If you have any suggestions of what we could do to improve the game or make it more interesting then send them to
and we will add your suggestions to this page.
Keep in mind though that only good suggestions will be accepted and just because we add your suggestion to this page it doesn't guarantee that we'll choose to implement the idea in the game.
Suggestion has been implemented into the game
Suggestion has been accepted and is currently being implemented
Suggestion is currently being considered
Mega Man X related improvements:
There's a slight delay in X firing his buster when the B button is pressed.
Suggestion by Maxamor
Prioritise improving the control of X and he plays kind of sluggish.
Suggestion by Heat Man
I think that the main speed of the game is still slow... it would be great if you could increase it a little more.
Suggestion by Rafael Pithan
No attack but single-shot pellet = boring. Needs charged shot, at the least. You have to hold dash too long before jumping off a wall to actually do the dash. Dash-jumps suddenly lose speed in mid-air. Seems your programmer made a "dashing" movement mode instead of increasing speed directly.
Suggestion by Align, (from the Mega Man Community forum)
My main issue with the controls is the walljumping. Try making it more true to the walljumping found in the X and Zero games. That is, you shouldn't have to actually push towards the wall to perform a walljump, just plain being next to a wall and jumping in the air should do the trick. Also keep in mind that in the games, you don't have to be as close to the wall as possible to actually do the jump, instead there is a pixel or two "extra wall". This makes jumping from the wall easier, since you don't risk falling off the wall before jumping.
Suggestion by Hannes Sorensson
The animation of X turning around after he grabs a wall is really slow, maybe speed it up a couple times.
Suggestion by Red
The only way to dash jump is froming a running position, making it hard to execute on a smaller area of ground.
Suggestion by Cyros, (from the Bob & George forum)
Other thing I've noticed is that you can climb ladders by jumping on them. And if you stop pressing Up while climbing, the animation continues going on. I think X needs a "entering door" sequence, I didn't like when I pressed Up in front of a door and X simply dissapear instead of going backward. (If you want a reference of the animation I talk, try entering a door on the MMZ games).
Suggestion by General Darkmaster, (from the Bob & George forum)
You forgot the part where X was supposed to be panting when his health is low.
Suggestion by Boomba, (from the Mega Man Community forum)
Also, seeing as how this is Megaman X, I'd like to see the armors again.
Suggestion by Boilman, (from the Bob & George forum)
Change the X-Buster design a little bit, sometimes it looks too big for his arm. Have a charged shot, but, instead of having it from the start, make it upgrading (like buying parts for it, levelling it up MMZ style, finding secret chips, etc...)
Suggestion by Arashi, (from the Ciel-Network forum)
Although the speed has improved from the last version, X still feels a bit slow to myself. Why not try speeding up the running animation just a tad bit?
Suggestion by Captain Heady, (from the Rockman Perfect Memories forum)
First, X should have sets of Armor, It doesn't have to be from light capsules, but I always liked X being able to change his abilities using armor. Second, have X gain different weapons, using the blaster can get repetitive and boring. Finally put in secret weapons or upgrades that are hidden in different places.
Suggestion by Sean Cowley
Maybe there could be new versions of the falcon armour, ultimate armour... you could also make it so that, for a secondary weapon X still has Zero's old saber from X6.
Suggestion by Gordon Shier
Enemy related improvements:
One thing I noticed in playing is if you rush into a group of those red soldiers, they can pretty much massacre you because you can't shoot very fast, and if they walk into you they can push you back.
Suggestion by Heat Man
Enemies run straight at you rather fast. Faster than you can move. Enemies die too slow, and still take your shots when you hit their dead bodies. Just have them blow up, X doesn't slice them apart or anything.
Suggestion by Align, (from the Mega Man Community forum)
New suggestions for X and other characters:
Could you consider adding crouching as one of X's basic actions?
Suggestion by Johnny The Wolf
It would also be nice if X could charge his shot.
