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UngweLianti
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Jul 10, 2015 16:22:07 GMT -6
July 2015
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Post by UngweLianti on Jun 22, 2016 22:07:46 GMT -6
Now I regret ever signing up for this.... Why did you have to send me a Demo that makes me wanna play the full game RIGHT BLOODY NOW!! grr!!! (good feedback)
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KoopaTroopaZ
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Nov 21, 2024 18:10:03 GMT -6
KoopaTroopaZ
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Nov 21, 2024 18:10:03 GMT -6
January 1970
GUEST
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Post by KoopaTroopaZ on Jun 22, 2016 22:12:49 GMT -6
Any word on how to fix fatal error bug?
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Jun 24, 2016 23:54:45 GMT -6
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frostyp
[TI0]
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Dec 4, 2015 21:50:55 GMT -6
December 2015
frostyp
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Post by frostyp on Jun 22, 2016 22:15:53 GMT -6
I really liked the demo, it was fast, I got lost (I see this as a positive don't worry) and movement felt fluid. My only complaint is that the boss fight was a bit too easy, I think it needs to either do more damage or have attacks that are harder to avoid I started the demo up and I can already think of one suggestion- give me rebindable keys! I don't have a controller so I'm going keyboard only, and while I can live with the controller prompts I really think you should be able to rebind your keys/buttons right from the start. I won't be able to play the game until then, so I'll just wait patiently. At least it runs on my pc! Get yourself a Logitech Gamepad F310, they're surprisingly good for how cheap they are.
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polkaz
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Nov 21, 2024 18:10:03 GMT -6
polkaz
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Nov 21, 2024 18:10:03 GMT -6
January 1970
GUEST
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Post by polkaz on Jun 22, 2016 22:15:55 GMT -6
Pretty good, but I think combat speed needs to be a little faster. She attacks too slow and so do normal enemies. Also after a backdash, she should keep her momentum a little bit. And I think she needs to pop out more compared to the backgrand because I think she blends in too much. It played great otherwise.
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Jun 28, 2019 21:35:13 GMT -6
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CastleDan
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May 28, 2015 9:50:13 GMT -6
May 2015
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Post by CastleDan on Jun 22, 2016 22:16:32 GMT -6
Oh and one other complaint. Too easy. I hope they make it a bit more difficult although it's merely a demo so yeah
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Jun 24, 2016 8:47:36 GMT -6
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samson7point1
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Jun 22, 2016 22:09:59 GMT -6
June 2016
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Post by samson7point1 on Jun 22, 2016 22:24:42 GMT -6
Please release the demo on GOG. I have a code in my inbox that is completely useless. It makes absolutely no sense that you would offer the game itself on GOG, but not the demo for it. I can understand not making the demo available on consoles because of the additional development time, but releasing this on GOG would require 0 additional development - it would be the exact same software minus whatever Steam does to cripple it so you can't use it without a Steam account. I don't use Steam on principle and you're excluding me from participating for no good reason. I backed early and I backed big, largely due to the fact that this would be available on GOG. Please don't let me down like this.
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Archer
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Nov 21, 2024 18:10:03 GMT -6
Archer
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Nov 21, 2024 18:10:03 GMT -6
January 1970
GUEST
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Post by Archer on Jun 22, 2016 22:29:09 GMT -6
Also, sorry to double post, but I wanted to throw my two cents in on the backdash. I'm not really what you call a power gamer or anything, so it's not really something I utilize, but I can understand why it might be off putting for some. That being said, in the Kickstarter, they spoke of a speed run mode right? Well, I say that we let the backdash debate rest until the beta rolls around and if it proves to be too much a game breaker, they only add it into the speedrun mode. That way those who want it can have it, and those who don't can play normal.
