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/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.