Mercenary Kings

Mercenary Kings

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Awkward gameplay
So I went into this thinking it would be within the Metal Slug territory gameplay wise, and im having a really hard time adapting.

The movement and controls feel really clunky, like how you lose momentum and the screen stops every time you jump. Or trying to crouch and picking up something instead.

Ive gotten up to the first boss which I found the first time then was wandering around lost trying to find again, but I died fighting it because I was backed into the corner and there was no way to get past him? The roll doesnt have enough iframes to bypass large or multiple enemies so I dont really get the gameplay. It seems like its one of those games that, especially with the weapon crafting, just plays kinda broken until you make some ultra OP one shot weapon.

Couple other points to make:

The Gears style reload just doesnt make a lot of sense here, it only worked in gears because it was faster and you were typically chilling behind cover. In a game that you are jumping around and picking up stuff / rolling etc its just kinda janky to have this reload system in. It would be better at least if you had to press the reload button instead of it going into the reload automatically after empty.


Enemies touching you hurts you,
this is just a taaaaddd out of date game design yeah? so melee is more or less useless, and with the small jumpy enemies its this hilariously awkward dance to try to line up a shot before reload or getting touch stunned.


So am I crazy? am I playing this wrong, or expecting something different?

Just not feeling any type of gameplay flow which is important to me in a 2D platformer action game
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Showing 1-3 of 3 comments
Lavian 2 Apr, 2014 @ 11:27am 
I've certainly been shot a few times because an item was under me and I wanted to duck under a bullet yeah. I've never really had a problem with the jumping mechanics aside from the input lag which I'm not a huge fan of, but it seems like it's here to stay, and it's something I've gotten used to really.

The boss your having trouble with is simply a case of having to role under it at the right time. It has pretty predictable attack patterns once you've learened to recognize it. After it backs you into a corner and does its chain punch, it will either jump forward or backward, if it jumps forward, that's when you have to roll under it, otherwise you're in for some damage. All of the bosses are really about learning attack patterns.

I think the reload system works. You don't have to actually do the active reload if you're concentrated on dodging or something, it just makes the reload faster and potentially gives you more damage. With some gun setups with fast enough reload times (like under half a second), I just don't have the reflexes to pull off the active reload at all and just let the reload go by itself.

I find knife isn't all that useful except for stabbing through walls. It's actually fairly effective against hoppers though since they jump in a preditcable pattern. That said, I pretty much never used the smaller knives (except against the enemies that hide behind cover), I only really started using melee once I got the much longer blades.


All of that said... yeah, the game's not really like Metal Slug and I'm pretty sure it's not supposed to be.
Sailor Gloom 2 Apr, 2014 @ 12:53pm 
I gave it a second wind just now and got past the first set of missions, now equiped with a much faster pistol with a .75 reload speed I feel much more at home.
I even got into some online and saw some of the crazy weapons you can get later, So i understand that its gear based progression just wish some of the core gameplay was more fluid,

the damage on enemy touch is really grinding me still, especially when you get into a spot with a shield enemy that you cant jump over him it really slows down the pace.

Instead of gettting damaged by touching the enemy they could have had them quickly melee you if in range.


I know its probably not fair to compare it to Metal Slug but i cant help it, they are very similar in aesthetic and being a 2D run and gun Metal Slug will always be the template I compare to.
Zkz 2 Apr, 2014 @ 2:23pm 
Hey, with the reload system, if you "reload" in the green bar you get a 10% buff with the bullets that you reloaded, they "blink" in your mag (UI or whatever you want to call it).

Also if your not a fan of the "knife" but want to shot though walls still, aswell as kill anything close a few shots while running away; you can use a sniper body with AP "amour piercing" rounds which i think i got in the 2nd set of missons so after the first boss.

If you also use a gun which has "Exte" in the range bar it means that you can shot quie far past the screen you can normaly see, unless you got a scope which i think lets you move the camera around. If the range is lower like med, or short the the bullets don't go as far.

And like the other person said with the bosses the all have a set amount of attacks witch can be "taken advantage of" once you learn / understand the patten. :)

All in all i find this game a Metal Slug game visualy, but more Monster Hunter "great game btw :) " in the actual game mechanics.

If you know all this aready sorry but thought I would give my two pence :)
Last edited by Zkz; 2 Apr, 2014 @ 2:26pm
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