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Jun 23, 2016 17:04:28 GMT -6
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Technomagus
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Jun 22, 2016 22:14:00 GMT -6
June 2016
technomagus
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Post by Technomagus on Jun 22, 2016 22:31:10 GMT -6
After having played the demo a bit, I have some things I'd like to address:
1. I encountered the "Fatal Error" bug the first time I booted up the game. The second attempt, however, was fine.
2. Miriam has a LOT of momentum. A light tap in either direction sends her 1-2 body lengths in that direction, making positioning difficult.
3. Enemies and Miriam seem to ignore damage at times. I've stood point-blank in front of a Morte, swinging wildly with Miraim's sword and having it not register a single hit.
4. Double Jump? I've seen at least 2-3 locations in the map that appear to only be reachable via double jump, including what looks like a potential item location. Is there a Goomba-Stomp available instead to get the necessary height?
5. Attack speed feels really slow, especially for the sword. Also, I've had input drops where Miriam will not jump or attack if I press the buttons too quickly, making smashing lanterns more difficult than necessary.
Despite all this, however, the game feels fantastic and is tickling all my Metroidvania Nostalgia. I'm definitely looking forward to the finished product!
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thrashinuva
Master Alchemist
[TI2] I'm interested in this.
Posts: 627
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thrashinuva
[TI2] I'm interested in this.
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May 2015
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Post by thrashinuva on Jun 22, 2016 22:31:46 GMT -6
Every enemy besides Morte and the boss have shards. You can get their shard more than once, but as far as I'm aware nothing happens when you do. I got Dullaheads shard twice but the second time didn't do anything. 3 of the shards occupy the same slot, so you have to switch between them in the menu.
The only problems I've had with the game so far, is that since I only have a PS4 controller it was mapped funny, but not too awkward to where I couldn't play it or anything. I'd appreciate if there was some kind of setting to use the PS4 controller with settings for that, or at the very least let you remap it. Not really a complaint, this is an early demo after all, just food for thought.
I set my resolution to 1920x1080 immediately, so I don't know if the other settings would have crashed. The game ran perfectly for me with no hiccups or oddities that I could observe.
The controls felt fluid and they felt right. If there's any criticism to be said here I guess I could say it's a little awkward that the kung fu shoes basically behaves the same as the sword, but that can be addressed later whether it's abilities or animations or whatever.
I'll put some more time into it later, but those are my first impressions. Overall the demo is everything I asked for. Also the cutscene at the end showed Miriam up close, and everything looked great there too.
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Jun 23, 2016 7:50:44 GMT -6
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piratian
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Jun 22, 2016 22:31:21 GMT -6
June 2016
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Post by piratian on Jun 22, 2016 22:39:24 GMT -6
So i just played through it, And absolutely loved it. The music is amazing, the mechanics feel solid. One minor nitpick, it didn't work with my steam controller and i don't have an xbox controller to hook up. Fully understandable being a super super early E3 demo pushed out to us, but it took me a few seconds to figure out controls. I was just thinking of possible control schemes that may work better then what we have now for Keyboard/mouse.
I didn't mind the left click attack, But i straight up couldn't aim the spells. Maybe right click has a circle and a line pop up around you to show where you are aiming and use the mouse to aim from that? WASD work perfectly for movement to me. Tab could work for the map. Escape for menu. Z works for me for backdashing still, although shift may work better if people remember to turn off sticky keys. Space was fine for jumping Mouse support on the menu!
These are just first impression thoughts on ways to make it work better when the game comes out. I remember the launch of Dark Souls:PTD for Pc and the hot mess those keybinds were so while it's still early I hope to get some good keyboard controls. I fully understand this wasn't designed for M+KB yet being basically a tech demo. This is just my thoughts having played too many video games, and loving every single Castlevania game that's come out. Keep up the good work guys!
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Jun 23, 2016 7:44:18 GMT -6
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tesel218
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Jun 22, 2016 22:13:19 GMT -6
June 2016
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Post by tesel218 on Jun 22, 2016 22:39:52 GMT -6
So first and foremost let me say that even as just a playable demo the game felt and looked good, I'm glad to see the level of polish and love that has clearly gone into this, thank you IGA and the entire Development Team for your hard work in keeping this Genre alive for all to enjoy.
