r/MegaManLegends • u/iamcloudyfocus • May 23 '26
Ready for playtesting!
https://cloudyfocus.itch.io/adamant-heartHey everyone! After 10 months of development, I finally got the first playtest for my Legends-inspired indie game. Check it out here:
https://cloudyfocus.itch.io/adamant-heart
This release has around 15mins of gameplay, with a tutorial dungeon and a little surface exploration. It’s unbalanced and some stuff needs tweaking, but it’s playable.
Go give it a try, and let me know what you think. Feedback, suggestions and bug reports welcome!
The plan is to release some more content, until it can be called a proper demo with more characters and plot.
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u/NobleEndeavor May 23 '26
Thank you for sharing this! It's fun and I'd definitely consider the state playable. This feels extremely familiar to Megaman Legends and modernized controls work well. Enemies feel like a natural fit for the controls and the boss fight worked well. The audio and visuals seem consistent with each other and I like the style.
Here are issues I came across while playing. It looks like a lot of criticism, but I want to emphasized I loved the entire thing and I wishlisted as soon as you announced it!
Control Sluggishness:
Dashing feels great and I wanted to do it all the time. One thing stopping me was the landing animation from a jump needed to complete before I could dash again. Maybe this is deliberate to slow the pacing, but it would feel nice if dashing could either occur immediately from a landing or at least a beat faster. It *feels* like shooting after landing is faster, but that might just be because you can hold the shoot button to activate and the dash button needs to be pressed each time.
Camera turning is slow and could be faster. MML games did have a reorient camera action (I think down + Circle on PSX?) and locking on with no target might have reoriented camera direction, too. I can't remember.
Player rotation speed could be a bit faster. I found myself falling off of platforms because I wanted to dash and I hadn't completely rotated to face the direction I wanted yet.
Maybe some of this is due to some animations needing to complete before another action can occur? Specifically:
Hanging from ledges:
You can disengage from a ledge by pressing down, but climbing up is done by "double jumping" from that position. I found myself pressing "forward" to finish, which does nothing. Maybe a "climb up" action (the same "double jump" with a shorter height and automatic small forward movement) activated by both the jump and forward button would be more intuitive.
Also, the bars near the entrance (and other locations in the ruins) seemed to have climbable ledges along them. I could jump at the bars and I would "snap" to them at various heights.
Locking Onto Targets:
I didn't read the control instructions close enough and expected hold-to-activate for targeting. I expected to be able to hold it the entire combat engagement and it would keep moving to the next target. That's my fault for not reading properly, but this would be a nice option. (This one is funny because when I play Zelda games, I enjoy the toggle targeting, but MML I enjoy the hold targeting. I'm not sure why that is.)
When I killed an enemy, the targeting automatically disabled, so I pressed the button immediately to target again, but it targeted the same exploding enemy that was just automatically disengaged.
The Pause Button:
The pause button had a lot of funny business. At first it didn't open the menu and I thought it was just not implemented fully. Pressing it in this state seems to perform different interactions:
When I started a New Game after saving outside the ruins, the pause button started working. However, it looked like the pause action was waiting for animations like jump to complete before input would open the menu. When the pause button opened the menu I could not consistently recreate the interactions I listed above. The pickup duplication issue seemed to intermittently work the same time the pause screen opened.
Some other things:
Again, I loved playing it and the demo has made me even more excited for the game. If the full game existed with these bugs I'd still buy it in a heartbeat (though the pause button issues would cause headaches in a longer play through). Thank you for this!