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Post by Pure Miriam on Jun 16, 2017 2:39:17 GMT -6
That’s right: Procedurally generated dungeons. In this mode you’ll face a new castle every time, braving its treacherous (and massive) halls for loot, glory, and the simple, satisfying feeling of going where no Miriam has gone before.
Once you’ve explored its passages and defeated its boss, you’ll get a code that will enable you to share your randomly generated dungeon with a friend. (If you find a particularly hard one, you can even share it with an enemy! IGA isn’t picky.)
As of now, that is all the information that we have about the Roguelike Dungeon Mode. Roguelike games, for those who don't know, are random and challenging games where you can't save and one death is fatal. You play at a random dungeon killing enemies and getting loot and a single mistake can finish the whole playthrough forever, since there is no save and normally no way to revive yourself. We didn't discussed this mode too much at the forums, so, considering all that, i want to make some questions: 1) SEPARATE MODE, OR INTEGRATED WITH THE MAIN GAME?
Do you prefer that the Roguelike dungeon be something comepletely separate from the main game (unlockable after beating the game for the first time) or something integrated at the main game? For instance, you can find some "rooms" where you can enter at the Roguelike mode, inside Gebel's castle at the main game. If you die, you go back to your last save. 2) EXCLUSIVE ITEMS FOR THE MAIN GAME, THAT CAN ONLY BE FOUND AT THE ROGUELIKE
As with Boss Rush Mode at many Igavania games of the past, Roguelike could have exclusive loot that can only be found there. If you are able to pick them (items, weapons, equipment, maybe shards?) and finish the Boss, those items are saved at the savegame you are using to play the roguelike mode. Or do you think this would make the game too hard or convoluted fo completionists (people that like to get 100% of a game), since roguelike is normally not a easy game? 3) ROGUELIKE DUNGEON SIZES
What do you expect from the Roguelike mode, considering it's size? Short dungeons that you can finish in half a hour? Larger ones that requires a whole hour or more, or really large games that would require some dedication? Maybe a way to choose it's size and overall feel? 4) ROGUELIKE DUNGEON DIFFICULTY
Same as above, do you expect a easy, normal or hard roguelike game? Maybe a way to choose it's difficulty? If people think this discussion is too redundant, i can remove this thread on request. I just think we barely discussed this in the past. I searched for it around at the forums, and we barely talked about this. Check out my other discussion: Discussion about the Prequel Mini-Game HERE That's all folks!
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Post by freddythemonkey on Jun 16, 2017 5:59:24 GMT -6
Honestly I was never too enthusiast of this roguelike mode myself. Doesn't really fit with the philosophy of IGAvanias imo, and if a game has a rogue structure it should be centered around it (proper roguelikes, and even they can't always nail down the formula to grant a long lasting, meaningful experience). I just hope it's a COMPLETELY OPTIONAL mode, and that it will be worked on AFTER the main game is complete and polished. Having seen similar (accessory) systems in bigger budget titles like Bloodborne, I think it's going to be a decent way to kill some time at best. I know I'm being a bit negative here, but modes like these are the reason I don't really like too many stretch goals in KS campaigns. Extra modes could be fine, but I'd rather have a superb game without too many extras than an "okay" game with tons of extra modes.
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Post by machinegun on Jun 17, 2017 11:38:55 GMT -6
not sure if what im going to post is relevant, but there goes...
my only game experience with randomly generated stuff is - Diablo 3
in regards to my experience with the RNG of the maps, my 2 cents are: - sometimes the maps are not densely populated enough with enemies, thus lots of time is spent travelling and it feels like a waste. + when a "good map" is generated, i feel good "smashing everything" in a short amount of time, but this is possible due to area of effect skills, so i guess bloodstained has to find its own balance---
1) SEPARATE MODE, OR INTEGRATED WITH THE MAIN GAME? i prefer integrated. always like to know that the time i spent playing "contributes" to the save file. ...and to sidetrack, i like stuff like CV CotM's 2 DSS combo where time is the factor to the strength of the magic, as well as CV OoE where money helped with the stats (can't remember exact details)
2) EXCLUSIVE ITEMS FOR THE MAIN GAME, THAT CAN ONLY BE FOUND AT THE ROGUELIKE only thoughts : i hope that the fun items are easily available to players of all skills.
