Unlikely. Most Kickstarters go through the same cycle (assuming they are successful.) Huge push in the first 5 or so days, then a big time lull, and then they pick up momentum again at the end.
It’ll probably keep going for another day or two, then the money will trickle in, and then a huge push at the end.
Still, there is a LOT of money already in the pot.
There are white men out there that Identify with a supernatural white man from the planet krypton. I don’t think it’s all to hard, but I definitely agree here.
edit: a whole bunch of people just said what I did, I should’ve kept reading lol.
No wall cling wouldn’t bother me as much as no dash would. I’ve always felt dashing is essential to Mega Man so much so that when I played MMX for the first time it made me retroactively enjoy the NES MM’s a lot less. NES MM’s are still great (especially 3), but no dash and wall cling has always made them feel just slightly too simple and limited to me. As a general rule of thumb, I think platformers should strive to walk the tightrope making the mechanics simple enough to be intuitive and satisfying but complex enough require some finesse and freedom of movement. That being said mechanics don’t matter as much as level design in platformers. The kickstarter mentions being inspired by both 8 and 16 bit games as well as wanting to innovate on the formula, so that suggests there’s dash is very likely as not having it would be a step backwards.
I’d be shocked if Mighty No. 9 doesn’t raise at least 4 million.
If I didn’t know better, I’d have seriously thought Chargeman Ken was a Tatsunoko show, since Chargeman Ken has a similar looking face to Ken the Eagle from Gatchaman.
Re: regenerating health. I don’t think it’s bad per se, given a game is designed around it. Gears of War is well-made.
Does a Megaman clone need it? Probably not. There’s already “regenerating health” in a loose sense with health powerups and farming them from respawning enemies. Could it work? Sure; decrease the max HP amount first though.
The problem of regenerating health tends to be that it is always available no matter the situation with no risk or cost so long as you’re willing to stop playing the game for a few seconds and hide behind a wall. Rewarding you for not playing the game for a few seconds every few minutes or so. Whaaaaaaaaat.
Farming respawning enemies means that you can design the game where your resources are being intentionally squeezed and limited here, but health pickups are plentiful elsewhere.
Also it’s a fucking balls lazy mechanic and I’m getting sick of this shit.
Health pickups are plainly the superior gameplay mechanic and it baffles me how it hasn’t come back yet after so many games ruined by regen health. It allows so much possibility in terms of the feel, design, challenge and pace of the game.
Health pickups are a limited resource. You can use them to dictate the pace of the level, guide the player along the critical path in a non-insulting way, motivate the player to explore the level in areas of limited health resource, to reward the player etc.
Regen health scraps all of these advantages for the benefit of making every game play the exact same way ever.
Agreed 100%. This is what people aren’t taking away from regenerating health; you have to have a lower HP pool.
Regenerating health vs. non-regenerating isn’t a question of which is supposedly superior: neither is. It’s about which one to have in a game, and to ensure level and encounter design supports it.
Being all salty that regenerating health exists is counter-productive. Find bad examples of it, listen to arguments made for the good examples, etc.
I would prefer for regen health to be a trait for another playable character. Perhaps for a melee style character who traditionally gets low HP in these type of games.
Regen health is more limiting. There are fewer variables. Encounter design tends to be more linear in games using regenerating health mechanics vs. those that don’t.
Now that’s not to say I strictly disagree with your point, it’s just much easier and not too far from the truth to say that regenerating health mechanics are strictly inferior from a game design perspective.
I’m not salty that it exists. I’m salty that devs seem to think it’s a universally appropriate mechanic.
There was some game where regenerating health actually didn’t seem to bad I think it might have been Mega Man and Bass or some such where it was a power up and it only refilled to like a point where it bought you one extra hit before you died so all in all it wasn’t bad because it gave you a trade off if I remember right for the power up slot that could have been spent on a far better power up or you regenerate one extra hit that may or may not help you.
If these games keep coming out for either PC or current gen consoles… I won’t be getting a next gen console anytime soon, except to re-sell it of course.