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Post by ReySol on Jul 18, 2016 8:01:03 GMT -6
I haven`t had a chance to play the whole demo because I don`t have a Windows computer. I tried to play in on friend`s PC, but it was an old laptop so it was very slow and it didn`t work well. My opinion will be based on the many videos I have seen of the gameplay.
-Everything looks and feels great, backgrounds, Miriam, enemies, effects - I can`t complain about anything, I am so happy with the progress. -I like the 2D perspective, that you cannot see much of the floor. I wouldn`t like it to be more angled. -I like the animation of Miriam getting the shard. -I like the way Miriam looks, moves and fights. -I would like a playable male character with his story - Zangetsu would be really great. The development for the gameplay of male character should be as good as for Miriam. -I like that the ship is moving on the sea. -The boss was strange, I didn`t like it much. The main part was ugly and seemed too colored (I accepted it by now and it is fine), but the huge boobs were strange and I didn`t like the idea. I guess it was an answer to the community for huge threads and discussions about Miriam`s chest (haha..). -Enemies were interesting. I hope there will be male demons like Incubus instead of Succubus, because the main character is female.
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Post by CastleDan on Jul 18, 2016 11:30:01 GMT -6
I haven`t had a chance to play the whole demo because I don`t have a Windows computer. I tried to play in on friend`s PC, but it was an old laptop so it was very slow and it didn`t work well. My opinion will be based on the many videos I have seen of the gameplay. -Everything looks and feels great, backgrounds, Miriam, enemies, effects - I can`t complain about anything, I am so happy with the progress. -I like the 2D perspective, that you cannot see much of the floor. I wouldn`t like it to be more angled.-I like the animation of Miriam getting the shard. -I like the way Miriam looks, moves and fights. -I would like a playable male character with his story - Zangetsu would be really great. The development for the gameplay of male character should be as good as for Miriam. -I like that the ship is moving on the sea. -The boss was strange, I didn`t like it much. The main part was ugly and seemed too colored (I accepted it by now and it is fine), but the huge boobs were strange and I didn`t like the idea. I guess it was an answer to the community for huge threads and discussions about Miriam`s chest (haha..). -Enemies were interesting. I hope there will be male demons like Incubus instead of Succubus, because the main character is female. I cannot stress this enough. They gave it a more 2d perspective in the end and it looks VASTLY better than it did when they originally showed it off. Even though a lot of people voted for the more doll house effect look, I think it's become VERY apparent that this works best for Bloodstained as it's the closest thing to making it look like a Sidescrolling Igavania.
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Post by sirnicko on Jul 19, 2016 18:46:59 GMT -6
I finally got a chance to play through the demo recently and wanted add my feedback. Before I begin, I want to personally thank the dev team for all of their time and hard work to make this special demo happen. It's really amazing that we get to try the game out in this very early stage, and I sincerely appreciate the opportunity to share my thoughts and feedback!
First I wanted to list all of the things I really liked:1. Miriam’s jump/attack animation cancel ability – Using this still speeds up your attack rate. Was very happy to see it still in place. 2. Thought it was a cool touch to be able to aim your magic abilities with the right analog stick 3. Jumping height and arc felt excellent and on point 4. Movement speed – It felt good, but I wouldn’t mind if it was sped up just a little 5. In terms of Miriam’s design, I really liked her scarf “cape” and thought it added a lot to her movement flow 6. Thought it was a cool detail that certain equipment visually changed Miriam – Hope to see more variety! 7. Loved the depth layers to the background, specifically how enemies could jump from the foreground/background, etc. 8. Was elated to see the return of breakable walls and their addition to exploration 9. Thought that the homage to classic Igavania enemies was tastefully done and happy to see several return (stacking tower enemies!) 10. Menu layout, fonts, and presentation looked great and was easy to use And for the things I didn’t care for:1. In terms of Miriam’s design, model, and animation, I had the following feelings: a. I didn’t care for Miriam’s initial idle animation, and thought her hip sway was a little much. I definitely preferred her more stationary idle stance b. With regards to her outfit, I would prefer something slightly more practical for fighting demons, and less maid-themed. c. When Miriam crouches, it would be nice if her scarf “cape” draped into a pile behind her, and did not clip through the ground. d. Seems strange that Miriam doesn’t cast a shadow (or is this intentional?! *wink*) e. When Miriam transitions from a “kicking” stance to a stationary “hand on hip” stance, there is a very awkward transition in the animation 2. In terms of the boss encounter, I very much didn’t care for the design, particularly the swaying chest “breasts”. I thought that they were gratuitous and didn’t follow the theme of the rest of the character designs or level. I also didn’t care for how they were emphasized in their size, camera location, or for the fact that they were a weak point to attack. Also, I wanted to list a few hopes:1. I thought it would be cool for a specific weapon “type” that you could aim using the right analog stick as well (maybe javelin or crossbow?) 2. Thought it would be neat if there were obtainable items in the background and foreground that required you to interact with the environment or kill a certain enemy to receive. Something that made me laugh: That the ghosts were named “Amy” Thanks again, and wish the dev team all the best for the rest of development! Cheers, Sir Nicko