Now with that said, things that I've noticed from what I've experienced in the demo, the keyboard controls are a bit, odd, I'm sure that with the final release the player will be able to rebind whatever the keys to whatever they want. However, with that I'd like to stress a small missed detail that tends to be frustrating with computer players on a multi-platform game like this, The Tutorial, aka [use the analog or D-pad to move, etc.] I hope that with the final version of the game the game itself will recognize your preferred control style and with it show proper button layout on the tutorial splash screens when they appear, for instance when using WASD to move, it would say [Use WASD to move around and Press W to search or S + Space to Drop, etc.] That is just a small thing I know of some friends and myself consider a pain when the splash screen still reads the default controller mapping for the tutorials so you sit there and press every key to figure out what does what.
the next thing, The Animations: they are fluid and precise as I would hope for an IGAvania game however I did notice some stutter and hangtime on some animations when simply playing around with buttons, moving back and forth quickly and stopping when moving left would occasionally leave Miriam stuck in her walk animation for longer than intended. Attack Animations: fluid, smooth, and well executed, again as I'd hope, however they do feel a tad slow in some cases, I"m sure there will be other weapon types of varying speeds to compensate, but for a weapon like the Kung-Fu Shoes, I had hoped to see a few more attacks besides a basic side kick, crouch kick, jump kick/s. perhaps it isn't implemented, but to see something akin to Alucard or Soma's special moves with weapons would be a great thing to see. I am almost happy to see that certain things like back-dashing has returned and can very well be the fastest way to travel forwards. I've also found a bit of Jankyness with some animation transitions which is to be expected though they are somewhat jarring, one example of this is to simply move left or right immediately after an attack animation, with no transition frames between the animations the jump in Miriam's body placement is a bit fast.
I will post again if I can thing of any other useful feedback, thank you. -Tesel Bonne
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CastleDan
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Post by CastleDan on Jun 22, 2016 22:40:45 GMT -6
also there's no sound effect when you backdash in water at certain times. It took me out of it. Sound effects are the only thing that is a bit rough to me.
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Jun 22, 2016 22:43:29 GMT -6
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NinjaGuerra
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Jun 22, 2016 22:32:00 GMT -6
June 2016
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Post by NinjaGuerra on Jun 22, 2016 22:43:29 GMT -6
I just want to mention some things that come to mind after my first play through.
-Borderless Fullscreen Windowed mode please!
-Hopefully there will be an animation/stance change for holding up on the controller much like Alucard had.
-Make it more difficult especially bosses and improve enemy placement and increase density. (I know they are going to work on this, just a reminder)
-Make items pop out of the box as someone else stated.
-Hidden rooms! I couldn't find any and I hit a bunch of walls. (If anyone found one please tell me)
This demo is absolutely incredible. I could not be more confident in the teams ability to make the game that we have all been aching to play. Thank you for the amazing chest on the boss.
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Dave of Earth
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Dave of Earth
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January 1970
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Post by Dave of Earth on Jun 22, 2016 22:45:27 GMT -6
I COULD NOT BE HAPPIER!!!
All I wanted was a game that felt like Symphony and this NAILS it. The music, the graphics, the mechanics - this is what I was hoping to get when I backed the kickstarter and you delivered in full.
Thank you so much for delivering the game Konami thought I didn't want. I'm so excited for the final product!
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adalton1985
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Post by adalton1985 on Jun 22, 2016 22:47:06 GMT -6
I have a problem with playing my demo. It automatically launches my Oculus Rift and I have a screen resolution bug where I can only view a small portion of the screen. Unreal engine might be conflicting with Oculus and this game...
