Malbhet
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Malbhet
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Post by Malbhet on Jun 23, 2016 10:11:34 GMT -6
Will there be more variety in melee attacks with each weapon or combo attacks in the future?
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BossClaw
What!?!
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Jul 10, 2015 15:58:52 GMT -6
July 2015
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Post by BossClaw on Jun 23, 2016 10:19:49 GMT -6
Quick Mesg; Installed it on Win10 i7 with Nvidia GTX 660i, played it completely without any slow down, or any problem and it was awesome - I ooh, I ahhh'd, I laughed, I was surprised, pleased, impressed, it got me so much more excited for the final product! The only 2 things I would suggest were; 1 ) Movement speed - I found myself backdashing through the demo to move more quickly 2 ) Boss Damage Reaction - I found myself wanting more confirmation than little floating numbers that a hit had landed. Either a classic flash (easy) or a hit anim. Especially when being kicked in the teeth. But seriously, thanks so much for the care & effort to capture the feel of IGAVANIA!
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evilwraith
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Jun 23, 2016 10:11:01 GMT -6
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Post by evilwraith on Jun 23, 2016 10:23:59 GMT -6
Some quick notes:
I stayed on the Intro screen for about 10 minutes just looping the music. Beautiful.
The game ran a little choppy for me but this is a Surface Pro 2, not exactly a gaming powerhouse. Still definitely playable.
I'm hoping for a notice that the game requires a controller with analog sticks, or a different way to aim the aimed magic. I was using what I had on hand: an 8BITDO SNES30 gamepad. It worked ok even if the button mapping was a bit wonky. I couldn't get it to attack in midair but I don't know if that's a bug in the software or the pad bugging out.
Also hoping for a way to custom map buttons on a gamepad. My main controller at home is a wired XBone pad so it should just work but I can't always travel with it.
Looking forward to seeing more and playing it on my rig at home. I'm much more excited about the project now that I have some hands-on. I don't think we'll have another Mighty No. 2 on our hands here.
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
Posts: 1,213
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Astaroth
What a wonderful night to have a curse...
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June 2015
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Post by Astaroth on Jun 23, 2016 10:30:59 GMT -6
have to say, the different death animations for morte based on what you attack him with are pretty cool ^_^
also, to sort of address the texture blur, this is a byproduct of loading, the first time any texture or picture is loaded into memory, it will be blurry cause youre essentially seeing the thumbnail or lod version of it (if youve ever done an image search and the picture youre viewing is low res and blurry, itll often be named th.jpg if you try to save it instead of the actual image name), throughout development the code will go through various optimizations to reduce load times where possible, make textures preload so they are ready by the time theyre needed, that sort of thing, so a blurry texture that happens once isnt a bug or a glitch, its a texture loading into memory right as its needed
as for frame and input drops, to better assist the devs try to add how youre playing the game (k/m, controller [xinput,steam, 360,snes,thrustmaster], guitar hero controller, ddr pad) roughly the level of processor (core 2 duo, 486, i3, i7, screaming banshee, potato) graphics card (nvidia 660m 2gb, amd polaris 10, Intel 80486) and try to replicate what you were doing a few times to see if it is replicable or if it was the computer going "SQUIRREL!" (computers are like kids with a really high functioning form of adhd, sometimes stutters happen because it poked messenger, internet explorer, the 25 processes windows has open to keep breathing, checked if the internet has porn of it, and the 4 processes steam uses to make sure they were still running and forgot to check on the 12 inputs you just made in that one frame) the more info the devs have without going into wall of text on what youre doing will make the data much easier to collate, and granted this is a demo but this will be extra important to remember once the beta starts that the team will have to sift through all of this and pinpoint the source of the issues to be able to fix them, and any way we can make that job a bit easier will help ^_^
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anubis
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Post by anubis on Jun 23, 2016 10:32:43 GMT -6
i want to try the demo but i doubt my computer can handle the game. still i might try it out.
