(Hate to quote the whole post, but I will answer everything.)
I think it is a good concept, but it still needs a bit of polishing. I have a couple of suggestions:
- A lot of times I was wondering if I am hitting an enemy. It would be great if you could add a pain frame that would invert the enemy's colors when it is hit.
- Some enemies need better death animations. This goes especially for turrets - their "corpses" have the same sprites as when they were alive, but with added smoke puffs. It would be nice if you could make them visibly damaged, or at least make them gradually fade away until they disappear.
- Level design could be a bit more interesting. It worked for the first level, but then it got a bit boring and repetitive. I know you are going for a simplistic look, but some non-orthogonal walls and more height variation would not hurt the experience, see 8 Bits Deathmatch for an example of what you could do.
The concept isn't already polished enough? Wait... I don't understand. Is the storyline too bland, or is it just too derivative? I don't quite grasp what's being said.
Pain frames are planned, as well as death frames. However, the problem with quickly inverting something is that the "Soldier" enemy is already an inversion of the Hero you play as. If he wasn't an inversion, that would've been my very first guess at it. Along with the "Eliminator" only found in the Core level (MAP10.)
The turret, I already plan to have explode entirely, as well as the Watcher/Seeker. Everything else already explodes entirely, except for the Shredder boss.
For level design, I'm not saying I'm dodging your criticism, but there's something I always shot for when making a mod; it was based for the exact mapping type it's been pointed at, and the way the ending of a map (especially when entering a boss room!) is sort of stuck unless I really went back and screwed around with the aesthetics of how you travel inbetween sectors (aka the box 64x64 rooms with 64 height.)
Not to be picky about what mods you send my way for a proper/improper example, but I really didn't look at Megaman 8-bit deathmatch -at all- for the mapping of this project. I went my own style (and who wants to see that? New stuff, so last generation[s] :P) I know, perhaps some curved walls might not destroy the atmosphere, but at the moment I don't see how it would help it to a great degree either. Perhaps looking at boxes really does get boring... Admittedly, I'm not perfect, nor is anyone else; so I'll most certainly look into orthogonal walls (although, I must say I've never heard that complaint so far.)
tl;dr I've got the message, I'll look into the stuff you mentioned, thank you for your constructive criticism; It's hard to get without being dicked out these days.
Quick Edit : To anyone who is recommending me other games to take examples from, I'm deeply sorry, but at the moment I'm really only trying to split some hairs from HeroCore. (If you don't think this wad is good, I am in no way disparaging the work of Daniel Remar, and you guys should most CERTAINLY give him a look up! HeroCore is in my top three games, and It's a damn shame to see it sit around unplayed by people who only like better graphics.
ROCK SMASHER - BOSS OF NEW CAVES
Love 2-Color? HeroCore is your game. Doom? Never heard of it :>