Tag Archive: platformer

Mega Man Maker – Palace of Nightmares by Shmeckie (165515)

The Palace of Nightmares is aptly named as it is filled with all sorts of challenges designed to seriously put your skills to the test. This is the most difficult Mega Man Maker level that I’ve completed, or at least the hardest one that remains (mostly) fair throughout, and some people may very well find it to be less fun and more frustrating. It begins with a makeshift elevator descending through groups of spikes while Killer Bullets (those Bullet Bill ripoffs from the original Mega Man) fly in from the sides and it only gets crazier from there. What separates this level from so many which feel too unreasonable is the fact that its creator has bothered to supply players with the tools they need for overcoming its challenges.

In addition to the default Mega Buster, you have the Skull Barrier, Magnet Missile, and Rolling Cutter at your disposal. I didn’t find much use for the Rolling Cutter outside of the boss fight, but many of the challenges here are crafted with the Magnet Missile and Skull Barrier in mind. For example, that initially elevator segment is much easier when you can just walk on the spikes with Skull Barrier, though getting hit by a Killer Bullet while on a spike would still be deadly. As for Magnet Missile, it’s invaluable against the many enemies placed on platforms above or below you which relentless lob projectiles. Of the two, Skull Barrier is slightly more useful. In addition to a mandatory spike-walking section, Skull Barrier can be used as a safety net in a room with disappearing blocks and its low energy cost means it can be employed to block projectiles if you want to save Magnet Missile energy.

The variety on display here is impressive and much of it shows a thorough understanding of Mega Man Maker’s mechanics. Pixel-perfect jumps between ladders, three rooms with disappearing blocks, and some Skull Barrier spike walking while dealing with projectiles and flying enemies are just some of the challenges that await. Perhaps the most mechanically interesting one of all is an enemy gauntlet near the end where you face off against some of the more defensive enemies. What’s special about this gauntlet is just how carefully all of the enemies seem to be chosen and placed; you need to constantly be careful about how you dodge around because walking backwards even slightly is often enough to result in a previously defeated foe respawning.

Checkpoints and, to a slightly lesser degree, weapon energy refills are spread about liberally so you’re never losing much progress if you die, which goes a long way towards cutting down any sense of frustration. This level’s appearance is also as varied as its challenges with the main ‘palace’ mainly being a combination of Pharaoh Man’s and Snake Man’s tiles while warps take you to places with distinctly different tilesets.

As for negatives, there are two places where the level design could be brushed up. The biggest issue is this level’s tendency to place Big Eyes right before checkpoints. These stomping behemoths are always a nightmare, but they are especially difficult to dodge around or defeat here because you are rarely given much room to fight them in. Getting hit even once is enough to take off at least half of Mega Man’s health and there’s little enjoyment to be had in getting crushed to death by a Big Eye after completing a difficult challenge.

The other issue involves the boss fight against Pharaoh Man and it’s far less concerning, though it is an issue all the same. Pharaoh Man’s arena is an interesting concept, but it doesn’t really work out in execution. To begin with, you’re given plenty of weapon energy before the fight because Pharaoh Man is immune to the Mega Buster; this is the one point in the level where Rolling Cutter can be rather useful. The arena in question is three screens wide and Pharaoh Man starts on a platform above Mega Man’s head. Other than the center of the arena, there are springs everywhere, spikes on the ceiling, Skeleton Joe’s ready to toss bones down at you, and some weapon energy refills on the far sides (right next to some Big Eyes, of course).

The enemies feel like overkill in what would already, presumably, be a tough arena for fighting Pharaoh Man, but that’s a potential issue which is negated by the more pressing issue. Basically, there is no real reason to use most of this elaborate arena unless you are in desperate need of weapon energy. You can just stay on the nice, flat floor near the start without worrying about enemies, spikes, and springs and still kill Pharaoh Man without much trouble. Custom boss arenas that go the extra mile are usually nice, but in this case a more standard single-screen arena would have worked better.

Aside from the slightly excessive number of Big Eyes, Palace of Nightmares is a great level which provides some very tough challenges while remaining entertaining.

Mega Man Maker – IceMan’s Return by Mr X (161588)

Mega Man Maker recently received its first major content patch, adding in new bosses, enemies, abilities, and a general upgrade to just about everything. Even the name has been upgraded from the original Mega Maker! So, I thought now would be a great time to take a look at the levels people are making with all this cool new stuff.

