While I am a huge Mega Man fan I do want to be critical for the benefit of this review. The Demo is solid and everything I am about to say is keeping the fact that this is a Demo in mind.
Starting off with what I have always believed is the strongest point of any Mega Man game is how it controls and how the gameplay itself feels. This is probably the part of the demo that the development team nailed the most. The game feels tight, responsive, and genuinely feels like a solid Mega Man game in terms of gameplay design. It was very responsive and felt very polished in terms of controlling micro Mega Man and I can't give enough kudos to the quality of the engine.
However when it came to the graphics of this demo I have to admit I am a bit torn for a few reasons. To start off with micro design works REALLY well for the game and I think solves one of the biggest issues with the Mega Man Gameboy Games in terms of just how much space on the screen there is. Where as in the official Gameboy Games there was very little screen space and Mega Man was absolutely massive this fan game on the other hand feels far more in line with other Mega Man games. The decision to go "micro" here has really been to the strength of the game in terms of navigating the world and providing space for interesting layouts and designs.
Where the graphics fall short is readability at times. Because everything is micro as well as being monochrome it makes enemies hard to distinguish from the rest of the world at times. Take the Bunby Heli's (Bladers) at the start of the level. They are so small and compressed AND share the exact same palette as both the foreground and background that it is at times hard to see them. This is where the exceptionally limited palette becomes a negative point for me. While it works in the official Gameboy games those games also used massive sprites to make sure everything was clear. This is the drawback of going Micro AND using such a limited palette.
With that said, to tack on another positive and looping back somewhat to a combination of the gameplay and graphics style, the hit boxes felt fantastic! I was worried about how handling such small enemies was going to feel and I think that they nailed it in terms of playability even with the very small size.
In terms of sounds I can't really say much as they sound pretty much like the official sfx.
Music though is another aspect I am torn on. The quality is SUPERB, it's very VERY well done and I have nothing but praise to the renditions of these songs that were used! ... With that said, they do not feel fitting. Cut Man's stage theme especially did not fit for me because on one hand you have this game that is portraying itself as a Gameboy Era game in terms of palette, screen size, sprite design, etc. but the stage music does NOT sound like something from the Gameboy in terms of limitation and instruments. Again, don't get me wrong here, it's really good but it just does not hold the same limitations the rest of the game is imposing upon itself.
I am not going to comment on the boss itself because Cutman himself is clearly unfinished with his only actions being to move left and right and occasionally jump straight up. As mentioned from others you can literally enter the room, not move at all, and destroy him effortlessly. Given that this is a Demo and not a final product and how clearly unfinished he is I do not think it's fair to hold that against the team.
Overall, I think this is a really fantastic demo and would absolutely LOVE to see more from this team and sincerely hope the project continues on. Everything here shows a very competent handling of the material and in a lot of ways improves upon what the original Gameboy games were trying to achieve.
I strongly urge anyone who enjoys Mega Man games to give this one a try as you will not be disappointed! ... Er, well, maybe disappointed that there isn't more game to play as the demo is short but aside from that.
Again, great demo and I personally hope to see more in the future!