I don't want this thread to be seen as being ungreatful or anything like that.
First let's start off with the one people will take issue with and will be seen as looking a gift horse in the mouth.
The amount of content compared to 1.5 is smaller, not in a drastic way but notable none the less.
Lets look at enemies, the most important element on a stage and one that needs more love.
Update 1.5 had 27 enemies.
Update 1.6 has 17. Oof!
That is why I'm feeling like there isn't that much stuff.
Ok. But let's look at gimmicks. Arguably the second most important part of a level.
1.5 had 8 gimmicks.
1.6 has 7 if you don't count horizontal versions as a new gimmock and you don't count cogs because they're just conveyor belts that don't cooperate with their neighbors.
Make that 6 if you don't include the elevator stopping mechanism as one either.
Well... What about weapons.
12 weapons in 1.5.
10 in 1.6
See my point.
For funsies let's look at the miscalanius stuff added for each update going by bullet point.
13, not including changes in 1.5.
12, not including changes in 1.6.
It's obvious why this is. It's because of the main feature.
WP sacrificed content for a multiplayer mode and the update suffers for it.
And I don't see that as being worth it. For me, level creation is and always will be a very introverted experience.
You turn on The Verdict with Ted Cruz or whatever you watch/listen to and you frigging make a level by yourself.
I'm not saying that it HAS to be that way. I'm saying it HAS been that way for me and plenty of people.
Streamers will get the most out of this update, allowing a large enough audience to playtest a level mid creation
resulting in a better level. But do you honestly believe most players will use this? I don't.
Before we move onto the next topic there are things I'd like to praise.
The amount of housekeeping when it comes to tiles and backgrounds is astonishing!
That's just shit I didn't expect and now I have new favorites!
And finally Magnet Man's wire tile can be used as a wrap around YES!!!! The edges look a bit weird but that can be fixed.
(I still say we need a tile editor mode to personalize our level and fix weird oddities in the autotiler.) But I appriciate the gesture of adding tiles that attempt to fix that problem.
The subtle hinting at the multiplayer feature was BRILLIANT!!!!
The red pointan in the Impact Man screenshot. The multi-colored pointans, all good stuff.
Let's get the stupid stuff outta the way.
the weapon choice is kinda ehhhhh.
Bounce ball is cool and so is Thunder Wool, Water Sheild, Pile Driver, and I guess Scramble Thunder
It's moreso that I would've replaced the MM10 special stage weapons with Triple Blade, Tundra Storm and Scorch Blaze.
No big deal but they could've been done better.
I think one of my biggest complaints is the downgrading of MM10's music. Let's go down the track list.
Blade Man: Slightly noticable but not bad.
Solar Man: This one's baaaaaaaad. It's slower, the chiptune sounds weird, their's practically no backing drum beat and it sounds like it' struggling to even play the song.
Sheep Man: Easy to spot the downgrade at the beginning and you can kinda tell throughout. Also this one lacks more of a drum beat as well.
Commando Man: Oh god! By far the worst one. Downright grating to listen to. Again lacking in any assertive drum beat. Shame.
Pump Man: Still kinda noticable but it's not bad. Lacks the depth of the original song.
Strike Man: It's mostly intact The drum part is died down as well.
Nitro Man: Oddly this song feels faster than it's non maker counterpart. Hard to notice outside of a few issues.
Chill Man: The intro is a tad rough but otherwise this is the best of the 8 robot master themes.
Wily 1 Rain: It's ok. Just lacking something.
Wily 1 Inside: I think the intro is really rough but overall ok besides the fact that it seems slower overall.
Wily 2: Near perfect. Hard to notice any downgrade whatsoever. The last note before the loop isn't as subtly woven into the song as it was before but overall great!
Wily 3: Again another great track nearly untouched.
Wily 4: Kinda rough throughout but ok. Also it's way faster than normal.
Wily 5: What was once complex, slow and quiet is now loud, and WAY faster. You need to give Wily 1 and Solar Man their song speed back. This feels less like a quiet introspective journey through space and more like a horrific crash landing about to happen.
Endless: It's faster than normal but otherwise ok.
Enker: Pretty good just a little weird at parts.
Punk: Pretty Much Normal. Great song btw.
Ballade: Kept intact but maybe a bit faster than I remember.
I think my biggest problem is that the chiptune lacks the omph that was woven into every beat in the original. Each note had a sort of punctuation. A consanent to start off the vowel as it were. Notes also sometimes don't know when to fade in or out. Listen to them side by side and you'll know instantly what I'm talking about.
I think it's extremely hypocritical that you won't downgrade Blast Man but will downgrade MM10 music.
Which is it? Both points are contradictory. (Don't get me wrong, I love what you did with Blast Man.)
Either you're keeping with what was normal on the NES at the time or you're not.
And plus, this idea of rigidly abiding by the standards of a 30+ year old console is fucking dumb.
We can do 8 bits the right way with no freaking system limitations. So when you set this limitation on yourself it becomes an albatross, a weight around the game's ankle, a cult who's rules must be rigidly fallowed or else!
Nah. Fuck that shit!
It's just a music file, why not just keep the originals intact?
Now for some other stuff:
Sheep spikes have really bad cutoff where they aren't transparent.
Chill man has some cutoff on it's bottom tile.
The acid from Mega Man 2 should've been included. I figure it too can affect the acid pools.
I wish we had Metal Plates to go with Mash burner.
It would've been nice to have the ice breaking enemies from MM10 in there as well.
That's all I can think of for now.
So now I understand why we had to have a drought. Because it's exactly as they said, a smaller update.
But there is stuff they could've said. For example:
More transparency as to why there are few updates will help the community get through the rough times.WreckingPrograms wrote: ↑Sat Feb 22, 2020 9:41 pmTemper your expectations. This is still a smaller update. The main feature is the primary reason for the wait.
We don't want to reveal anything more because we want the update to have as many surprises as possible.
Please just wait as long as you can. We're doing the best to make this update as great as can be.
Starting from 1.7 I want to see a WreckingPrograms that is at least willing to say, the main feature is a bitch to code and we don't want to give out too much info. Speaking of 1.7
This update perfectly explains why having a big feature for every update isn't a must.
Now I'm not saying we should get rid of the idea but putting the idea before crucial elements like enemies results in an update that feels smaller in nature. My advice. Make the music changer the next update's big feature and focus on enemies. I also think you should set a deadline for updates and see what you can fit in there. Let's say for example you set 1.7's release date to be October 15th. What enemies, weapons and gimmocks can we fit in this small update.
I know I just gave you two pieces of advice that contradict each other but I think either one could be a good idea.
I perfer that update 1.7 be a big update with a music changer and a large focus on enemies and gimmicks.
I hope you at least take something away from this critique and continue to add new surprises to the game.