Suggestion by Rafael Pithan
When the enemies rush into you they cause a substantial amount of damage and you can't shoot them either because they are past the tip of your buster. Maybe having the dash move provide X with a push-back move that cause a slight amount of damage and also stuns them for a second or two.
Suggestion by Red
When holding down or up when firing, X will shoot diagonally. A "customise-able" Blaster. X would be able to find Buster Parts in certain locations and when defeating bosses. He could then use these to upgrade his Buster Cannon in a variety of different ways. (i.e. rapid fire, burst shots, ect.)
Suggestion by Teh Man
Except the NPC soldiers. I really want to see them do something, like have guards shooting at Mavericks at the doors when you first exit or something. Even if it's just for show. That's one thing that none of the Megaman games have. It would really bring out the fact that Elysium has it's back against the wall.
Suggestion by Brain, (from the Bob & George forum)
Though what I'd be interested in deeply is a part of the game play that will stand out. Like interaction with your surroundings. See a box? Pick it up a chuck it at an enemy. Or if it's possible, another form of attack then shooting. (Honestly, playing through a MM game with just shooting can get tiresome at times). And maybe, somehow when you get to a boss, some kind of finishing move that can only be done to that ONE boss and each other is different. Example: X jumping on a oversized mavericks head, pointing his buster down onto its forehead and sending a charged shot through its skull.
Suggestion by Ramzal, (from the Bob & George forum)
A charge ENHANCEMENT (but you don't start with it though). A rapid-fire enhancement to give you a much better ROF compared to the Normal X Fire, possibly similar to the Bass Buster. A Spazer like effect (See metroid. It splits the beam) Maybe not the 45 degree angles, fired more like the shots from the MMZ3 Eel EX skill. And last, an explosive shot! (Super weapon ahoy!).
Suggestion by Chimeraman2, (from the Bob & George forum)
Stage Suggestions
Suggestion has been accepted and implemented in the game
Suggestion is currently being considered
Intro Cinema improvements:
The intro story text is written too fast, and is too boring to read. The cutscenes aren't skippable.
Suggestion by Align, (from the Mega Man Community forum)
Well, the great thing about X1-X3 is all the levels were unique. There were enemies put in situations that were difficult to get around. Even in the intro stage of X1, which was essentially a straight line with some rolling hills, there were platforms that fell, enemies that destroyed platforms, enemies you couldn't jump over to skip them, and car enemies that ran along the flat ground and followed you around. And two of those enemies never showed up in the game ever again. That level was completely unique. Level design is an extremely important factor of game making.
The thing that sucked about MMZero is that Pantheon soldiers are boring and immemorable. When you were in a situation with a Pantheon soldier it was monotonous. It's just a guy that shoots stuff at you. There's no strategy to it. You could jump over him, or just pelt him with buster shots. There are no specifics to it. As opposed to that enemy in X3 that shot the top drill, and then the bottom drill at you, and when you killed it it shot both, so you had to be on your toes. But it didn't move, and there was always a low ceiling above it, so you couldn't jump over it. Or the number of wall crawling enemies that shoot various different projectiles with different properties, which gave you a challenge while wall climbing. That stuff is what makes a game fun instead of mindless.
The enemies in your game are Pantheon soldiers, essentially. They're boring and I don't care about killing them. I don't get a sense of satisfaction. The level itself is boring as well. Where am I? Just some place with... elevated platforms that I'm running around in. You got to add some sort of element to it. Like you could make it some crazy post apocalyptic warzone and all the platforms are like rubble of dead reploids, or something. Just something interesting that sets this level apart from other levels.
But I think that might be the problem. You seem to be basing this game more on Mega Man Zero, which sucks. The X series is a much better basis for... everything, rather than Zero is. Advice from Egoraptor, (from the Atomic Fire forum)
Stage improvements:
Few NPCs in starting screen might make the player think he can talk to them. Music needs a different synth (and not to restart on entering a new room), I can't really tell if it's bad or not. Confusing stage layout. Half the time I wasn't sure I was heading in the right direction because there was no indication of the other directions being wrong.
