


The backgrounds are often too visually busy and make objects in the foreground hard to distinguish, especially the signposts in Brandish's stage. The enemy placement makes them hard to hit or avoid, and grabbing onto ledges is often unreliable. The game's level select informs the player which boss their weapons will be most effective against with an additional option on the mission selector, meaning that as soon as they have defeated one of the Mighty Numbers, they are basically told the order they should play the remaining levels in.It even lacks innovations from the X games such as the Mega Buster and wall jump. While the game does follow the basic essence of a Mega Man game, it does nothing to improve it and brings back flaws from those games that were solved long ago.At the start, constant gameplay-interrupting tutorials explain very basic concepts to the player needlessly (there is even a point where Professor White essentially says "look, that enemy over there is an enemy!") while critical mechanics such as weapon alt-functions, what the percentages that appear over enemies mean and the entire power-up system have their explanation buried in text menus.Games like Shovel Knight have shown that this "trial-and-error" type of game design is no longer needed and all it does is frustrate players. While it is true that early Mega Man games did the same, it was done because of hardware limitations at the time. If you lose all your lives, you start the whole level again. This includes cheap deaths, excessive usage of OHKO (one hit K.O.) obstacles, knockback damage, some bosses having attacks that are almost nearly unavoidable, and unforgiving platforming to ensure the player will die often while having limited lives. The game relies on the outdated "trial-and-error" design to artificially extend its length.
