Megaman 11 study
Please note; study is not finished yet.
Movement mechanics
The movements are slower and much more machine like than I remember, not that's a bad thing; it fits to theme with the character but makes him less nimble, however he does have good fire power and his slow down and power up ability do make up for this factor.
Slide timer (yta)
Sliding in air? No, only on ground (to note, that was an upgrade you could get in Megaman X for dashing in air that makes mobility/ gameplay much more fun)
You can break on your sliding
The mobility in the game is much more, simple, easier to understand and lacks any depth.
You can't shoot and slide
Gunplay
Normal shots; small, sound weak, simple
Middle shot; same color, faster, sounds stronger
Final shot; blue, sounds powerful, fastest, impactful
A minor delay when shooting and you're limited to three bullets allowed to be spammed on the screen at once with the normal buster.
Level design
Noticed elements from the stages so far;
1. All stages (so far) have one core gameplay element that sets it a part from the other stages, acid man acid, block man it's blocks and you get the picture. It's the one core element you interact with the most.
2. All core stage mechanics have depth with block man stages having blocks that can crush you but at the same time, you can stand on said blocks, acid man has enemies that interact with the acid in one way or another.
Block man - beginning area teaches the basics for gameplay to the player
Acid man - tight timing, stage being much less lenient for players, however where it eases up is later on at another point within the level.
Over all the difficulty comes from precise platforming with little to no movement choices at your disposal. This doesn't make the game bad but does force you to rely on charging your shots more and timing your actions in gameplay. It's muscle memory or honing versus innovation.
The stage having an environmental factor that's a threat.
Enemy types
Block man - simple, easy to understand with the environment being a bigger enemy.
Acid man stage - enemies have synergy, have depth (expect mini spider bots)
Conclusion
Enemies have depth, the stages and the interaction with the enemies with the levels are filled to the brim with depth to their toolkits making it more about taking down enemies that are design around the strengths of the stage rather than being "smart" so a smart stage design versus smart enemies.
Over all
Conclusion
The meat of the game doesn't come from the player; it comes the enemies, level design and other elements about the game.
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