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Jun 22, 2016 22:38:32 GMT -6
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Post by thor777 on Jun 22, 2016 22:56:10 GMT -6
Just finished the demo. Overall, it was very very enjoyable. Couple things jumped out at me from the 1st playthrough:
- The background and some of the enemies feel kinda out-of-place to me. Mariam looks kinda of anime/cartoony, closer to alucard in SotN. But the background and some monsters are too realistic looking (especially those jellyfish/octopus thingies, seama?). It just seems off to me. I was actually surprised that the boss was so colorful when it first appeared through the hole in the ship. It didn't fit well with the more realistic looking background. I suggest making the background and the monsters more anime/cartoonish to match Miriam's style.
- I would love a quick-equip option when I pick up new equipment, instead of having to go into the menu to equip it. Like a 5 second timeout after picking it up where you can hit a button to equip.
- Love the music! More of it please!
- Miriam's running animation is a bit stiff. Her torso needs to twist more (shoulders swing foward and backward)
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Kitamerby
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Nov 21, 2024 17:59:49 GMT -6
Kitamerby
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Nov 21, 2024 17:59:49 GMT -6
January 1970
GUEST
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Post by Kitamerby on Jun 22, 2016 22:56:33 GMT -6
Small bug/glitch: Doing a standing sword slash and then immediately sliding causes Miriam to perform a slide, but using her standing pose.
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Jun 22, 2016 21:53:38 GMT -6
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Post by tenmachi on Jun 22, 2016 22:57:45 GMT -6
So. First, the positive: I absolutely loved the feel of the game. The graphics were beautiful (even if backdashing at walls would momentarily put the character model "in" the wall in shadow form). Movement felt great, once I got a feel for the controls. I had a great time exploring and felt like I was "at home" playing Symphony.
Things I think could use improvement: -Challenge level. At no point did I feel really endangered by any of the enemies. The boss pattern was not difficult to predict and evade, making the boss fight more a matter of grinding its health down than anything else. I would like to see a greater degree of difficulty from the enemies (faster movement/attacks, perhaps) and especially from the boss. -Graphics. The above backdashing graphic oddity was the thing that stuck out. Back up to a wall, backdash, and you'll see the "dash" animation pass backward into the wall before the character comes to a stop against the wall. -Controls (character). The jump command felt a bit heavy to me, as though there were a bit of start-up hesitation to it. Might've been a function of... -Controls (input). I was using a PS4 controller via BT, with no input remapping going on. The input hints in-game were all Xbox-controller hints (singularly unhelpful), and were mismapped as well (jump was circle, jump/attack was triangle, attack was square, bullet type special was X. What I would like to see here is twofold: 1) button icons for PS4 layout (as it's a fairly common PC controller now) and 2) input remapping support.
In summary: a few areas that could use improvement, but as I told people generally, "My body wasn't ready. It was all of my dreams." Much love, Bloodstained crew. You put a huge smile on my face tonight.
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May 3, 2016 16:47:41 GMT -6
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Post by arct1c0n on Jun 22, 2016 22:59:57 GMT -6
I'd love to see the water interact more with the enviroment or Miriam, but maybe thats not possible to keep the FPS up on consoles versions.
Also, PLEASE PLEASE PLEASE give us the ability to remap controls!!
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Belz
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Nov 21, 2024 17:59:49 GMT -6
Belz
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Nov 21, 2024 17:59:49 GMT -6
January 1970
GUEST
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Post by Belz on Jun 22, 2016 23:04:23 GMT -6
I think it's kinda weird using AD to move, S to Crouch but to open the chests you use W. (Space is the actual key to jump), I also believe that attacking the chests would be more intuitive than pressing a button, but that's just me.(Nothing that a key mapping feature doesn't solve.)
Honestly I didn't liked the pause that comes whenever you level up, I think that combat shouldn't be paused just to show that information, just a simple indication would be better imo.
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Jun 22, 2016 23:44:36 GMT -6
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jonjonaug
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Jun 22, 2016 22:48:41 GMT -6
June 2016
jonjonaug
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Post by jonjonaug on Jun 22, 2016 23:06:27 GMT -6
I think it's kinda weird using AD to move, S to Crouch but to open the chests you use W. (Space is the actual key to jump), I also believe that attacking the chests would be more intuitive than pressing a button, but that's just me.(Nothing that a key mapping feature doesn't solve.) Honestly I didn't liked the pause that comes whenever you level up, I think that combat shouldn't be paused just to show that information, just a simple indication would be better imo. Nah, all those are good things. You don't "jump" to open something, you flip the lid "up", so pressing up makes sense. Attacking the chest doesn't make sense, do you want to smash what's in it? The pause when you level up adds a bit of emphasis to it.
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T. Cheek
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Nov 21, 2024 17:59:49 GMT -6
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Nov 21, 2024 17:59:49 GMT -6
January 1970
GUEST
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Post by T. Cheek on Jun 22, 2016 23:07:49 GMT -6
Just got fire magic.
