Level Design


All levels were designed and made using Mega Man Maker, a zero-profit, fan-made platform with its own community intended for level creation using art assets and mechanics from the Mega Man series.

Dread Keep

The level begins with you in the middle of a swamp with nothing but a flaming sword, requiring you to get close and personal to defeat your foes - very contrary to the more bullet projectile gameplay one expects with Mega Man. As you trudge through a part land part water section, you are presented with a castle gate that appears locked. Alluded by a path underneath, follow the snake body into the waters below.

There will be fish eggs that block your path. You must first destroy them, then defeat the fish that spawn after. Also, avoid the spikes at all cost - touching them results in an instant death. There will be a final room with a three-headed snake - defeat them, obtain the key, and don't forget to grab the checkpoint before backtracking to the castle gate. Now with the key you can open the gate, grab the nearby checkpoint there, then continue inside the castle. The first area of the castle is very straightforward with some basic platforming. You will find another locked gate - you will revisit this later. Instead, climb down the ladder.

Continue down to another underwater section that make up the castle sewers. These tight corridors will be difficult to traverse, especially with more spikes to avoid. Jumping over spikes will likely result in bumping your head on the ceiling and falling right into them. Instead, slide across to bypass this hazard.

It is a bit of a maze in this section, so try to find a way to navigate around and manipulate the nearby blocks. Swinging your sword does pass through walls - doing this will allow you to hit the various eggs that are holding up the blocks. You will want to have these blocks sink down to open the way.

Making your way back to the surface, there is more castle to get through. Hidden deep within you will find a shield power up, and in the room after, a key. In order to leave the key room, you must use the shield to deflect an outside projectile in order to break through. Return to the locked gate from earlier.

Passed the gate you will be faced with a knightly foe. Avoid him when he jumps, and when he throws his weapon use the shield to return it back to damage him. Switch to the sword to continue your assault.

After defeating the knight, you will continue below the castle and find a secret catacomb. With sword and shield, battle your way further down the dark depths into more challenging rooms. Use what you've learned thus far, you're in the home stretch!

In the final chamber lurks a Dracula-like final boss. He will fly around and swoop down - avoid this. When he lands, he will shoot various projectiles - deflect with the shield for optimal damage. With him defeated, you would have successfully cleared Dread Keep.






Ice Tower Temple

You start off outside at the base of a menacing tower construct of ice. Circumnavigating through ruined columns, this early section poses little resistance.

Once inside, the dungeon complexity opens up, and a linear path becomes less apparent. It invites exploration, and mental mapping as you must learn where to go next. It should soon become clear that going up is the main objective. Each room has its own specific puzzle in mind. And some rooms, by design, are to be checked to facilitate confusion for those seemingly out of reach areas.

This level demonstrates a Metroidvania mechanic of player gate, which is to prevent the player to progress when they lack a special tool or ability they have yet to discover, leaving you to backtrack and explore. Essentially treating the level as a whole as one big puzzle.



As such, there are a few power ups locked away in this dungeon that you must obtain in order to overcome these gated paths. Gates including a floor of spikes, for example.

It should also be mentioned that this level adds a sense of longevity, for with every opened way leads to more obstacles you must figure out. Should you find yourself at the right balcony of the tower leading to the outside, you best return and go back left to find the left balcony. From there, you must platform upward, then re-enter the tower. This will lead to the final power up, allowing you to platform the previously impossible jumps found at that right balcony.

From the right balcony, climb up on that side of the tower to find yourself faced with the final boss awaiting your arrival at the very top. Defeating him will mark your completing the Ice Tower Temple.








Lost Caverns


With well over 100 rooms, Lost Caverns has multi-optional paths as you descend down below into a variety of environments. With no weapon to defend yourself, you must traverse a snowy mountaintop, get a key, and choose a door to enter. With this selection, you are also choosing your first weapon power up as well as where you will fall down into the cavern environment below. This pattern of choosing your path is the same as choosing your next power up.


From the cold outside into a vast cavern, you must continue down into an underwater river system, fall into a jungle underground, and enter a volcanic abyss. As expected, you are not required to venture into every nook and cranny, but to simply journey into the heart of the earth. Some paths will be harder than others, but you will always end your venture with a showdown with the final boss in the fiery depths.