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Hello! I played the game today, nearly two years after playing it the first time. I had finished the game again and started work on the secret collectibles, but I ran into a problem.

I collected the one in the fire stage, died, and finished the fire stage. However on the world map, it doesn't show the level as fully completed, so I went in again, only for the game to get stuck on an ERROR screen. Restarting the game and the level, the collectible is missing (collected?), but the world map says it's not collected. If there's chance to update this soon, it'll be nice.

Also, the ending still has "athmosphere."

Thanks again for the game!


This might require some digging, but I’ll see if I can find what caused it. Thanks for the bug report.

Also, I nearly forgot to provide my save file. Here it is now, I hope it helps in figuring out what went wrong. If you need anything else, please let me know. Thank you!

Unfortunately I wasn't able to  figure out what caused the error, but your save did have one uncollected secret item left in the fire stage. You need to reveal hidden blocks with Sonar Wave to get to it.

PS. I thought I fixed that typo already, but must have forgotten about it.

Wow. I like the weird circumstances leading to me reporting this error. I geniunely thought the original secret item wasn't shown as collected on the map as part of the error, only to learn everything was fine (sorta).  A suggestion of mine to make this less likely to happen is by making it clearer there are two secrets hidden (or showing which secrets were collected when selecting the stage, making it harder to guess how many there are before hunting for them). Or the hardcore way of not showing anything about secrets.

Anyway, thank you for looking into this and the tip, and sorry for wasting your time.

Well, something obviously broke as you got the error screen, so ¯\_(ツ)_/¯

New in version 1.2

  • Spanish and Finnish languages
  • Minor fixes
(2 edits)

Hi. I'm PookaMustard, the guy who asked a while ago for compatibility with Wine. I've repaired my Windows system and was able to play the game. I must admit it is quite enjoyable and a fun (and fair) ride. You avoided the unfair difficulty of Mighty No. 9 and provided a mostly consistent level of it. However, there are some points that need to be made.

  • In the ending, it's not "athmosphere" but "atmosphere.
  • You might want to have a musical track specifically for the final boss. It helps the final battle feel special in a lot of games.
  • Speaking of the final boss, you missed the opportunity to provide a Megaman staple, the boss rush before the final boss, wherein Giga Girl goes against the bosses she defeated in the earlier stages one after the other, before fighting X himself.
  • The stage lengths could be a tad bit longer, too.
  • Finally, the plot. What little of it doesn't explain much beyond "robots revolt, X leads them, Giga Girl must fight." You could instead explain why the bosses are where they are (Fire Boss is controlling the heating facility in a chaotic manner), their names, the stage's names, and the motivation for the robots to revolt and Giga Girl to fight. The plot doesn't even have to be explained in-game (most of it), as it can be no doubt written in a readme text file or even a manual PDF like games of old.

There were also things done just right.

  • Using the boomerang as the basic weapon is quite a nice break from the Megaman games, and makes the inability to toss out another boomerang make sense (there's only one around) as opposed to why Megaman can only shoot three Buster shots on-screen.
  • The bosses were really the right difficulty and not unfair, unlike some of Mighty No. 9's bosses. With their pattern down and a strategy successfully formulated, the bosses are of a right challenge.
  • The controls are very solid. Besides platforming sections that rely on jumping at the very tip of a platform to reach another, I don't think I felt like I wasn't in absolute control of Giga Girl.
  • The health system used for Giga Girl is also interesting. Rather than handling a couple of shots from a couple of enemies, six hits and it's over. Adds a lot of realistic challenge when confronting the bosses.

Looking forward to your next platforming game!

Thanks for your feedback!

I'll have to fix that typo :)

Almost all of the issues you mentioned were a result of priorization. The project had already taken too long, so some stuff was simply left out / done as mvp to save time. Nice to hear that the things I actually spent a lot time on were to your liking.

New in version 1.1.3

  • Game Over and Load game now reset extra lives and ammo. There was a bug introduced in 1.1 that caused the Game Over to not reset lives.
  • Disabled boss key (ESC)

New in version 1.1.2

  • Fixed collected unique item count bug (item percentage)

I sent the friend request on Steam to ask if I could get a review key of this game so I could review it for

Send an email instead and I'll hook you up with a key. You can find the address from

New in version 1.1.1

  • Fixed a bug that caused the game to crash on some systems after the intro cinematic

New in version 1.1

  • 3 save files
  • Settings screen
  • New hidden items
  • Game statistics
  • Various small fixes and tweaks
(1 edit)

As a Windows user gone Linux (because I lost access to my main HDD), I want to play this game. doesn't work with Linux (via Wine), to be exact, Tahrpup CE PAE.

So I want to ask, are there any Windows-based dependencies I need to have pre-installed to play the game? Or should I wait for future compatibility with Wine or even a native Linux build?

Afaik, only .NET, DirectX and the %appdata% folder.

Unfortunately SharpDX TK is Windows only, so porting to Linux would mean porting the game to MonoGame first. Shouldn't be too complicated, but probably not worth the effort.

ah, that's a pity...

New in version 1.0.1

  • Fixed "Continue" option not showing up on the Main menu. The game is meant to be challenging, but having no saves would be a bit too harsh ;)