3) ROGUELIKE DUNGEON SIZES the Diablo 3 "rifts" are generally recommended by its playerbase to be done where the monsters are semi easily defeated, and that means i estimate 1 session to be completed in 5 minutes, but its kind of a grindfest thing, so might not be applicable to bloodstained. perhaps as you stated, "Maybe a way to choose it's size and overall feel?" would be great.
4) ROGUELIKE DUNGEON DIFFICULTY "Maybe a way to choose it's difficulty?" this would be good if doable? caters to casual, relax, and hardcore players.
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Post by A Man in Flames on Jun 18, 2017 13:12:57 GMT -6
Personally, I want to see rogue-dungeon mode executed in a similar fashion to that of Castlevania Harmony of Despair (not Dissonance). That is to say, a mode that stands on its own separate from the main game with little to no integration. It should be a separate campaign (save file) wherein you choose any of the playable characters to tackle a randomly generated level to acquire loot and become progressively stronger so you can reach meta levels of game play.
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Post by ghaleon on Jun 19, 2017 0:24:29 GMT -6
I'm a fan of roguelikes and roguelites alike.
1: Seperate, I don't want either game mode to somehow limit the other.
2: Honestly I dont' really care. some people will feel like there should be some kind of amazing ultimate reward I'm sure, but I'd rather the mode itself be fun in of itself.
3: I've played roguelites and roguelikes of various sizes, and I think I can say none of them seemed better or less then what t hey would have been otherwise due to their length. That said I think 1-2 hours as a minimum should be safe, anything less and it wont have long replay value once people get used to it imo. As for maxiumum, the sky is the limit, heck it can be endless for all I care.
4: The only excuse to not be hard is to have multiple difficulty settings where hard is included. There's no way it's going to be a roguelike instead of a roguelite, but being hard is still kinda a requirement of the genre. Any game that says 'rogue' in it should always have a half-dozen+ forum complaints on the first page complaining about how it's all luck-based and unfair or else it's not hard enough =p. Not that I'm saying it SHOULD be luck based and unfair, but it should make some of the more quitter-oriented players feel such.
Please note I'm not a gaming elitist or whatever, I'm perfectly cool with people who like/want/enjoy easier games. But they still dwarf challenging games by the numbers, and it'll be a shame to tease people interested in a challenge like myself with a 'roguelike' mode and it not provide.
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Post by lovelydumpling on Jun 19, 2017 1:26:43 GMT -6
1.Most certainly seperate. At most, maybe unlock things in the main game. But I don't want it to actually be a part of the main game, especially involving 100% map completion.
2. I don't entirely know how I feel about that. Maybe you can offer an item to inspire people to try it out, but make it possible for most players to reach the requirements for it.
3. Considering how they describe it as a "whole new castle", I think it needs to be at least the size of one of the Castle's areas, and at most maybe a quarter of the castle's size (400 rooms or so). A big part of that depends on how they decide to procedurally generate these rooms, though. Nothing they've shown so far looks like it'd be easy to make a randomly generated castle, so it seems like they'd have to make different assets for that mode.
4. Absolutely include difficulty settings. I feel like there's a lot of appeal to randomly generated castles that you can share online or with friends other than just "its hard!" I wouldn't want to shut out players from the experience (including myself >.>). At the very least, maybe it can follow the same logic that the main game will for Normal/Hard Mode.
Aside from all that, I definitely would prefer it "Roguelite" than true Roguelike. Permadeath and lack of saves kind of make for dungeons that might be too short for my liking that always have to be beaten in one sitting. If it was presented in this form, I think I'd get bored with it really fast. I want bigger dungeons, especially since wasn't this like the $5,000,000 backer reward?
The Rougelike permadeath feature, at least in regards to single character non-plot-heavy titles, never appealed to me. Perhaps if enough people want it bad enough, I can imagine an options screen when generating a dungeon where things like difficulty, size, and permadeath mechanics can be toggled.
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Post by ghaleon on Jun 19, 2017 14:50:05 GMT -6
Permadeath is something that occurs in both roguelike and roguelite. The thing that will make this a roguelite instead of a roguelike is that it wont be a grid based turn based rpg.
edit: well it MIGHT be, but I really really doubt it.
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Post by akuwa on Jun 19, 2017 15:43:22 GMT -6
1) Separate game for the most part, but with shared costume/other cosmetic unlocks shared for all modes.
2) no exclusive items
3) Aim for 1-2 hours per successful run
4) very high difficulty, fine with an option to choose difficulty, but if so that should be between hard or nightmare, don't want any easy mode for this. perma death.
