I have decided to take up the MF Beta project once more…
I know that not many people read my posts… but if you do, please leave a comment with what you think I should have in my remake of Fusion.
So far I have:
Better Sa-X AI
More Bosses
Better Effects
A playable intro (When she is on SR388)
More Sectors: Jun, Junk sector. Lab, Laboratory Sector.
More Sa-X Chases
oh… and you start out with Morphball and Charge Beam.
Don’t take this the wrong way, but you won’t find many people who care until you actually have something to show. We’re a few years out of the golden age of Metroid fangames and everyone has seen dozens of projects that died before they got past an early engine demo. It’s fun to brainstorm, I know that personally, but just take a look through the Fangames section (which is also where this thread should be) and see the wasteland of “I have this idea and I started an engine”.
Keep working though, but again, not many people are still up for investing time into ideas with nothing behind them.
Please refrain from bumping 6 year old topics unless making a major contribution.
As far as I am aware Mr.Aran has not shown their head around these parts since late 2012, and nothing was ever made for this project. This was an idea without execution, as are 99% of the fangames you will find on this board.
Hey, really glad to see you picking the MF Beta project back up! Your remake ideas already sound like a huge step up from the original—especially the playable SR388 intro and more SA-X chase sequences. Those moments were always some of the most intense parts of Fusion, so getting even more of them sounds awesome. Starting off with the Morphball and Charge Beam is also a bold move—I like how that could open up the early game to some interesting design choices.
A couple suggestions you might consider: it’d be great to see more environmental storytelling, especially in the new Lab sector. Maybe scattered logs, subtle background details, or NPC remnants that hint at the Federation’s deeper experiments? Also, you mentioned better SA-X AI—what if it could adapt slightly to your escape patterns, like cutting you off or using alternate paths after a few encounters? That could seriously crank up the tension without feeling unfair.
Looking forward to seeing how the Alteryx Training project develops. You’ve already got a strong vision, and with Kousoro’s engine support, this has real potential to become something special. Keep sharing updates—we are reading, even if it doesn’t always show in the comments right away!