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Post by rosevelika on Jun 23, 2016 12:39:33 GMT -6
I dont know what more to say other than....I like it, I would have more to add but I'm the type who cant really pinpoint the flaws and/or things I like about a game till I play it over a few times so i'm gonna do that now and come back to this thread later.
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Post by icyberg on Jun 23, 2016 12:41:57 GMT -6
If you could, could you please add a way for those with motion sickness to enjoy the game? My girlfriend was playing the game just now, and as soon as she saw the level she immediately got motion sickness. If there was an option for something like that, could you please add it in?
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Post by kaminaneko on Jun 23, 2016 12:48:57 GMT -6
Really enjoyed the demo! , only a minor thing but my controller is a little used so the thumbstick can get stuck slightly to the left which normally has no effect on most games but it reads it as a normal input for this game, so I can get stuck moving left unintentionally. Would it be possible to adjust the sensitivity of the input detection on the thumbstick? or maybe be able to adjust it as an option? I know people would say get a new controller but if its possible it would be really handy.
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Post by CastleDan on Jun 23, 2016 12:52:04 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 It's basically everything I hoped for. It's taking LITERALLY all the best qualities of the best igavania games and doing the ultimate game. I just hope the tone is very gothic like Lament and Symphony and less like portrait.
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Post by estebant on Jun 23, 2016 12:56:05 GMT -6
Nice little demo. Good responsiveness, My comments: Combat: - What is that idle/standing pose supposed to be? She is in combat, so why is she posing for a photoshoot on one leg? You would never stand like that,even just standing around. Give her a real stance, preferably with her equipped weapon showing in guard position, and a sensible idle animation as well.
- This has always bugged me about Castlevania, so lets fix it here: let us attack at angles. Let us hit up and attack to swing at things above us, down-left to swing diagonally down, etc. The enemy in a position you can't hit due to only swinging straight is the bane of platforming. Especially pertinent with regard to any longer range weapons we get.
- Let us hold down to attack continuously. It's fine to be semi-auto for ammunition-based things like spells, but there is no need for it for main weapons that we will just be button mashing for anyway. All that will happen if it isn't included will be a hack to enable it, just like those controllers that had the switch for it back on consoles. Alternatively give us enemies with a parry-riposte mechanic (ie when they do X don't hit them or they counter hard) so there is a reason not button mash.
- Could we get a forward roll as well? Always bugged me that we have a roll back and a slide forward with completely different controls. The slide should be for navigation, while roll forward and back (or more accurately, roll in the given direction), mapped to LT and RT, should be for combat.
- I wish we had more interaction with the level, ie pick up a powder magazine and throw it at the enemies in combat, then light it off for an explosion with our flame magic.
- Miriam seems a bit OP compared to the enemies (even the boss didn't take many hits or have that complex a pattern), but that could just be due to this being an intro level or due to the enemy amounts not yet being balanced. I'm sure with more complicated levels or with with greater numbers coming at you, this would feel fine.
- Having the game stop to show a level-up animation while you are in mid-air could cause issues if you are trying to do a complicated jump when it happens.
Inventory:
- In the full game, I hope the stuff we set in the inventory changes Miriam's appearance.
- Incidentally, I got boots at one point that seemed to vanish into the mists. I assume that slot just hasn't been put in yet.
- Not really clear on what the stats are, especially since some appear to be compound. This will need to be clear in the final game (especially what modifiers on equipment do).
- Please don't use x to move around in the inventory screen.
- Level map is very flat appearance wise, but of course this is partly due to the level lacking special rooms. More themeing to the map would be nice (ie it is drawn over the picture of a boat).
Graphics:
- The characters stand out from the background but also don't seem to fit on it. The art style between the background and the characters is a bit disjointed, making it seem like they don't belong (could just be this map). Part of it is we are on a dark level, yet the characters are all perfectly front lit. During the boss fight, you have a brightly lit pink tentacle trying to hit you during the boss fight, but it's moving across a dimly lit ship deck.
- The power up giving lanterns stand out but also don't fit the level.
- What are these enemies supposed to be? The squid, oil men, and spirits at least somewhat fit the level theme, but the headless armors clearly do not fit the map, and I have no idea what the hell is going on with that boss. I find it hard to be scared of something put together like that and in those colors.
You don't seem very familiar with Iga's past work. I hope the developers know which suggestions to ignore.
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[TI0] How many nuns would a nunchuck chuck if a nunchuck could chuck nuns?
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Post by ChucklesTheJester on Jun 23, 2016 13:11:11 GMT -6
You don't seem very familiar with Iga's past work. I hope the developers know which suggestions to ignore. I like a guy who can tell it straight and I agree.