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sweetjohnnycage
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Post by sweetjohnnycage on Jun 22, 2016 22:47:52 GMT -6
Damn this game is shaping up to be awesome! One suggestion, though. Please lower the backdash recovery time. It takes a lot longer than I feel is necessary/natural to go from a backdash into an attack.
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Zork
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Nov 21, 2024 18:10:03 GMT -6
Zork
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Nov 21, 2024 18:10:03 GMT -6
January 1970
GUEST
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Post by Zork on Jun 22, 2016 22:48:35 GMT -6
Overall I greatly enjoyed the demo. Gameplay is shaping up nicely, and there's a lot of small touches I like. The gameplay straddles an interesting line between a SOTN and the Sorrow titles in terms of how it feels to control.
I have to say though: the boss, as it stands, does not look great. Even ignoring polish / render, the base model lacks a lot of character, and what is there is not great? The bad breast physics are probably not intended to be funny in a not-so-great "this is kind of cheap!" sort of way; it honestly just made me roll my eyes more than anything. The palette / shading on the boss also all in all doesn't feel quite there.
Also, as another minor criticism: enemies do not feel as aggressive as they should be? The Buers for example do not feel like they have the kind of impact / challenge as a "fast rolling enemy" really should.
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jonjonaug
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Post by jonjonaug on Jun 22, 2016 22:55:07 GMT -6
Just finished the demo. It plays BRILLIANTLY. Almost exactly like the games on the DS, maybe just a tad faster paced.
Things that are great/feel great: Being able to attack in midair, land, and attack again. Being able to attack, backdash to cancel, and attack again. Breakable walls are in the demo, which is cool. Being able to attack diagonally downward feels nice. Souls from Sorrow are basically in and what's there is pretty cool (the animation for getting a new power is GREAT). Enemies being weak/strong against different attacks is in there and makes sense for the enemy types in the demo. Areas being just out of reach, giving the player incentive to return later. Some enemies seem to have different animations depending on where you land a kill strike. Others will react to your attacks (the wheel enemy being knocked backward was cool). Hopefully the full game manages to maintain that same level of quality in enemy animations.
Some stuff I noticed that bugged me a little: Sound effects cut out if you backdash/slide multiple times in a row, but it sounds like you're already aware of that. No hidden items in the walls or in platforms. Enemies could stand to be just a bit more aggressive, but again this seems to be early on so maybe that'll be different in the main game. No giant zombies appeared if I stuck around in one room and killed a bunch over and over. There was a grammar error or two in the item descriptions.
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theobsessivegamer
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Jun 22, 2016 22:36:34 GMT -6
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Post by theobsessivegamer on Jun 22, 2016 22:55:24 GMT -6
Well I just finished playing it. I really missed that Igavania style of gameplay and tone. Here's a few notes on what I noticed. -Game crashed with a "Fatal Error" message as soon as I was about first start playing through it. (note that this was after I went into the options and changed the resolution) -At times Miriam would run on her own left. Would have to press start to stop her. -Not sure if it was a controller issue (was using a Logitech "Dualshock"-like controller) but I found it strange having the attack button be on the left front facing button, while jump was on the right front facing button. It makes it a bit tough to do jump slashes as such. Would have preferred jump to be on the bottom front facing button. Other than that, the game was very smooth. Music didn't cut out for me, 1080p resolution worked beautifully, no graphical glitches as far as i've seen, and the gameplay was like an even higher quality Igavania game. I hope to see the full game soon
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Elfina Ashfield
The Surreal Stargazer
Ancient Legion
[TI0]Unarchived Nova
Posts: 336
inherit
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Jul 13, 2019 12:31:29 GMT -6
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Elfina Ashfield
[TI0]Unarchived Nova
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Jun 29, 2015 4:14:08 GMT -6
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Post by Elfina Ashfield on Jun 22, 2016 22:55:25 GMT -6
There's only one thing I'd like to say is the back-dash stop time is a little bit too short. You can almost back-dash immediately after another back-dash.
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