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Post by Pure Miriam on Jul 20, 2016 1:19:46 GMT -6
(...) 2. In terms of the boss encounter, I very much didn’t care for the design, particularly the swaying chest “breasts”. I thought that they were gratuitous and didn’t follow the theme of the rest of the character designs or level. I also didn’t care for how they were emphasized in their size, camera location, or for the fact that they were a weak point to attack. (...) Something that made me laugh: That the ghosts were named “Amy” I really don't understand why so many people cared about Vepar's breasts. I really don't see anything wrong with it. I liked her colors, breasts and everything else. I think it fits the game perfectly. But...opinions, i guess... Also, Amy is a demon from three different demon dictionaries, the Goetia (Lesser key of Solomon) the Dictionnaire Infernal and the Pseudomonarchia Daemonum. Interesting enough, It is said that Amy does have a flame form AND one of it's powers is to grant familiars...
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Post by crocodile on Jul 20, 2016 5:40:20 GMT -6
(...) 2. In terms of the boss encounter, I very much didn’t care for the design, particularly the swaying chest “breasts”. I thought that they were gratuitous and didn’t follow the theme of the rest of the character designs or level. I also didn’t care for how they were emphasized in their size, camera location, or for the fact that they were a weak point to attack. (...) Something that made me laugh: That the ghosts were named “Amy” I really don't understand why so many people cared about Vepar's breasts. I really don't see anything wrong with it. I liked her colors, breasts and everything else. I think it fits the game perfectly. But...opinions, i guess... Also, Amy is a demon from three different demon dictionaries, the Goetia (Lesser key of Solomon) the Dictionnaire Infernal and the Pseudomonarchia Daemonum. Interesting enough, It is said that Amy does have a flame form AND one of it's powers is to grant familiars... It's less "so many people" (by any eyeball count I can make not that many people in absolute or relative terms any problem with them) but rather, as is human nature, those who do have an issue are more likely to speak up and be loud then those who prefer things the way they are or don't care (I'm not saying that's an issue, just that's the way things are). That's the tricky thing with interpreting aesthetic feedback since it tends to be more subjective than other types of feedback. Are people expressing opinion X a loud minority, a silent majority or just a regular majority? Would there be blowback or even more hard feelings from changing something than not changing something? Should feedback be interpreted entirely democratically or is the feedback that has a "better argument" behind it the feedback that should be given more priority? Do you, as the artist, even agree with the feedback or think its misplaced/overblown/erroneous? There's not always an easy answer. As an aside, I've more than once heard Miriam called "a maid" and that never made sense to me given the context of this game or the Castlevania series in general (how would you describe Shanoa or Maria in many of their incarnations?). I understand, respect and appreciate the concepts/concerns of practicality and realism but so often I feel they are used as code words for "I don't like thing" rather than a "reasonable" critique and I think that rings especially true regardless if the target is Miriam or Vepar (thinking about it I'm having a hard time discerning why she's a problem for a few and say a Succubus wouldn't be or would people not like those too?). That being said, I think the confirmation of alternate outfits means there should be a way to please everybody and not edit base outfits if the concern is "practicality" so I think that's cool
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Post by Pure Miriam on Jul 21, 2016 1:57:17 GMT -6
I just discovered you can make one Buer hit the other by making them closer and attacking then. The damage is low, but it is a fun touch. Just wanted to say that somewhere
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Post by LordKaiser on Jul 24, 2016 17:29:19 GMT -6
Maybe it's intentional to separate itself from Castlevania. I don't think "Familiar" is copyrighted lol Btw, just my personal taste, I prefer the first posture (left) more than the second posture (right). They are both nice postures but I still prefer the one in the left. Menu: So far, the menu looks excellent! Maybe just put the character name "Miriam" on it too? After giving this some thought I think that Miriam's current stance don't make sense if she have a sword equipped. She should have her hand near the wrist ready to draw the sword because the current fighting pose is more suited when using shoe weapons.