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Post by Galamoth on Jun 20, 2017 17:41:01 GMT -6
For those who might try the Roguelike Mode (and never played rogue-like games before), Normal should be the lowest offered difficulty.
"Easy" shouldn't be an option in the Roguelike Mode. Normal should be sufficient in getting relative beginners used to what's offered.
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Post by lovelydumpling on Jun 21, 2017 5:33:29 GMT -6
I don't really understand the point in limiting the player's options. If it isn't difficult to create I don't see why it shouldn't have an easy mode. People should be allowed to play how they want to play, especially in a single player experience. Just because you wouldn't want to play it on easy doesn't mean you should vouche to make sure no one can. People have different ways they may enjoy the game and it should be fine to let them explore those options— not everyone's going to have the same experience and that's okay.
Nothing's making you partake in that difficulty so the only reason I can see for saying it shouldn't be offered is that you want to dictate how others are allowed to play. That doesn't really seem fair.
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Post by ghaleon on Jun 22, 2017 0:10:27 GMT -6
I like challenging games but I do n't see the point in eliminating options from games either just because. One of my biggest peeves in earlier games that had difficulty settings was when they would do something like make it so 'easy' only allowed you to play the first 3 stages, normal only let you play 7, and you had to play on hard just to see stage 8. ugh.
I don't want to hear that people who complete hard should be 'rewarded' with more of the game. You should be rewarded all the game for BUYING it. Just enjoying the challenge is its own reward. I dislike this whole notion of bragging rights being the key motivation for things.
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Post by Galamoth on Jun 22, 2017 23:00:20 GMT -6
I like challenging games but I do n't see the point in eliminating options from games either just because. One of my biggest peeves in earlier games that had difficulty settings was when they would do something like make it so 'easy' only allowed you to play the first 3 stages, normal only let you play 7, and you had to play on hard just to see stage 8. ugh. I don't want to hear that people who complete hard should be 'rewarded' with more of the game. You should be rewarded all the game for BUYING it. Just enjoying the challenge is its own reward. I dislike this whole notion of bragging rights being the key motivation for things. I understand where you're coming from (and especially considering that the Roguelike is not the main feature of this game), though I have to say that the main appeal of Roguelikes is the challenge offered. This will likely be more of a "rogue-lite", because I don't think permadeath (deleting the save) will be a thing in Bloodstained, but the random generation remains. The whole castle will be drastically different each time, to keep players on their toes, possibly in addition to strong enemies appearing much earlier on. It's most likely going to end up that way, anyway. All difficulties will likely be offered even for the Roguelike Dungeon. I'd have no real problem with that, personally (it just seems like it would be appropriate for "Easy" to be eliminated as an option, as I doubt the developers would expect most players to go for the Roguelike Dungeon before playing the main story). The only other thing to bring up is the fact that we still don't know if the Roguelike Dungeon will be in the base-game, or included at a later date away from the game's initial release. After all, IGA & co. still haven't decided on whether they'll go with the "staggered content" release method (allowing for the standard game content to be released first, and all "bonus" content from stretch-goals to be finished and released in later months).