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Post by sicarius on Jun 23, 2016 13:34:59 GMT -6
The demo looked great, but there was one thing visually that I thought could be improved. Chests right now seems kind of bland; just having the item you receive appear as text doesn't give the excitement it should. The easiest solution I could think of is the Order of Ecclesia chests which show the item hovering above the chests after you receive the item.
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Post by Noiry on Jun 23, 2016 13:35:15 GMT -6
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 It's basically everything I hoped for. It's taking LITERALLY all the best qualities of the best igavania games and doing the ultimate game. I just hope the tone is very gothic like Lament and Symphony and less like portrait. Oh, yes please! While I found Portrait of Ruin super fun to play, I missed the gothic feeling from previous games. I still miss Ayami Kojima making the artwork for the game, maybe next time?
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Post by kennyj2003 on Jun 23, 2016 13:38:07 GMT -6
Has anyone noticed when Miriam is running and you come to a sudden stop or change directions, there's a missing animation to transition into her default stance. It's hard to explain in words :/
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Post by Nightrogen on Jun 23, 2016 13:45:39 GMT -6
Having gone through the demo I feel very comfortable with where the game is headed in terms of style and game play. I know this isn't anywhere close to what the finished/polished version of the game will be like but here are my two cents. [most of it has to do with style and aesthetics]
GAME PLAY :
I found that the movement speed was just a touch too slow, not enough to hinder the game but enough to notice. I felt sluggish in my movement and it made it feel less fluid than it should be. (This could also all be in my head ^_^;; )
AESTHETICS: I liked how the headband displayed on Miriam when I equipped it, it was a nice touch; yet I couldn't help but feel disappointed that the breast plate did not show when I equipped that.
The health/magic bar had a neat blood dripping animation, the life bar looked liked blood in a test tube, it would have been cool if it had a flowing liquid effect.
The boss could have used more textures and detailing on her/its body; it felt a bit more like a placeholder than something memorable.
Other than that it was great to be able to get a sneak peak at the game.
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Post by void2258 on Jun 23, 2016 14:05:22 GMT -6
Nice little demo. Good responsiveness, My comments: Combat: - What is that idle/standing pose supposed to be? She is in combat, so why is she posing for a photoshoot on one leg? You would never stand like that,even just standing around. Give her a real stance, preferably with her equipped weapon showing in guard position, and a sensible idle animation as well.
- This has always bugged me about Castlevania, so lets fix it here: let us attack at angles. Let us hit up and attack to swing at things above us, down-left to swing diagonally down, etc. The enemy in a position you can't hit due to only swinging straight is the bane of platforming. Especially pertinent with regard to any longer range weapons we get.
- Let us hold down to attack continuously. It's fine to be semi-auto for ammunition-based things like spells, but there is no need for it for main weapons that we will just be button mashing for anyway. All that will happen if it isn't included will be a hack to enable it, just like those controllers that had the switch for it back on consoles. Alternatively give us enemies with a parry-riposte mechanic (ie when they do X don't hit them or they counter hard) so there is a reason not button mash.
- Could we get a forward roll as well? Always bugged me that we have a roll back and a slide forward with completely different controls. The slide should be for navigation, while roll forward and back (or more accurately, roll in the given direction), mapped to LT and RT, should be for combat.
- I wish we had more interaction with the level, ie pick up a powder magazine and throw it at the enemies in combat, then light it off for an explosion with our flame magic.
- Miriam seems a bit OP compared to the enemies (even the boss didn't take many hits or have that complex a pattern), but that could just be due to this being an intro level or due to the enemy amounts not yet being balanced. I'm sure with more complicated levels or with with greater numbers coming at you, this would feel fine.
- Having the game stop to show a level-up animation while you are in mid-air could cause issues if you are trying to do a complicated jump when it happens.
Inventory:
- In the full game, I hope the stuff we set in the inventory changes Miriam's appearance.
- Incidentally, I got boots at one point that seemed to vanish into the mists. I assume that slot just hasn't been put in yet.
- Not really clear on what the stats are, especially since some appear to be compound. This will need to be clear in the final game (especially what modifiers on equipment do).
- Please don't use x to move around in the inventory screen.
- Level map is very flat appearance wise, but of course this is partly due to the level lacking special rooms. More themeing to the map would be nice (ie it is drawn over the picture of a boat).
Graphics:
- The characters stand out from the background but also don't seem to fit on it. The art style between the background and the characters is a bit disjointed, making it seem like they don't belong (could just be this map). Part of it is we are on a dark level, yet the characters are all perfectly front lit. During the boss fight, you have a brightly lit pink tentacle trying to hit you during the boss fight, but it's moving across a dimly lit ship deck.
- The power up giving lanterns stand out but also don't fit the level.
- What are these enemies supposed to be? The squid, oil men, and spirits at least somewhat fit the level theme, but the headless armors clearly do not fit the map, and I have no idea what the hell is going on with that boss. I find it hard to be scared of something put together like that and in those colors.