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Post by Rixuel on Jul 24, 2016 23:30:59 GMT -6
I don't think "Familiar" is copyrighted lol Btw, just my personal taste, I prefer the first posture (left) more than the second posture (right). They are both nice postures but I still prefer the one in the left. Menu: So far, the menu looks excellent! Maybe just put the character name "Miriam" on it too? After giving this some thought I think that Miriam's current stance don't make sense if she have a sword equipped. She should have her hand near the wrist ready to draw the sword because the current fighting pose is more suited when using shoe weapons. You got a point here. I'm gonna agree with you about that.
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Post by purifyweirdshard on Jul 26, 2016 8:25:47 GMT -6
Re: the typos, I've noticed several but haven't brought them up because I'm certain those will be looked at and fixed. I do certainly hope that they are, too, because having them in a finished game really hurts the experience for me...
Anyway, I recently let (forced) a friend of mine to sit down and play through the demo to get his more unbiased opinion on things. Some things he had to say:
- There is no interaction with the water when sliding.
- The wall-clipping seemed odd (I kind of agree, I think this will change but it didn't bother me as much)
- Some platforms were hard to see/discern if they were part of foreground (a common bit)
- I seem to recall this was my friend, though it could have been a video I'd seen...and I know I've seen it here, but I'm inclined to agree on wanting to see items actually emerge from chests as they're opened rather than just have the text display on the bottom of the screen out of the way
Something I wanted to add for myself:
The music seems like higher quality DSvania. I'm going to like anything Yamane does, but I'm really hoping that we have something the same class as SotN's soundtrack - which was a very diverse mix of styles. It seems that her solo work has kind of influenced her material in Bloodstained, which is not entirely a bad thing (pretty, light melodies), but I'd also like to see the hype of Prologue, smoothness of Crystal Teardrop, the groovy flavor of Spanish guitar sounds in Wandering Ghosts, harpsichord/piano/organ from the finer castle areas, the gothic rock of The Tragic Prince/Young Nobleman of Sadness and so on. I too thought that the boss track was more of a background mood-setting thing than a song I would listen to, but such is the case with many previous games' boss songs. SotN's were some of the better ones, though.
I still can't really picture what Cursed Orphan will be used for...it could be a Prologue, but in what setting? Hm...
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Post by Torabi on Jul 27, 2016 5:19:50 GMT -6
As far as tweaking the gameplay mechanics from what the demo presents, I am of the firm opinion that the devs need only use Symphony of the Night as their guide. Anything the demo is potentially doing wrong is a case where they need to scrutinize SotN for guidance. I must disagree vehemently. Not all of us just want a re-skinned SotN out of Bloodstained. I'd rather it stand on its own, and not just be seen as unresponsive junk that solely appeals to nostalgia. We should learn from the past, but not always seek to blindly imitate it. I recommend adding an input buffer for attack and jump. obviously doesn't exist in SotN. I also feel, based on the demo you helpfully provided, that it cheapens the mechanics, and even feels like ghost inputs, such as when buffering a jump after an attack. If a feature like this were to be implemented, I would hope for no more than one frame, or two at most, and for it to affect attacks only. My preference would be for it not to be used, for reasons stated. Kicks get animation-canceled during [airborne-to-grounded] animation (press kick when Miriam's falling, around 1 foot off the ground). The leg animation does not fully play out, so the attack's hitbox is effectively zero. It makes it feel as if input is getting dropped. The sword also gets animation-canceled, but it feels less severe. This is identical to SotN. It feels less of an issue because nobody playing SotN is going to be using the slowest weapons available once they have something better, and/or the weapon they're using animates independently of the player character, as many do. Meanwhile, it is a mechanic that simply requires the player to adjust to the speed of the attack, which is of course going to be highly variable across the dozens of available weapons. It is incredibly frustrating when you push a button, and nothing happens for reasons that aren't clear, particularly when with only a few frames difference in timing, it does something. It makes input feel unreliable, and the player less in control of the character. At the same time, animation-cancelling is an ugly, unrealistic workaround that caters to gameplay over immersion that we're only used to because of being gamers. Weighty attacks that cannot be cancelled can be very satisfying if they're animated properly, and inputs are buffered enough so that the player doesn't need frame-perfect timing in order to respond. I don't necessarily have a problem with attacks themselves being cancel by the landing, as long as there's an appropriate animation for it, rather than simply cancelling the attack animation. It looks sloppy, and once again, makes the inputs feel unresponsive. If you mash the backstep button, she'll keep on moving in the same direction, even if you're pressing the DPad/LStick in a different direction. This is, in my opinion, the primary gameplay mark that the demo misses. In SotN, the backslide can be interrupted by attacks, jumping, or any movement on the controller except specifically in the direction opposite to the backslide, until of course 0.25 seconds later. In Bloodstained, the backslide is a