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Post by lovelydumpling on Jun 23, 2017 0:12:37 GMT -6
I understand where you're coming from (and especially considering that the Roguelike is not the main feature of this game), though I have to say that the main appeal of Roguelikes is the challenge offered. This will likely be more of a "rogue-lite", because I don't think permadeath (deleting the save) will be a thing in Bloodstained, but the random generation remains. The whole castle will be drastically different each time, to keep players on their toes, possibly in addition to strong enemies appearing much earlier on. It's most likely going to end up that way, anyway. All difficulties will likely be offered even for the Roguelike Dungeon. I'd have no real problem with that, personally (it just seems like it would be appropriate for "Easy" to be eliminated as an option, as I doubt the developers would expect most players to go for the Roguelike Dungeon before playing the main story). The only other thing to bring up is the fact that we still don't know if the Roguelike Dungeon will be in the base-game, or included at a later date away from the game's initial release. After all, IGA & co. still haven't decided on whether they'll go with the "staggered content" release method (allowing for the standard game content to be released first, and all "bonus" content from stretch-goals to be finished and released in later months). I'd just like to have the option there. I tend to always play things on Easy first and then gear up the difficulty until I hit a point where I'm having fun with a decent enough challenge but not getting frustrated to the point where it's not fun anymore. Seeing the sights and being able to make it through the game is more important to me than whether it's imposing enough of a challenge for me. Oftentimes, I am content with Easy and stick with it because it's rare that it's so easy that it bores me. (Though there have been games that were, and I've had to turn it up.) And the prospect of having infinite always different castles to play is alluring to me without necessarily the difficulty aspects. I like the option of being able to start on Easy and then let me decide if I want to make it tougher or not. Because if I don't have that option, and I go in and it's too tough for me, then I may not see it through. And that's just not okay for me. As I said, seeing it through to the end is far more important to me than a challenging experience, or bragging rights/pride. That's something I'll take up later if I decide I want to. And notably, most people have turned Easy mode into an act of shame. I hate starting a new game when in front of someone because I can always feel the judgement when I pick easy. Sometimes I don't pick Easy, just to avoid the social anxiety. It sucks. I hate the stigma people attach to it. And I know it's not just me, I've been with a friend or two not as great at games either who even when they're with me, will sort of hesitate and cringe as they pick Easy mode because they too anticipate judgement. It's ridiculous. And then of course there's the games that have built in features to shame you for picking Easy mode.So yeah, I'm basically always about giving the player the choice. Unless the game or feature's only merit is about the challenge it provides (as in, the only reason anyone would be interested is because it is challenging), I think it should have the option. The only other sort of game I could even think of arguing against that are ones like Dark Souls in which its critical difficulty is integral to the lore in making you take in how bleak and punishing its world is— but even then I'm not 100% sold. I feel that other elements in the game's design from its story to its environment and enemy designs give the picture well enough without necessarily having to completely destroy you, for those who are playing the game to see the sights/learn the lore. (Actually, for games like Souls, I think they could add such a thing in a not-so-obvious to access manner, like a hidden code or something that you'd have to look online for. That way typically your first playthroughs would be the crushing experience as intended, and only players who look specifically for a way to make the game easier will look up and find out the method of doing so. But this is a tangent, my bad.) But the point is, yes: almost always there should be a choice. In fact, I find that games that let you change the difficulty from the options menu at any point in the game (i.e. NieR Automata) are doing it the best. I know this thread was about Roguelike Dungeon, not Difficulty Setting, so my apologies for the thread hijacking.
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Post by Pure Miriam on Jun 23, 2017 1:22:03 GMT -6
I understand where you're coming from (and especially considering that the Roguelike is not the main feature of this game), though I have to say that the main appeal of Roguelikes is the challenge offered. This will likely be more of a "rogue-lite", because I don't think permadeath (deleting the save) will be a thing in Bloodstained, but the random generation remains. The whole castle will be drastically different each time, to keep players on their toes, possibly in addition to strong enemies appearing much earlier on. It's most likely going to end up that way, anyway. All difficulties will likely be offered even for the Roguelike Dungeon. I'd have no real problem with that, personally (it just seems like it would be appropriate for "Easy" to be eliminated as an option, as I doubt the developers would expect most players to go for the Roguelike Dungeon before playing the main story). The only other thing to bring up is the fact that we still don't know if the Roguelike Dungeon will be in the base-game, or included at a later date away from the game's initial release. After all, IGA & co. still haven't decided on whether they'll go with the "staggered content" release method (allowing for the standard game content to be released first, and all "bonus" content from stretch-goals to be finished and released in later months). I'd just like to have the option there. I tend to always play things on Easy first and then gear up the difficulty until I hit a point where I'm having fun with a decent enough challenge but not getting frustrated to the point where it's not fun anymore. Seeing the sights and being able to make it through the game is more important to me than whether it's imposing enough of a challenge for me. Oftentimes, I am content