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KingsBlade
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KingsBlade
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January 1970
GUEST
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Post by KingsBlade on Jun 23, 2016 10:32:47 GMT -6
Copy pasting what I posted on reddit.
"Game needs support for other aspect ratios and resolutions. The game currently does not support 4:3, 16:10, or 21:9 aspect ratios. It also doesn't have 4k support.
Game doesn't really need this, but I would really like to see it. Support for high framerates. Some people, like me, have 144hz screens, which means I can play games in framerates up to 144 fps. Higher framerates look much smoother, even in games like bloodstained.
Game needs a controls menu to change your controls. This will almost definitely happen for keyboard controls, but this should happen for controllers as well. I haven't seen too many games that allow you to change your controls on a controller, but it's very good to be given the option to do so.
I didn't try the demo on a ps3/ps4 controller, but from what I've heard they don't have native support, and you need to use software to emulate an xbox controller to use them. The game should have native playstation controller support.
Anti aliasing options would be great to see later. Jaggies were really visible around miriam and just about everywhere else because the first level is constantly moving(it's a boat)."
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Torg
New Blood
Professional Orc Warrior
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Torg
Professional Orc Warrior
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June 2015
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Post by Torg on Jun 23, 2016 10:37:51 GMT -6
I think I played through this demo at least 5+ times now. It feels great; combat and movement is very fluid, and slashing something is satisfying. I also really enjoy the directional attacks! It's so much fun jumping over an enemy and back-handing them in the face with a flame spell.
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docteur
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Post by docteur on Jun 23, 2016 10:38:23 GMT -6
Excellent demo! I especially like the fact that the model changes depending on your equipments. The enemies, especially when dying, are a bit loud though.
Curious to see what the two weapons thing will look like.
I have to agree with these two points from earlier:
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gourryinverse
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Post by gourryinverse on Jun 23, 2016 10:56:06 GMT -6
I've not seen it mentioned anywhere else yet, but the physics for pretty much everything in this demo are *SO* great...
...but with all this great animation going on, it's kinda disappointing that Miriam's hair doesn't move when she moves/jumps/attacks.
Was this a conscious decision due to having headgear that changes her aesthetic, or might this be something that'll come along later?
It's only a little tiny thing, but it struck a chord with me. Aside from this and some odd grammar going on with item and shard descriptions (and the odd misspelling of "Familiar" in the Shard Menu), I really have nothing bad to say about this demo. It's pretty much exactly what I expected, which I consider to be a very good thing.
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pat_trick
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Nov 24, 2024 18:42:07 GMT -6
pat_trick
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Nov 24, 2024 18:42:07 GMT -6
January 1970
GUEST
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Post by pat_trick on Jun 23, 2016 11:02:46 GMT -6
Please add support for non 16:9 resolutions on PC! Thank you!
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CastleDan
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Post by CastleDan on Jun 23, 2016 11:22:06 GMT -6
I guess the two weapon slot means there's a chance for two handed weapons like in SOTN?
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Post by docteur on Jun 23, 2016 11:29:12 GMT -6
Please add support for non 16:9 resolutions on PC! Thank you! Yay! Some love for 21:9!
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dragonnexus
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Post by dragonnexus on Jun 23, 2016 11:30:00 GMT -6
Any quibbles I have I can put down to either being in the early game (example, weapons feeling a little slower than I'd expected compared to Symphany of the Night) or just being a demo (music is very low and not changable, I doubt they'd leave that as it is in the full game since we can't access an options menu to change it in the demo)
My only real issue from playing is the dodge button. The fact that there's just a single button. Maybe I'm too used to Rogue Legacy but my instant reaction upon seeing an attack coming is 1) Turn around and run the other way 2) Remember I have a dodge button and press that, thus rolling backwards into the enemy.
Rogue Legacy allowed you to dodge left using LB and right using RB. I feel this would be a more intuitive method of dodging. It's entirely possible though that they already have plans for RB meaning this isn't possible, but so far in the demo RB had no function that I noticed.