back hop, which makes it a little less practical to simply interrupt with anything, but this still needs to be addressed. By far the most important change that needs to be enabled for the player is the ability to attack in the direction of the control pad during the backhop. Whether or not this would entail actually interrupting the backhop is a separate consideration, but I would hope they invent a way to make it happen. (Edit: I remembered that attacks can interrupt the backhop at any time as long as the backhop was not itself interrupting an attack. This interruption doesn't look as unnatural as I was expecting, so it probably would be practical to allow the backhop to be interrupted by all the same actions which can interrupt a backstep in SotN.) I don't think there's inherently a problem with the backhop being a commitment, as long as the value in using it is high enough. Being able to cancel everything means you're never penalized for your actions, skewing the game towards rewarding reaction time over planning and tactics. The backhop should allow you to strike quickly and then get out of range, but shouldn't necessarily be the all-purpose movement and chaining tool it was in various Igavanias. It's degenerative gameplay, exploiting quirks in the engine for an advantage, rather than creatively and skillfully using the tools you're provided. I realize that seems like a fine and arbitrary distinction, but when one ability is able to be used in a way unexpected by the developer that makes a large number of other abilities comparatively useless, it disrupts the balance and progression of the game. Why use this tool that's provided later in the game when one found early in it can be exploited to be so much better?
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Post by nobahdee on Aug 1, 2016 12:49:57 GMT -6
Not even close to the conceptual idea.
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BloodyTears92
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Post by BloodyTears92 on Aug 1, 2016 13:22:12 GMT -6
Not even close to the conceptual idea. That's not a particularly helpful post regarding the demo. They aren't going to overhaul the visuals at this point, especially considering what we got it what the community at large voted for. Does the color irritate you, or are you irked that the game isn't using sprites? If the color or the shading or something similar bugs you, what about it do you think needs work? If the lack of traditional 2D is the issue...well there's nothing to be done about that because the game was never going to use sprites and hand drawn backgrounds. They were very clear about that.
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Post by Pure Miriam on Aug 3, 2016 2:20:17 GMT -6
Not even close to the conceptual idea. Yeah, it is not. And they said it at kickstarter that the game wasn't going to be like that. You can see that at the kickstarter page here: And here: And here:
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Post by no one on Aug 3, 2016 20:58:35 GMT -6
Not even close to the [CONCEPTUAL] idea. They showed/sold a brilliant concept, one that looked impressive and possibly a great homage to the Castlevania series and so far they delivered a subpar version of it. Basically it looks like Castlevania - The Dracula X Chronicles.
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Post by kronfarfar on Aug 4, 2016 3:58:56 GMT -6
I don't think "Familiar" is copyrighted lol Btw, just my personal taste, I prefer the first posture (left) more than the second posture (right). They are both nice postures but I still prefer the one in the left. Menu: So far, the menu looks excellent! Maybe just put the character name "Miriam" on it too? After giving this some thought I think that Miriam's current stance don't make sense if she have a sword equipped. She should have her hand near the wrist ready to draw the sword because the current fighting pose is more suited when using shoe weapons. Exactly! I hope Mana sees this so they might change Miriams stance atleast when she has a melee weapon equipped.
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Post by Pure Miriam on Aug 13, 2016 13:29:45 GMT -6
Since Mana is going to make a pick-up of the Demo feedback again, i decided to ask my older brother to play Bloodstained: Ritual of the Night. My older brother is a gamer like us, but he is more lean towards fightning games. Even so, he played Castlevanias in the past, but very few (Symphony of the Night and Circle of the Moon only, if i'm not mistaken). So, he is a more "clean of influence" player tha most of us. I made him play the Demo, with no instructions, from the beginning to the end, to get his feedback. I don't agree with some of the things he said, but i'm going to post here what he said for a constructive feedback. Here's what he said: GRAPHICS, MUSIC AND ANIMATION "The graphics are really good and detailed. Animations are sharp and beautiful, and most models are fine. Head Flail Shard has a ugly and odd animation, through, it diappears on thin air after usage. The music is the high-Castlevania music quality expected."GAMEPLAY "Miriam feels to slow and heavy, and floaty at the same time. She moves on a too slow pace and her attacks are also slow. I got used after a while, and the gameplay is fun, but it feels too slow. I also think the game lacks a combo system. Each weapon and form of attack having a single attack is too lazy nowadays, it doesn't matter if this game is a comeback to Castlevania-style gaming. "ENEMIES AND BOSS
"The enemies are great looking and fun to fight against, with a balanced pace. The Boss, however is too easy, even for a first-boss. Vepar's big breasts are completely unecessary. They aren't pretty, sexy or grotesque. They are just plain weird and should have no reason to be there. Vepar's colors are also weird. Nothing really bad, but plain weird."Well, that's my brother's feedback!
