I went into it expecting to be disappointed and ended up even more upset.
I think part of it is that there’s a lot there that could be good but then it falls short and then turns into utter frustration and poor design.
For example, Beck’s movement feels pretty good. His dashing around feels nice and responsive. But then they also give you a ducking dash that they never tell you about and require you to use at like 5 or so points in the game, two of them being “do it EXACTLY right or die” moments. Why have that? Taking it out doesn’t take away anything from that level and having it there is just a pointless barrier.
Actually, that’s what a lot of the game feels like - pointless barriers to waste your time. For example, the bosses have patterns that leave them invincible for half the time, and you just have to wait your turn to hit them. Then if you take off enough damage, you have to hit them with your dash to actually permanently remove that damage, otherwise they recover it and you’re left with nothing. Mix this with how they’re unhitable half the time and you’re just stuck with frustration.
The analogy I gave at the end of my playthrough was: remember how in the first DS Castlevania game, you had to draw a sigil on the touch screen when the boss was weak to actually defeat them? If you didn’t get it right, they would gain 10% of their health back and you’d have to fight it again until you could draw the symbol again. They only showed you how to draw the sigil once before the boss fight, so if you forgot the motion when it came time to draw it, you were shit out of luck and had to defeat the boss over and over and over, not actually capable of defeating it despite actually beating it. Adding that feature did nothing but fulfill the mandatory Nintendo requirement that all early DS titles had to use gimmicks of the system, and all later DS Castlevania games immediately took it out.
That gimmick is basically Beck’s boss energy-draining dashing mechanic except you have to do it every quarter of their life, and the possibility of fucking up is really high because they’ll be moving around and they’ll regain that life immediately, AND ON THE FINAL BOSS YOU CAN’T EVEN TELL WHEN YOU’RE SUPPOSED TO USE IT BECAUSE THEIR “WEAK, ABSORB ME NOW” COLOR IS FUCKING EXACTLY THE SAME AS THEIR REGULAR COLOR DID ANYONE EVEN PLAYTEST THIS HOLY SH
This game really could’ve benefited from having thousands of playtests where feedback was actually incorporated.
Related to this: in the first few minutes of the “making of” documentary of MN9, Inafune curses because he tries and tries but can’t get through one part of a level. The camera turns to the CEO of Inti Creates and he laughs and says, “we’ll adjust this.” That part of the level is exactly the same in the final game.
Anyway, Megaman 9 Shovel Knight is a way better game than this so play that instead.