Sometimes It won't cast the spell. Seems to work only if I mash RT
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galcian
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Feb 3, 2016 22:53:04 GMT -6
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Post by galcian on Jun 22, 2016 23:10:27 GMT -6
My first thoughts about the demo. Loved what I played.
It did feel like SotN which is nice. I would like some more difficulty. Challenge from the game. It's paced nicely, has some pretty obvious graphic glitches due to it's nature as an alpha (Miriam + walls = nope)
The water attack effects need... something? Transparency? The boss is very colorful but then again so are most things in the water depths. Sounds are a bit... muffled. More breakable/interactive objects would be nice. Or living things like mice/spiders. Would be cool if there was a bed/chair in Miriam's starting room (personal nitpick, may be changed for the final game) It's already there...
Boss needs to deal more damage and maybe that water cannon effect needs to look more.. aggressive?
Other than those minor nitpicks, I'm glad I backed this game.
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Jun 28, 2016 23:12:41 GMT -6
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knightime
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Jun 22, 2016 22:56:44 GMT -6
June 2016
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Post by knightime on Jun 22, 2016 23:10:53 GMT -6
Just finished the demo twice-over, felt like it was pretty well put together (though I haven't come across some of the issues others have). Really loved the look and feel of everything! In regards to Miriam's backdash, I actually felt like it was pretty spot-on. There is a little bit of delay, but it didn't feel like it was troublesome, especially if you do a tiny hop afterwards. The attacks do feel a little slow - the kick attacks especially - but I like that there's some animation canceling you can do such as the quick draw sword swing (tap jump then attack) to help speed things up. It reminded me ton of SotN and the (3)DS Castlevania games. My only complaint is that the boss was pretty easy, as I don't think I took any damage either time. I do agree that the boss is maybe just a little too colorful in contrast to the rest of the environment? That might be the point though, who knows One thing I am wondering however is if there's a double-jump ability in the demo, 'cause there's a couple areas that I couldn't get to, but probably could with that ability. Not having 100% map completion is driving me crazy haha
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sugoi
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Jun 22, 2016 23:03:26 GMT -6
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Post by sugoi on Jun 22, 2016 23:12:47 GMT -6
Very much enjoyed the demo, and generally am quite satisfied with it. I haven't really provided any feedback before outside of the surveys because (and this might be slightly insane) I'd sort of like to be hands-off and trust IGA and his team to just make something great on their own. One thing that others have mentioned is that items from chests and that you pick up don't use their inventory icon on-screen when you find them. I can't stress how exciting and immersive such a tiny thing is. You see that icon for a new hat and go "Oooh, it's a hat!" before you even see the name of it, even moreso if it's a weapon! I can understand that the team might be worried that having sprites pop up from enemy drops or chests as looking out of place, but I believe this sort of concern is misplaced. When I find wall chicken, I want to see the roast chicken sprite in all of its glory!
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Jun 22, 2016 23:44:36 GMT -6
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Jun 22, 2016 22:48:41 GMT -6
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Post by jonjonaug on Jun 22, 2016 23:13:19 GMT -6
Would be cool if there was a bed/chair in Miriam's starting room (personal nitpick, may be changed for the final game) There's a bunch of beds and chairs in the background of the starting room. Seriously pay attention to the backgrounds, a lot of rooms have a unique feel to them.
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Jun 23, 2016 0:31:20 GMT -6
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memphiz88
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Jun 22, 2016 23:08:52 GMT -6
June 2016
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Post by memphiz88 on Jun 22, 2016 23:14:30 GMT -6
Just finished the demo twice-over, felt like it was pretty well put together (though I haven't come across some of the issues others have). Really loved the look and feel of everything! In regards to Miriam's backdash, I actually felt like it was pretty spot-on. There is a little bit of delay, but it didn't feel like it was troublesome, especially if you do a tiny hop afterwards. The attacks do feel a little slow - the kick attacks especially - but I like that there's some animation canceling you can do such as the quick draw sword swing (tap jump then attack) to help speed things up. It reminded me ton of SotN and the (3)DS Castlevania games. My only complaint is that the boss was pretty easy, as I don't think I took any damage either time. I do agree that the boss is maybe just a little too colorful in contrast to the rest of the environment? That might be the point though, who knows One thing I am wondering however is if there's a double-jump ability in the demo, 'cause there's a couple areas that I couldn't get to, but probably could with that ability. Not having 100% map completion is driving me crazy haha haha same here about double jump. I found some areas in the demo that really need double jump to reach. So far, my only gripe is the keyboard controls. There are no explanation in-game regarding the controls, so I have to mash my keyboard buttons until I found out what buttons do what.