with Easy and stick with it because it's rare that it's so easy that it bores me. (Though there have been games that were, and I've had to turn it up.) And the prospect of having infinite always different castles to play is alluring to me without necessarily the difficulty aspects. I like the option of being able to start on Easy and then let me decide if I want to make it tougher or not. Because if I don't have that option, and I go in and it's too tough for me, then I may not see it through. And that's just not okay for me. As I said, seeing it through to the end is far more important to me than a challenging experience, or bragging rights/pride. That's something I'll take up later if I decide I want to. And notably, most people have turned Easy mode into an act of shame. I hate starting a new game when in front of someone because I can always feel the judgement when I pick easy. Sometimes I don't pick Easy, just to avoid the social anxiety. It sucks. I hate the stigma people attach to it. And I know it's not just me, I've been with a friend or two not as great at games either who even when they're with me, will sort of hesitate and cringe as they pick Easy mode because they too anticipate judgement. It's ridiculous. And then of course there's the games that have built in features to shame you for picking Easy mode.So yeah, I'm basically always about giving the player the choice. Unless the game or feature's only merit is about the challenge it provides (as in, the only reason anyone would be interested is because it is challenging), I think it should have the option. The only other sort of game I could even think of arguing against that are ones like Dark Souls in which its critical difficulty is integral to the lore in making you take in how bleak and punishing its world is— but even then I'm not 100% sold. I feel that other elements in the game's design from its story to its environment and enemy designs give the picture well enough without necessarily having to completely destroy you, for those who are playing the game to see the sights/learn the lore. (Actually, for games like Souls, I think they could add such a thing in a not-so-obvious to access manner, like a hidden code or something that you'd have to look online for. That way typically your first playthroughs would be the crushing experience as intended, and only players who look specifically for a way to make the game easier will look up and find out the method of doing so. But this is a tangent, my bad.) But the point is, yes: almost always there should be a choice. In fact, I find that games that let you change the difficulty from the options menu at any point in the game (i.e. NieR Automata) are doing it the best. I know this thread was about Roguelike Dungeon, not Difficulty Setting, so my apologies for the thread hijacking. I agree with you lovelydumpling . Personally, i played on easy for a long time, but eventually switched to Normal and in almost all games i always plays Normal and if i enjoyed it and it still has replay value, i go Hard and up. I mostly don't play easy anymore, because i like the challenge, but i agree with you, i see no point in removing options from the player if you can offer them. In a developer's point of view, i think, sometimes that can't be done (offer too many options) for several reasons, but when they can, i think it is always good to do that. About games that need to be difficult, that is kinda true, through. I give Outlast as a example. Outlast I and II (speciall II, it is better than the first one IMO) are great games. If you don't know them, their selling point is that they are first person games where you can't fight. Their whole theme revolves around being hopeless, fearful and running for your life without a single way to fight back. You can only run and hide from enemies, mostly in the dark, with nothing but a camcoder with a infrared to see in the dark, that is limited by batteries, while you are jumpscared and horrified by the game's events and plot. It just doesn't make sense to make that game too easy, because it's main selling point is being fearful and it uses it's difficulty to be fearful enough. The games have 4 difficulties, and as far as i remember, they are like this: Normal: considered the default setting. Hard: Closing doors sounds became louder. Enemies have a better sight seeing and kill you with fewer hits. Nightmare: Along the Hard changes, most enemies kill you with one hit and items are scarce and you can carry fewer of them. Insane: Along with Nightmare changes, the game removes checkpoints. Basically, the game does not save. One die, and the game is over, back to the beginning. I'm all for options. The game can be punishing hard and aceptable easy for everyone. But few of them, like Outlast, just doesn't make any sense to be too easy. Igavanias AREN'T like this and i don't know why it's Roguelike Dungeon should be. It doesn't need to be a "common Roguelike Dungeon" it can be IGA's version of a Roguelike Dungeon.
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Post by lovelydumpling on Jun 23, 2017 1:55:10 GMT -6
I suppose with games that are strictly of the horror genre, difficulty changes might be less sensible. That said, part of me still wants to say to give the option if they want— or at least not to go out of the way to ban the option, because even if you and I can't see a purpose in it doesn't mean we should decide that for others. If someone can find an enjoyable experience playing it on Easy despite that, then I don't see why we shouldn't let them, even if it's not an experience we agree with, relate to, or understand. For those who find that experience unenjoyable always have the other options. But for a single player experience, I can't think of a single circumstance on why we'd limit the player's control on how they want to play the game.
I can understand if the developer chooses not to develop the Easy mode because they personally feel it goes against the message they want to create and they're dead set that players enjoy the game the way they intend it. Or if they feel like adding a difficulty that betrays the experience they want to create would be too much effort for something of that sort. But from a non-developer perspective, from the outside looking in, I can't ever really say a game should not have these options, because I feel like the only "wrong way" to play a single player game is in a way you don't enjoy it. If you get enjoyment from it, no matter what you're doing, that's your business and nobody else's.