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Post by BloodyTears92 on Aug 13, 2016 13:54:52 GMT -6
Since Mana is going to make a pick-up of the Demo feedback again, i decided to ask my older brother to play Bloodstained: Ritual of the Night. My older brother is a gamer like us, but he is more lean towards fightning games. Even so, he played Castlevanias in the past, but very few (Symphony of the Night and Circle of the Moon only, if i'm not mistaken). So, he is a more "clean of influence" player tha most of us. I made him play the Demo, with no instructions, from the beginning to the end, to get his feedback. I don't agree with some of the things he said, but i'm going to post here what he said for a constructive feedback. Here's what he said: GRAPHICS, MUSIC AND ANIMATION "The graphics are really good and detailed. Animations are sharp and beautiful, and most models are fine. Head Flail Shard has a ugly and odd animation, through, it diappears on thin air after usage. The music is the high-Castlevania music quality expected."GAMEPLAY "Miriam feels to slow and heavy, and floaty at the same time. She moves on a too slow pace and her attacks are also slow. I got used after a while, and the gameplay is fun, but it feels too slow. I also think the game lacks a combo system. Each weapon and form of attack having a single attack is too lazy nowadays, it doesn't matter if this game is a comeback to Castlevania-style gaming. "ENEMIES AND BOSS
"The enemies are great looking and fun to fight against, with a balanced pace. The Boss, however is too easy, even for a first-boss. Vepar's big breasts are completely unecessary. They aren't pretty, sexy or grotesque. They are just plain weird and should have no reason to be there. Vepar's colors are also weird. Nothing really bad, but plain weird."Well, that's my brother's feedback! May I guess that the "combo system" is your big(gest) point of contention? It comes up all over the place, and I'm not sure why. For new players seeing this, combo-oriented combat is pretty standard, but it just doesn't fit pre-LoS style 'Vania games. I mean, why have an intricate combo system if 90% of the enemies die in 1-3 hits? In order for a combo system to work, enemies would have to be significantly more powerful. Mirror of Fate made it work because you almost never fought more than 2-3 enemies at a time, but IGAvania games can frequently swarm you. 5+ enemies would just be a real problem if they were all beefy as well, in my opinion. I can't help but be worried that upon release, the game will end up getting flak in reviews for its *dated* combat, even though its what the bulk of the fanbase expects.
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Post by ReySol on Aug 14, 2016 11:18:11 GMT -6
I hope IGA's game will not have combo attacks. I am sure the most of us who backed the project like the fighting system that was used previously in 2D Castlevania games that IGA made.
As for your brother's feedback on the boss, I agree very much.
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Post by Pure Miriam on Aug 15, 2016 1:52:49 GMT -6
I hope IGA's game will not have combo attacks. I am sure the most of us who backed the project like the fighting system that was used previously in 2D Castlevania games that IGA made. As for your brother's feedback on the boss, I agree very much. Yeah, I DON'T agree with him on Vepar at all. But i already said that. The only problem i see on Vepar is that it's too easy, even for a first boss. The creature is huge and menacing and you beat it too easily. O hope it returns for you to fight it again later. But i like Vepar's looks, appearance and colors and see absolutely no problem with those things. But...that's me
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Post by Deleted on Aug 15, 2016 3:51:12 GMT -6
Torabi ; What if attack cancels were treated as a proper, special mechanic, leaving a doppelganger image/aftershadow and having a (very) short cooldown? This way it wouldn't look like you are breaking the game, you could cancel your way outta trouble and bdc wouldn't shred just about everything. The aftershadow would be the finished attack animation or a separate cancel image. Additionally, the cancel image could be unique for each weapon type. Canceling a greatsword or axe would leave an aftershadow of the weapon being swung to the side, for example.
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