You don't seem very familiar with Iga's past work. I hope the developers know which suggestions to ignore. On the contrary, I have played plenty of Iga's games. Hence why I said there were a few things that always bugged me that I was hoping we might be able to tweak this time. It's constructive criticism. "I always liked your games but these small things have been bugging em for a while."
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Post by uncreativename on Jun 23, 2016 14:19:02 GMT -6
It seems too easy in general, but I assume they're going to bump up the difficulty quite a bit for the actual game.
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Post by khelarald on Jun 23, 2016 14:28:36 GMT -6
Boss color palette is a complete nonsense. The design itself is dull but I would be satisfied if just its colors are changed.
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Post by estebant on Jun 23, 2016 14:36:46 GMT -6
You don't seem very familiar with Iga's past work. I hope the developers know which suggestions to ignore. On the contrary, I have played plenty of Iga's games. Hence why I said there were a few things that always bugged me that I was hoping we might be able to tweak this time. It's constructive criticism. "I always liked your games but these small things have been bugging em for a while." And yet you don't understand simple gameplay mechanics as the weapons being limited on purpose in order for sub-weapons (in this case Shards) to be useful. Shards are better that your main weapon by design. That's why they use mana. Super Castlevania 4 tried a multi directional whip and it made sub-weapons unnecessary. Iga didn't work on that game, but that was a lesson learned back almost 30 years ago. Why do you think there's different weapons in the game? Different kinds of weapons attack differently. Thats why battle axes attack in an arc, spears directly in front, etc. If they had it your way, most weapons and shards would be completely useless.
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Post by khelarald on Jun 23, 2016 14:40:36 GMT -6
Btw, it would be so nice if some weapons had hidden tricks like in SotN. For example, kung fu shoes could do a flurry of kicks or a dash kick if you make QCF + Attack (typical hadouken).
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Post by CastleDan on Jun 23, 2016 14:40:40 GMT -6
ONE last thing. Boss design is great but I think it'd look better with less bright colors, go for a more creepy look to everything not so bright.
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Post by synthetic on Jun 23, 2016 15:09:37 GMT -6
Loved the demo, everything felt very fluid and controlled nicely. The only thing I was disappointed in was resolution options. Please add native 2560x1440 and higher Resolutions. Cant wait for next beta and full release. Thank you for this demo.
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Post by nicolax on Jun 23, 2016 15:13:24 GMT -6
Finished the demo twice.
Very good for early development so i will focus on what could be improved.
ITEMS
- Items collected in chests or dropped from monsters are not visible enough. Only a small window on the bottom-left indicates which item we just picked up and more than once I did not know what I just found because I did not see the information where I expected it on the screen. It may be better to see it front and center, above Myriam maybe.
- Will there be shortcuts to use potions ? It’s cumbersome to go into the menu everytime you want to regain hp.
- Is it possible to explain the statistics we see on the menu ? Something simple like what dark souls 3 did it would be great. Press select and get explanation about hp, mp and all other attributes, resistances….
MONSTERS
- Dullahammer enemy : attack range a bit too short, not dangerous or challenging at all. Either increase its range or boost its HP
SHARDS
- Cerulean splash attack graphics and effect are a bit underwhelming, might be good to rework it and add some depth and shades in there.
- When getting the shard from Dullahammer, it says “uses the head of a the headless knight as a flail”... You might want to correct the sentence
- What is the purpose of gaining several times the same shard ? Ingredients for leveling up shards or other items ?
GAMEPLAY
- Leveling up. Seems pointless because we don’t know what just increased stat wise or what abilities Myriam may have gained. Maybe a pop-up screen after the level-up animation would be good to recap the stats increase ?
- Myriam’s attack with the sword is a bit slow. Is it possible to make it a little faster ?
- No HP bar for the boss
- When running against walls, Myriam’s character half disappear and we see shadows instead of her body
PRESENTATION
- Cinematic with the boss is a bit too cartooney and the color used (green hair, red stuff on boss’s face) are too flashy.