I feel the same way about cheat codes, though I don't typically use them on a first playthrough. Also cheat codes are kind of a dead trope nowadays. Depressingly. Interestingly, Bloodstained's going to have them though. I think that's a first for the Igavania series of games?
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Post by Pure Miriam on Jun 23, 2017 11:42:19 GMT -6
(...) I feel the same way about cheat codes, though I don't typically use them on a first playthrough. Also cheat codes are kind of a dead trope nowadays. Depressingly. Interestingly, Bloodstained's going to have them though. I think that's a first for the Igavania series of games? Igavania normally had "cheat codes" in the form of creating a save with the name of a character to play as that character, after you beat the game. As far as i remember, the only Igavania that had a cheat code in the classic sense was Harmony of Dissonance. To play as Maxim in Boss Rush mode, you needed to press and hold the L and R buttons down when in the Boss Rush menu, while to play as 8-bit Simon at Boss Rush, you needed to imput the famous Konami code (up up down down left right left right B A) during Konami logo.
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Post by lovelydumpling on Jun 23, 2017 13:48:50 GMT -6
(...) I feel the same way about cheat codes, though I don't typically use them on a first playthrough. Also cheat codes are kind of a dead trope nowadays. Depressingly. Interestingly, Bloodstained's going to have them though. I think that's a first for the Igavania series of games? Igavania normally had "cheat codes" in the form of creating a save with the name of a character to play as that character, after you beat the game. As far as i remember, the only Igavania that had a cheat code in the classic sense was Harmony of Dissonance. To play as Maxim in Boss Rush mode, you needed to press and hold the L and R buttons down when in the Boss Rush menu, while to play as 8-bit Simon at Boss Rush, you needed to imput the famous Konami code (up up down down left right left right B A) during Konami logo. Those are secret codes, not cheat codes. Playing as another character isn't cheating (and often in Igavanias, the secret characters are harder than the main game.) And they're not even very secret (at least, not in SotN. It straight up tells you the codes after you beat the game, when you go to start a new one.) Bloodstained's confirmed to have actual cheat codes in the game. Both serious and funny ones. Not just unlockable characters. Actually now that I think of it, SotN did have a cheat code— the 99 Luck one. Although the significant diminish to your HP and such may see it as an alternate playstyle instead of a cheat, much like CotM's playstyles you can unlock with similar methods.
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Post by Pure Miriam on Jun 23, 2017 15:55:46 GMT -6
Igavania normally had "cheat codes" in the form of creating a save with the name of a character to play as that character, after you beat the game. As far as i remember, the only Igavania that had a cheat code in the classic sense was Harmony of Dissonance. To play as Maxim in Boss Rush mode, you needed to press and hold the L and R buttons down when in the Boss Rush menu, while to play as 8-bit Simon at Boss Rush, you needed to imput the famous Konami code (up up down down left right left right B A) during Konami logo. Those are secret codes, not cheat codes. Playing as another character isn't cheating (and often in Igavanias, the secret characters are harder than the main game.) And they're not even very secret (at least, not in SotN. It straight up tells you the codes after you beat the game, when you go to start a new one.) Bloodstained's confirmed to have actual cheat codes in the game. Both serious and funny ones. Not just unlockable characters. Actually now that I think of it, SotN did have a cheat code— the 99 Luck one. Although the significant diminish to your HP and such may see it as an alternate playstyle instead of a cheat, much like CotM's playstyles you can unlock with similar methods. Oh, yes. You are right. It has been so long since games had cheat codes that i messed up.
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Post by Enkeria on Jun 25, 2017 16:01:54 GMT -6
The "good luck" code in SotN made the game easier, but not by too much. Even though many think SotN were EASY, I found it to be NORMAL since I am easy on abandon games that I get stuck with. This is why i felt SotN did good on me, it was easy but hard enough for me. Later on trying Richter was frustrating since I could'nt complete the whole map with him. Also, there were cheats for the Playstation that made Alucard pretty much a god with infinite stats and stuff. And yeah, I toggled around with those after I finished the game twice. There was also this weird armor code. Never understood that one, I think it made the game.. Harder? Or?
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Post by lovelydumpling on Jun 25, 2017 17:20:55 GMT -6
Also, there were cheats for the Playstation that made Alucard pretty much a god with infinite stats and stuff. And yeah, I toggled around with those after I finished the game twice. There was also this weird armor code. Never understood that one, I think it made the game.. Harder? Or? Are you talking about like Gameshark codes?
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