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
Posts: 1,213
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Jan 4, 2022 11:47:39 GMT -6
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Astaroth
What a wonderful night to have a curse...
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Post by Astaroth on Jun 23, 2016 11:30:59 GMT -6
I guess the two weapon slot means there's a chance for two handed weapons like in SOTN? maybe, its also possible that is a space for weapon modifiers or ammo based on the icons in the menu and the sort categories, but there are categories for 2 handed weapons within the demo, as for whether this list is finalized ill say probably not because demo, we may see some additions, some categories may get streamlined, overall im pretty excited about the possibilities they already have in place
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runnerguitar
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Post by runnerguitar on Jun 23, 2016 11:46:05 GMT -6
I am liking the direction this Demo is leading us! However there are things that need work. While I like how Miriam and the Boss pop out, they also seem to be in a very different artstyle than the actual stage and eachother, also, not sure how I feel on the massive breast on the boss monster, but it could just be me. Gameplay wise, when fighting the box, sometimes the Hitbox felt off, like I wasnt doing damage when I was supposed to. I dont think the Back dash is broken, but maybe have the ability to backdash this quickly as an item? Like a shoe equippment? Also Might, I know we are VERY early in development, but with the menu image of Miriam, could it be possible for us to see either that Miriam moving like a small idle animation and also an animation for her putting on or equipping the item?
Here is a video with my impressions on the demo if you are curious
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glassjaw210
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Jun 23, 2016 10:18:37 GMT -6
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Post by glassjaw210 on Jun 23, 2016 11:53:53 GMT -6
I know it's not a big deal, but personally I think making the damage number that displays when you get hit a different color than when you deal damage would be nice. She reacts well enough that I know I get hit, but when I get hit at the same time I deal damage, it would be nice to be able to immediately distinguish who did which damage.
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Zodam_Kulle
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Post by Zodam_Kulle on Jun 23, 2016 11:59:39 GMT -6
I enjoyed the demo very much! Only a few things I would like to add which for me personally I felt was missing or needed. 1. I do think Leveling up should regen your HP and MP. I believe older Castlevania had this in their games so I wouldn't mind in the full game they'll have this in. If they don't then I can imagine some boss scenarios where you defeat the boss, level up and then be forced to backtrack or progress forward with that remaining HP or MP you had left after the fight just to find a save spot to regain back your HP/MP (if that's also in Bloodstained). If they don't have a feature where you don't get your HP and MP back when leveling up, my guess the reason why is because you have to survive solely with Potions or Ether. Yet I think they should add it cause of that scenario if you ran out of items during boss fights. This point I believe will be implemented in the full game. just something that I noticed in the demo 2. The damage numbers are the same colour. All damage numbers are white which can sometimes be confusing. One instance I had which caused confusing was fighting the Dullahammer. As it hit me which made Miriam's character model go into Dullahammer. We both done damage at the same time. Numbers 10 and 12 appears almost next to each other, which then causes the confusion, who did what damage. One could easily work out how much health was lost by looking at the health remaining Miriam and see if 10 or 12 was taken off but as this is a video game I don't want to do the maths . So for feedback, I would like to simply have different colours for damage numbers. White being the enemy damage and red being damage taken. Awesome work. Keep up the good work
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Jun 23, 2016 12:11:32 GMT -6
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impishskald
Very Pleased
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Jun 23, 2016 11:39:43 GMT -6
June 2016
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Post by impishskald on Jun 23, 2016 12:06:06 GMT -6
I am pleased with what I'm seeing. I've got a system that meets the recommended specs save my video card which is under spec'ed. I love the way the game moves and the controls. Sound is perfect. I've ran into a few issues, but I would say that most of that is due to my graphics card being underspec'ed...
