Mega Man RPG Prototype Game Development

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Why the demo NEEDS a FULL redesign

August 21st, 2018 at 1:42am
 
ThatOneEnder
ThatOneEnder
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12 TP | 648 PP
Alright so before I say anything --

The demo is garbage. It has been talked about time and time again, but it is quite possibly one of the biggest issues of Prototype. This isn't me overstating anything here -- The demo is a serious issue. It is harder than even most of the late post-game stuff, including the player battles. Demos for games are usually just the first two or so super easy levels that give the general consumer a good feel for the game. Sometimes demos, like here, are custom and original things, and that is fantastic. I love demos that give original content. But if the original content pushes away a possible player base, then it has failed as a demo.

For those that haven't tried out the demo and, like myself, just immediately created an account and never touched the demo until hearing there even was original content in it, then here is a quick overview of it:

-Characters: You can't unlock any new characters, such as the robot masters you fight in battle, and you are stuck with Mega Man, Proto Man, and Bass. They are unable to level up and are stuck at level 1 for the entirety of the demo.
-Moveset: The moveset here is honestly pretty great, though you can't change it up to suit your playstyle, like in the actual game.
-Items: Two large energy capsules, two small, two large weapon capsules, two small weapon capsules. That is it. You can't get any more items, and you can't equip items. Also, the items don't come back after the mission is complete. Yikes.
-Missions: The first mission is three level one Mets, the next is Cut Man and Metal Man. Already, only two missions in, there is a massive difficulty spike, which, to be fair, is similar to the actual game, but in the actual game you could level grind. Here all you are able to do is hope your strategy is good and pray you to get good RNG for critical hits. The third mission is incredibly hard, especially with Crash Man having an OHKO move (!!!!!!!), and the forth is practically impossible, due to it being a 3v6, which, mind you, the 6 are all level 4 with attacks that can knock out half your HP, while you are level 1. There may be more after this, such as a rumored Quint battle (if anyone has beaten the demo, please confirm this for me, thanks), but Oil Wells, the fourth mission, is too hard for me, the guy in THIRD PLACE ON THE LEADERBOARDS.
-Shops: Nonexistent, which really really sucks because of the lack of item refills.
-Difficulty progression compared to the actual game: While there is a clear difficulty increase from Chapter 1 to Chapter 2, and Chapter 2 to 3, it isn't this bad.

So, you may be wondering, why should I even care? Because, for a good number of the player base, the demo is the first experience they get of Prototype. This demo has potentially killed off a large number of a player base that will most likely never come back to Prototype. I would even say upwards to 40-60% even. This demo could potentially be the reason why Prototype has not gotten that big of a fanbase what so ever. Think in the eyes of a random dude, possibly a bit young, that found this cool Mega Man RPG that is unlike any other fangame, and they try out the demo to see if it is any good. Then they get completely destroyed. Why would they want to continue if the demo is this hard, no? The main game surely must be much harder, they say! And believe it or not, this is the reality for many. According to a user, the demo pushed them away for two years! The only reason they may have found Prototype again is that of luck or the memory of it came up.

So: Here is my plan to fix this disaster.

1: The first thing of note is level grinding in the demo should be a thing. None of the this "you are level 1 for the entire demo" nonsense.
1.1: Ideally it should have it so that all robots in the party (Mega, Proto, and Bass) are all at at least level 3 by the third mission, and level 5 by the fourth.
2: Tutorials. It is a simple thing, but showing the player good strategies and things like the scan button and items very existence could really help out, especially with the younger audience which I know Prototype attracts.
3: Being able to unlock other robot masters. This would be great to happen and preferably should have a tutorial to show the player how unlocking them works (see my guide on that for a good example of how it could look)
4: More items. This could be done through one of two ways:
4.1: A shop that you can get a few good choices of items, such as a 1-up, energy capsules, and so on, or
4.2: Just giving the player more items. If this method is chosen, make it so that the items fully refill after each and every mission. Remember! Demos are SUPPOSED TO BE EASY. So, doing little quality of life things that ease the player into the real deal would be fantastic.
5: Being able to switch up the movesets. It is a simple thing, but being able to switch the movesets would be great. Why would you want to use Dive Missile when you can use the far better Rain Flush or heck, even Bubble Lead? And so on.
6: Being able to choose which robot goes first, second, and third (and so on if the addition of being able to unlock the other robot masters is made) would be a great quality of life change.
This plan doesn't even include balancing of the missions and I have already made the demo a lot more beginner friendly (WHICH IS WHAT DEMOS ARE SUPPOSED TO BE). I know it would require a lot of work, but just doing these simple additions to the demo makes it far more beginner friendly, and hey, we might start seeing more users actually making accounts rather than rage quitting on the demo.
Why the demo NEEDS a FULL redesign
Posted by ThatOneEnder on August 21st, 2018 at 1:42am
Viewed 176 Times

4 Comments

 
ThatOneEnder
4,590,147,354 BP
12 TP | 648 PP
Posted on August 21st, 2018 at 8:04pm Edited on 2018/08/21 at 8:11pm
Posted 2018/08/21 at 8:04pm Edited 2018/08/21 at 8:11pm
#1
For some reason, this thread got moved to the Development section, which is completely bizarre, but hey, not that I'm complaining it just is really weird. Guess there was some reason that got talked about in Discord that made the mods think it would be a good idea to move this from General to Development? I dunno, it was just weird though as I thought it got deleted for some bizarre reason lol
Also, a minor update to this thread: added the 1.1 part to the basis for my plan, and further explained what I meant by "a shop". Nothing too big but I felt like it was worth mentioning in here after thinking about it.
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Ninja Man
145,805,716 BP
2 TP | 16 PP
Posted on August 23rd, 2018 at 5:26pm
Posted 2018/08/23 at 5:26pm
#2
Yeah it is a good idea
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Yoshi2018
234,326,136 BP
7 TP | 43 PP
Posted on August 27th, 2018 at 6:28pm
Posted 2018/08/27 at 6:28pm
#3
If this thread was moved to development, that might mean this is a priority! :)

Also, I managed to beat it with very good luck with Proto Strike and using my items.
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Beta Volt
1,903,055,190 BP
38 TP | 1686 PP
Posted on August 27th, 2018 at 7:03pm
Posted 2018/08/27 at 7:03pm
#4
@Yoshi2018 : OR it could be that this would fit more as a development discussion since it is a game suggestion. A Game Suggestions topic IS one of the sticky threads, after all.

Regardless, while I personally hardly bother with the Demo- not because it's hard, but because A. I hardly even play the actual prototype and B. I just... don't, I guess- I do agree with this notion. I mean clearly if I showed it off on the Discord during the time when Ender didn't want to Discord, I support this, but still.
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