Mercenary Kings

Mercenary Kings

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I've put slightly over six hours into this game. When I first heard about it, I was ecstatic: an Indie platormer meets Scott Pilgrim and Borderlands! I'm sold. But the game quickly got repetitive and boring. Here's some feedback. I haven't played in a while, so if it has already been addressed or will be addressed, ignore it.

1. Six hours in and the game should be handling with more fluidity and have much more challenging enemies. I kept plodding through the hours hoping it would get better. It marginally did. Which is unacceptable for such a large time committment.
2. I hate jumping in the game, there's always a slight delay regardless of weight - both in the take off and land. Some platformers 20 years ago didn't have this, why does this game?
3. Timer: I like the timer, it keeps me focused on the mission, but I realize many people prefer to take their time and relax - how about a time attack mode for those of us that want to race against the clock or a non-timer mode?
4. Progression - in terms of unlockables - is too slow and unsatisfactory. I have to clear a whole set of missions for more weapons to unlock, which means I just have to go through the grind of missions. Missions that, despite different tasks, seem all too similar. This gives me little incentive to return.
5. Can't shoot diagonally? Advertent design choice?
6. Picking up things is kind of awkward an clumsy.
7. Controller mapping? (Did I miss this?) I us an Xbox 360 controller. Fairly standard for PC games.
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3. Same point.
4. True that.
5.Same BFQuestion.

I noticed a little bug (maybe not ?) : when you got the shield, pressing fire (to raise it) and up at the same time will make the character drop it on the ground.

In other hand, your game, guys, are the coolest early access game I ever played.
And i personnally think, if you can, that you should REALLY put the game on the Steam workshop with toolkit after the release. It could help it to renew his lifetime and interest.
About the shield being dropped: That's not a bug, that's the same for any item in your backpack. It's how you drop the important stuff without using them.

The delay in jumping isn't much of an issue once you realize that, if you time it correctly, you can jump immediately after. Failing that, you can roll the moment your feet hit the ground.

Also, most people call the game out for not being able to aim diagonally when you couldn't even do that in Metal Slug unless you had the Heavy Machine Gun, so it makes the whole thing kind of silly. Not to mention that being able to aim diagonally would make certain sections in this game easier than they should be.
Thanks for the tips about the shield, I figured it out yesterday just after my post, when the game told the PC about it.

Yeah I find the jump pretty good too, with a good feeling when starting the dash and when falling back on ground.

You can absolutely aim diagonally in every Metal Slug btw. And it makes sens since mobs like the snipers can aim diagonally and other like electric probes come to you by diagonals. So we just cannot aim them and shoot'em properly unless figuring out to successfully move quickly under the moving probe and shoot it vertically.

I think that it wouldnt easier the game. But maybe I'm wrong. But I think it should be a feature for the player too.

Oh and I forgot : the main problem is the respawn time of enemis, too short. When you're a little bit lost on levels and you're looking for hostages or ways or items, having the same enemy respawning 10 secondes after at every walk is sometimes very very frustrating.
The respawn time is a double-edged sword, in a sense: If you're hunting for materials or taking out certain enemies for a mission, it can be pretty great. If not, then you have to constantly be paying attention. I'm the dude who wrote some lame guide, so I can deal with it but I can understand why others would get annoyed with it.
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