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Post by Squirrel Taskmaster on Jun 23, 2016 15:17:08 GMT -6
Love it so far, even for an alpha it's showing an immense amount of care. Let's jot down the things that stood out for me in particular: I really like how responsive the backdash is. Most games with something similar to that have an immediate period of not being able to attack(or move in some cases) that makes the backdash really situational and irritating. I've gotten in the habit of never using the feature in games that have it, due to that. This one flows very cleanly, thankfully. I can understand why people don't like the idea of everyone backdashing everywhere because it's faster though, maybe have a fatigue thing going where you can backdash like it is now three times, but then after that Miriam becomes winded and has a wind-down after each backdash until you stop doing it for a few seconds. The jumping seems like it could just the tiniest smidgen more height. I only say this because of the room transitions where you jump up and on the next screen land on a drop-through platform, but if you don't hold the button all the way through to get what's currently the max height you fall a bit short and plop back down the previous screen. Or instead, change those transitions to lower the thing you land on bit, or put Miriam into a state where she automatically pops up just high enough to land on them when you travel upwards if you're not holding the button at the time. Other than that it's on point. If you want to go the extra mile with directional attacks, add a toggle mode for them. Mode 1 could be what it is now, using the right stick to aim anywhere in a 360 degree circle, and mode 2 would be binding it instead to the dpad/left stick. In the case of the dpad, you'd only have the option of firing in eight directions, and lose the ability to move one way while firing another, but I know I'd rather control it like that personally. I kinda agree with others that the monsters were on the easy side, but on the other hand this is just an alpha build and a very basic demo of what would more or less be the intro stage, so it's not as if things should be particularly dangerous in the first place. For the boss, I'd suggest not binding its tentacle HP to its overall HP. On a couple of the runs I've done I was able to kill it hitting the arms on the deck. For more of a sense of directness, I think it would be better if they simply had their own HP, maybe slowly inched towards the middle taking away your room to move, and you needed to take them out to get back to hitting the main body. I also liked how colorful the boss was, heh. I figure it's actually fitting considering the theme of demonic crystal glass in multiple colors, and if you look at the crystal growths on the boss it's not a stretch to imagine that she used to be human before becoming consumed and turning into that. I also simply like a lot of well-defined color in games, swathes of washed-out pastels or the ever-famous Brown and Bloom aren't my style. Speaking of the crystals, the animation/cutscene that Miriam does when you pick up a new power kicks ass. Another cool thing I noticed was that the dullahammers have a blind spot in front of them where they won't hit you with their swing. I thought that was a nice touch, and hope to find more critters with opportunities like that. I don't know what all controls will be present in the finished game, but if one or two buttons out of L1/L2/R1/R2 aren't used for anything else it would be handy to let us assign them as quick-use slots for consumable items. Will that stillframe of Miriam on the status screen change when you change equipment in a later build? If not, it might look a bit cleaner to use a drawing of her in that pose instead, but if it's going to be dynamic the 3D version there now makes perfect sense. On the more technical side, I've launched the game and run through the whole demo several times now with no crashes. I do operate with Aero disabled though, so I ran into the mentioned slowdown in some of the larger rooms(the two large cargo holds towards the end, and the first outside deck area where you fight the dullahammer in particular). Hopefully that's just an early problem that'll get ironed out as the game becomes more optimized. The game doesn't remember last window position either, looks like it's defaulting to a spot that centers the game window according to the default resolution(if you increased it to 1920x1080 for example, you have to drag it a bit to get it all onto the screen again the next time you launch the game). Speaking of dragging it, the mouse cursor goes AWOL while you're playing entirely, forcing you to alt+tab to see it and then snag the top bar for moving. Might also consider making the game's first launch be in windowed mode instead of fullscreen too, since a lot of the more robust antivirus/firewalls/etc will block new applications from doing stuff until you ok them. For some of those, if the game has already gone fullscreen it can prevent you from seeing the popup and possibly force you to sit and wait for it to time out before you can do anything. The game also isn't utilizing xinput dlls the way they typically would be. Using replacement dlls like the ones generated with x360ce, they simply have to be in the same directory as the executable you're running for them to be used, but Bloodstained isn't picking them up at all. I don't know if that's something in particular with UE4(or build options set for the demo), or if the two obvious executables for the game aren't the ones I should have been targeting. For anyone using an XBox controller of some flavor it won't matter, but for everyone else using an input wrapper to get other brands of controllers to be treated like the XBox ones it'll be frustrating. At least in my case, I think the dpad on the XBone/360 sucks and insist on a PS controller for 2D gaming. Upon further testing, I realized I was using 32 bit versions of xinput, while the game is 64 bit. Derp. I'm not used to anything but utility apps bothering to ship as 64 bit, so I didn't even think about it until today. (Appropriate)Replacement xinput dlls work absolutely perfectly.
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Post by freuxdesbois on Jun 23, 2016 15:23:47 GMT -6
Oh sweet mother of satan... Overall, I really enjoyed this first draft of the game, despite being too easy.
In details, I wish some upgrades could be made : - when Myriam runs on the left outside, the clouds speed up vs run right, it felt weird this speed difference - Rain impacts on the deck would be great, some sort of wet effect - Accessories/equipment updated on myriam in the equipment screen ( yeah, I know I'm greedy)
Oh and yes, the boss colors are bright, but didn't bother me, seems logical with this shard thing. The Boss pattern attack is quite slow, on the other hand.
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