Suggestion by Align, (from the Mega Man Community forum)
It's really unforgiving that you are brought back to the start of the entire game when you die. I mean, X takes forever to shoot and three soldiers just rushed at me that I couldn't have killed on first contact, especially since their weapon takes away 1/3 of my health.
Suggestion by Egoraptor, (from the Atomic Fire forum)
One thing I thought that the X games glaringly lacked was allies. It always seemed like you were the one doing all the fighting. And in Zero, when anybody else fought, it was always Joe Nameless. It would be cool if there were other important reploids besides X who fought. And I don't mean the "helping" that Zero did in X1-3, such as "Be careful X, there are hundreds of incredibly dangerous enemies modified specifically for war up ahead. It's likely they could tear you to shreds. I'll go scout ahead like the stupid noob that I am." I mean a support character going into the level with you, and being controlled by the A.I. I don't see it being too hard to put a trigger point before a pit to make them jump it, or avoid any other traps. They could wait outside the boss door, possibly to hold off an endless horde of enemies
or some such thing. Then you could have the boss all hitting the "Press to summon minions" button, and being shocked when nothing happens. It would definitely be a good time. They wouldn't even have to have a complicated set of attacks or anything. Maybe give them a rifle and let them shoot enemies in any direction. I think it could potentially turn out some very cool levels if you got creative with it. Since the game is meant to be played on an emulator, take into account the player's ability to make save-states, and adjust the difficulty accordingly. Not necessarily the strength of enemies, but the speed at which the game moves. Maybe make long sections where the player needs to be constantly careful of traps, and have no time to do a save-state.
Suggestion by Kanryo, (from the Atomic Fire forum)
Make all doors open faster. Make the teleportation go faster.
Suggestion by Grenzenlos
You could have a boss where NPC's help you fight and it is hard then, and latter fight him/her/it on your own. that would be cool. Mega Man games bosses are based on powers in one way, and just thinking of some powers that could help you Clones/Kamikaze attacks - I can see how this might be hard to make in a lot of ways but it still could be a very cool boss fight. A level based and this could be cool, your Ally's and you going in to fight, the boss fighting you the whole level, destroying stuff the whole way to a "boss room" which after you kill the boss it chases you back into the main level until it dies for real.
Suggestion by Cccck, (from the Atomic Fire forum)
I'd be happy to see something like a training room of some sorts in which you can re-fight the bosses again.
Suggestion by Boilman, (from the Bob & George forum)
Let more characters appear (like the characters from X Command Mission, like Cinnamon, Nana, Shadow, Marino and Massimo). Multiple weapon choices (like X also being able to use a sword). Cooler bosses, since I can also play Zelda if I want to fight wolves.
Suggestion by AGF-Antoine, (from the Rockman AMV Station forum)
Here's something that hasn't been said, the respawning needs work. As far as I noticed it's nonexistant.
Suggestion by Pluvius, (from the Rockman Perfect Memories forum)
Mini-Game Suggestions
Suggestion has been accepted and implemented in the game
Suggestion is currently being considered
Mini-game suggestions:
Include a ride armor minigame. I would also like to see minigames based on various strange game elements in past MM games. Swinging (MMZ2), manuevering a missle through small corridors (X4), etc. And here's a classic infinite number of enemies, (make it mets and the fans will love you), and you get scored based on how many you can kill without dying. A boss marathon could also be used in a similar form. Dodging laser beams of death like in MM2! Make it infinitely long (a series of randomly repeating blocks perhaps), and make it scored based. How about a Megaman pong? Or better yet, a METOOL pong . Shoot balls or block them. Or even pong with weapons. There was also a MM game, which had roof, and ceiling blocks that moved up and down really fast, with the potential of swishing you.
Suggestion by MaJoR, (from the Atomic Fire forum)