IceMan’s Return makes use of many new tools, but it’s also just a good level all-around. You’re going to have a bad time if you try to make it through this level with just the buster. slippery ice, disappearing yoku blocks, spikes, and plenty of enemies placed in just the right locations to snipe you while you’re trying to reach a new platform all come together in what might initially seem like disastrous level design. Thankfully, IceMan’s Return provides players with a set of four new weapons perfectly designed for overcoming its many hazards.

Aside from the Mega Buster, your arsenal consists of Time Slow, Ice Slasher, Hyper Bomb, and Ring Boomerang. Ring Boomerang is the least important of the lot, though it’s still good for collecting items from flying enemies and those placed on the other side of walls. On the other hand, Time Slow is crucial for dodging enemy projectiles and helps a whole lot with the disappearing blocks, especially the ones near spikes.

Ice Slasher certainly fits the cold theme of this level and its freezing powers come in handy against some of the tougher robots this level throws at you At one point you need to use Ice Slasher to freeze a row of flames to create a bridge, which is a neat gimmick I wish the level played with a bit more, though the lack of any way to gain weapon energy or backtrack in this room is a minor issue.

As for the Hyper Bombs, their high damage and vertical range can come in handy on occasion within the level, but they really shine in the boss fight against Ice Man himself. Ice Man is immune to the Mega Buster, though he takes damage from everything else and you get plenty of weapon energy refills in the corridor leading up to his room. Hyper Bombs are Ice Man’s weakness and, on top of the extra damage, their vertical explosion serves as a counter to his movement pattern.

Overall, this level is really polished. Time Man’s theme matches the icy aesthetic surprisingly well and the ice blocks themselves are broken up with more metallic ones on occasion to prevent the level from looking monotonous. Every enemy feels like it has been placed with care in just the right spot to make the most out of its attack pattern, yet careful weapon usage allows players to overcome any obstacle. Disappearing blocks are likewise common, but always in small groups so players are faced with a variety of small challenges from them rather than a single, frustrating chain. As to length, this level is slightly longer than average, but it maintains consistent mechanical themes while changing things up with plenty of both horizontal and vertical platforming and the checkpoint placement is excellent.

IceMan’s Return is truly a fantastic level to return to after such a big update.

A Robot Named Fight

Official Site || Steam Page

It’s an all-out war between the robotic residents of Earth and the endless spawn of a moon-sized glob of flesh in the sky called the Megabeast! I was skeptical of a Metroidvania roguelike because I generally prefer it when games with procedural generation only last about 30 minutes per run. However, while a successful run of A Robot Named Fight does indeed take about an hour, the game does a fantastic job of keeping things fresh by changing up the obstacles you encounter based on the powers you obtain. Sometimes this just amounts to adding in doors which require a certain type of weapon to open, but it also means things like adding in dark rooms if you get a light source and high barriers if you get a jump upgrade. It’s delightfully gross, surprisingly varied, and an all-around awesome game about becoming fight enough to take on cosmic abominations.

Demo – Flynn: Son of Crimson

Kickstarter Page || itch.io Page || Developer’s Site

This is a great little vertical slice alpha demo! If you’re unfamiliar with the term, a vertical slice demo is designed to show off various gameplay elements rather than showing off an area from the game. The demo for Flynn: Son of Crimson can be finished in under ten minutes, but it crams a whole lot of content into those few minutes. With four weapons, a utility item, standard action platforming, two enemy gauntlets, a stealth section, an auto-run section, and even a little bit of NPC interaction, not a single moment goes by without a new mechanic or technique being introduced.



Official Site || Steam Page

Cuphead was one of the most highly anticipated indie games of 2017 and, while I always enjoy stumbling upon great overlooked games, it’s rather refreshing to see a game with so much hype behind it actually (mostly) live up to that hype. Both visually and audibly Cuphead is an aesthetic masterpiece and this is something that was obvious from the first, painfully brief E3 trailer, but there is a breathtaking world of difference between seeing a few disconnected trailers and brief gameplay demos versus playing it for yourself as one cohesive whole. Even more importantly, it plays extremely well.