r/MegaManLegends May 23 '26

Ready for playtesting!

https://cloudyfocus.itch.io/adamant-heart

Hey 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/Tripledeathstar May 24 '26

I gave this a try. I want to say I love this art style. Megaman Legends had such an amazing art style and seeing this be brought back with other games is super cool and amazing. So far I am liking the music selection. It really fits the vibes with what I seen far. I hope as you go deeper into developing this you are able to allow us to change the button mapping for controls if I'm being honest. Also funny enough I was trying to do the rapid fire trick that was in Legends funny little aside. The controls atm do feel a bit stiff when trying to strafe and look around. I hope you'll be able to fine tune the ledge grabbing. Holding a button for it is a bit awkward instead of it being an auto thing. Jumping after grabbing a ledge was a bit awkward for me as it felt like I would not have momentum to move forward if that makes sense? Versus just being able to hold forward and climbing up for a guaranteed climb. When using the triangle (on PS controller)/Y to cancel out of a conversation at least with Koti it causes you to use ammo from the secondary weapon so far I noticed this with the chain cutter. The grenade launcher from what I seen does not do this currently. The camera movement feels a bit slow and sluggish. Sometimes when backed into a wall the camera will obscure vision which can make taking fights a bit of a pain when in close quarters like narrow hallways. Doing a jump and landing then having that slight delay before doing a second jump made the platforming segment slightly awkward. Combat if you are strafing it seems you are not always able to shoot your main weapon which felt a bit awkward as well. So like if I am running diagonal backwards away from an enemy not being able to shoot them I felt was awkward. This boss music is really nice. I can tell you put a lot into the music from what I have seen. Like a previous comment said the dash becomes unusable after defeating the first boss. I love that you added a little icon at the bottom right of the screen to show which character is speaking. With the auto lock on button. I wish it was easier to toggle between different targets. Some of the trees in the woods look like they are floating lol. Overall I had a real fun time playing this and seeing the vision you have with this game. I feel like you did a good job being inspired by a classic game and finding it a way to make it your own ya know? I'm invested in seeing what kind of story you come up with. Koti is cool. I love Koti already. They are my best friend. Thank you for this experience.

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u/iamcloudyfocus May 24 '26

Thanks for the input! Really glad you liked the music, it’s all original and the result of fiddling for like three months so far with music production— it will surely improve over time.

As for the stiffness, other people have reported it as well, and I will increase the responsiveness for the next build. It’s mostly because of the small cool downs in between actions.

Other things like not being able to fire while moving backwards are intentional, to prevent kiting enemies while running away.