward to trying the multiplayer options, haven't yet though. Overall a good polished effort, fun, good points toward source game, good art, etc. It'd be nice to learn the requirements in game to unlock some of the unlockable… Expand