Alphaman (alpha version)

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About

In order to test out my abilities in creating a platformer and learn Godot 3.0, I decided to proto-type this megaman-classic-like game. 

If you would like to contribute art or music, feel free to PM me.  If you would like to work for money on a future project ("Project Omega") that is technically a sequel to this, but higher in scope, please contact me at [email protected]

Now featuring Chefbot and Usherbot levels and bosses + their weapons!

Controls:

  • Move left and right:  Arrow Keys
  • Jump:  X
  • Shoot:  C
  • Charge for Free Secondary Weapon Use:  Hold C
  • Shoot Secondary Weapon:  V
  • Switch Secondary Weapon:  S & D
  • Dash:  Shift
  • Climb:  Up Arrow

Bugs fixed since initial upload - re-download if you're experiencing them:

Known bugs / issues:

  • Fixed a bug that was crashing some people's game when they selected Usherbot's Stage.  (May 4, 2018 @ 9:39am) Please re-download for the fix.  Sorry!
  • Chefbot's stage background cuts off then appears
  • If you get to the roof in Usherbot's stage then immediate bail off the ladder, the camera will be broken for the rest of the stage
  • Bullets go behind ladders
  • Some enemies can see you across rooms

0.1.0a:

  • Changed base resolution to 360x270 feel closer to "classic" megaman.
  • No longer have to be on the floor to recover from hit or swinging sword
  • Secondary weapons added with weapon energy resource
  • Weapons added:  Knife Throw and Holy Water/Fire
  • New Level:  Usherbot's stage
  • Improved Chefbot's in game sprite
  • Added boss doors

0.0.2a:

  • Added sword charge attack
  • Added dashing (shift)
  • Added wall climbing (not practical in the demo level, but it's there nonetheless)
  • Fixed issues caused by forcing game to not be in vsync mode
  • Fixed sound effect and graphic glitch if you jumped at a certain height

0.0.1a:

  • Getting hit while on a ladder would stun you in the air, softlocking the game
  • Energy gains would pause if you got hit until the hit animation finished
  • Refined the "feel" of the jumps and movements
  • Changed some enemy heights and behaviors to "feel" better

Also supports controllers.

Credits:

Programing/Design: 
Trey Cockrell (@Trueyomic)

Music/Sound Effects:

Ryunocore

Music and SFX taken from When It Hits the Fan, another Heartfelt Games LLC production

Platforms
Release date
Developer
Yomic
Age rating
Not rated

System requirements for PC

System requirements for macOS

System requirements for Linux

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Last Modified: Jan 9, 2019

Where to buy

itch.io