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leiroth
New Blood
If was not by my hand that I once again being given flesh
Posts: 4
inherit
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Oct 2, 2017 20:12:05 GMT -6
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leiroth
If was not by my hand that I once again being given flesh
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Jul 21, 2015 5:40:25 GMT -6
July 2015
leiroth
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Post by leiroth on Jun 22, 2016 23:18:20 GMT -6
I already played the demo, first of all I want to congratulate the entire team for the great work, it surpassed my expectations.
Without the elements pointed in the kickstarter update and this post I want to remark the elements I enjoyed
-Visual art and every detail on the galeon is amazing, the water, the rain, the crashed wood. This will be important to keep this kind of details in the game -The concept and the colors differs from the Castlevania series which I applause because this is not becoming a copy from previous entries of the series, it feels new and fresh -The menus felt simple and easygoing, that is helpful with the item management and the entire presentation of the game, this is an improvement from the Castlevania series -The animations are great, Myriam walking, kicking, swording, jumping feels natural -The enemies looked cool, Morte surprised me walking on roofs -The boss seemed very colorful to my taste but it is a new approach and it looked good the design -The music is amazing, Yamane sama knows her stuff, I had the privilege to meet her when she came to Mexico and she is a wonderful lady
My only concern was that I felt a little slow the game and the rhythm, I think is has to be faster but not as faster as Metroid or Strider, maybe as Ori and the Blind Forest
If this is a work in progress, then the final version will be a blast. Thanks for sharing the demo, I hope to play the beta and share any input that could help you with the game development.
Best Regards!
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galcian
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Feb 3, 2016 22:53:04 GMT -6
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Post by galcian on Jun 22, 2016 23:19:38 GMT -6
Would be cool if there was a bed/chair in Miriam's starting room (personal nitpick, may be changed for the final game) There's a bunch of beds and chairs in the background of the starting room. Seriously pay attention to the backgrounds, a lot of rooms have a unique feel to them. You have given me an excuse to play again. Excuse me while I confirm this info... lol. EDIT: You're right. Wasn't paying attention the first time. Maybe I was overwhelmed by the visuals and ignored the details. Shame on me!
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Saif
inherit
-30589
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Nov 21, 2024 17:59:49 GMT -6
Saif
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Nov 21, 2024 17:59:49 GMT -6
January 1970
GUEST
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Post by Saif on Jun 22, 2016 23:20:38 GMT -6
Change the hp n mp bar style it looks soo dulll.
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Jun 26, 2016 1:23:29 GMT -6
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hakeshu
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Dec 2, 2015 7:26:06 GMT -6
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Post by hakeshu on Jun 22, 2016 23:23:07 GMT -6
Armored guy gives you a morning star to swing at the enemies. Really powerful attack (18-27 dmg at the boss on lvl5 Mirian) Shards should've a level up systems to improve the effects, or some kind of fusion/combine system (ie: fusing the armored guy shard with cannon would result in a molten morning star, or a throwable spike ball.)
The only things that I disliked was the UI. I don't know but something about it seems off to me.
Tomorrow I'll play some more. Need to sleep now.
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Mana
Official Staff
[TI0]
Posts: 222
Staff Mini-Profile Theme: Castle
inherit
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Jun 26, 2024 1:01:34 GMT -6
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Mana
[TI0]
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vusc
Staff Mini-Profile Theme: Castle
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Post by Mana on Jun 22, 2016 23:28:04 GMT -6
Thank you all for the feedback so far! We're loving all the positive energy we're getting.
From my side, we'll probably fix a lot of the translations and of course, the spelling errors too. There's a set letter count for each menu/description so some of the wording is very awkward. The final game will be localized by a professional, so it'll be much more natural!
Psst.... is there anyone who got the Amy shard? If you did, lucky you! It only has 1% drop rate in this demo.
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vato915
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Post by vato915 on Jun 22, 2016 23:30:36 GMT -6
Here's my feedback: facebook.com/vato915/photos/907184589403370My experience might have to do with the Intel HD graphics machine I'm using (plus the old controller I got). We'll be testing tomorrow with a better controller!
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Post by supermariobro on Jun 22, 2016 23:34:04 GMT -6
Ok, so I love it so far, but I think there needs to be a way to map controls to one's liking, particularly to make things more convenient for keyboard users such as myself. I've tried pressing everything, and I'm still not sure what the keyboard equivalent for "Y" is.
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Dengojin
Wild Rose
Global Moderator
Posts: 212
inherit
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Nov 14, 2021 16:54:54 GMT -6
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Post by Dengojin on Jun 22, 2016 23:35:53 GMT -6
Thank you all for the feedback so far! We're loving all the positive energy we're getting. From my side, we'll probably fix a lot of the translations and of course, the spelling errors too. There's a set letter count for each menu/description so some of the wording is very awkward. The final game will be localized by a professional, so it'll be much more natural! Psst.... is there anyone who got the Amy shard? If you did, lucky you! It only has 1% drop rate in this demo. Just got mine! it reminds me of Dark inferno from SOTN
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