The back dash is fine as it is. I like having that option. I really prefer the shard method of magic when comparing it to SotN. In SotN the spells were either over powered or underwhelming and you had access to them from the start and thus it made the game a bit unbalanced once you knew what you were doing. I didn't use the magic in SotN that often because of the unbalanced nature. I found myself using the magic in Bloodstained a lot more.
Miriam looks a little bright in the cut scenes, actually the cell shading looks a bit bright as a whole in the cut scenes for my preference. Other than that, I am very happy with what I'm seeing thus far. Keep up the good work team!
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ryanzb111
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Post by ryanzb111 on Jun 23, 2016 12:24:28 GMT -6
Whaaat are you serious? There was always ways like backdash, dodge, shield dash to move faster. All the speedrunners use it and I used it here already - it's so much fun to dodge around. Why would you want that to be blocked? Hey, I just finished a playthrough of the E3 demo, and I have to say I enjoyed it a lot! Here's some feedback: Being able to spam back-dash in order to move faster shouldn't be allowed, I think - While jumping in the air and pressing forward while colliding with certain angled edges, Miriam immediately starts falling towards the ground (ignoring the jump physics).
Several times throughout the demo, the game paused momentarily, then resumed. - List item 2
- List item 3
Overall, I like the design and the feel of the gameplay, and I'm looking forward to the full release!!! My system specs: FX-8350 GTX 960 16 GB RAM G-Sync monitor The game played very smoothly, and I was able to run the game @ 1080p, no problem (besides the stutter issue I mentioned above.) -Ron Well ... I guess you have a point. Same as rolling everywhere in the Legend of Zelda, right? How about L-trigger for dash left, and R-trigger for dash right? Also, I like how Metroid games allowed Samus to shinespark after holding the move left/right buttons after a certain amount of time.
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Post by zodamkulle on Jun 23, 2016 12:31:39 GMT -6
I enjoyed the demo very much! Only a few things I would like to add which for me personally I felt was missing or needed. 1. I do think Leveling up should regen your HP and MP. I believe older Castlevania had this in their games so I wouldn't mind in the full game they'll have this in. If they don't then I can imagine some boss scenarios where you defeat the boss, level up and then be forced to backtrack or progress forward with that remaining HP or MP you had left after the fight just to find a save spot to regain back your HP/MP (if that's also in Bloodstained). If they don't have a feature where you don't get your HP and MP back when leveling up, my guess the reason why is because you have to survive solely with Potions or Ether. Yet I think they should add it cause of that scenario if you ran out of items during boss fights. This point I believe will be implemented in the full game. just something that I noticed in the demo 2. The damage numbers are the same colour. All damage numbers are white which can sometimes be confusing. One instance I had which caused confusing was fighting the Dullahammer. As it hit me which made Miriam's character model go into Dullahammer. We both done damage at the same time. Numbers 10 and 12 appears almost next to each other, which then causes the confusion, who did what damage. One could easily work out how much health was lost by looking at the health remaining Miriam and see if 10 or 12 was taken off but as this is a video game I don't want to do the maths . So for feedback, I would like to simply have different colours for damage numbers. White being the enemy damage and red being damage taken. Awesome work. Keep up the good work I made an account now. Happy to join the community Played the demo again (and enjoying it again), I notice one other thing which I think its an unintentional thing or maybe a bug? Correct me if I'm wrong. The Shard you get from the Dullahammer called 'Head Flail' which I think acts like a whip that attack enemies to in forward direction. I expected the animation to work like older Castlevania weapons such as the whip or Soma's claymore, where you jump and land, the animation should still carry on and while landing, you still have the weapon out and anything touches it the hitbox registers it as damage. For this case being, the Head Flail when used in the air is normal but as soon as you land it disappears when landing (as well as cancelling the sound effect but that's a minor issue). I found this a problem, in particular when jumping up onto platforms and trying to attack enemies above when you using that spell. It's wasted MP and only fails just because Miriam lands on solid ground. No other spell has this problem, only Head Flail. Don't know if anyone noticed this too ^^' (sorry if this was pointed out already)
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