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Post by Arsenical on Aug 1, 2017 18:12:20 GMT -6
never in my life i have finished a game in 1 run with 100% of everything, honestly i dont even think its posible at least not for a RPG unless you use guides or get help from others and never in my life i played an igavania game less than 3+ times trying to get everything. a game without replay value its a game that i will not enjoy. when i said critical items i wasnt talking about plot or game progress, i was talking about how for a completionist things like this are critical and its super enfuriating to have to make use of a guide to find what you are missing. 2 rooms + 1 unique item <--- those are critical and yes im exagerating but i cant say i finished the game 100% and found every single item and room in them if dont get that item and those 2 rooms right :c? honestly i cant see the wolf/bat thing as a clever thing its mindblowing yes, its ultra secret, its actually quite original but not clever its more random than anything else, im not attacking SOTN im arguing about cryptic secrets in general but i had to bring that one because lets be honest.. its extremely hard to find and this is an igavania forum. i have played games with super silly secrets and one of them was the reference of the monster+ring+room. now look at the clock tower and the gears to open the door to the starflail now thats a clever thing even though its not to hard to figure it out. in HoDissonance we had some really hidden secrets but the game gave you hint cards so that you could try to find those secrets on your own. i could have played SOTN 20+ Times and i might never have been able to find the the wolf/bat thing but then again i could have completed the game normally thinking i missed nothing. and if im mistaken then let me ask you a question: did you find the way to open that wall by yourself? its hard and im sure someone somewhere actually did it while trying random things but i can tell you for sure 99% of the players that know about it had help from a guide or the almighty internet. now that i think about this could have had its own thread.
indeed i agree with you there Pure Miriam it was not really cryptic hard but thats why i said this could be a problem for new players that never played the game before and i did not tell him how to find the villager in fact by the time he told me this he had already found the villager by looking at the background i think it was an ice cavern if im not mistaken. as for the holy glasses well yeah thats considerably harder to figure out and its actually a long process. get bat echo --> get spike breaker --> find maria and get ring --> find succubus room and get ring B --> read the item description of the rings --> go to the clock and equip the rings --> open the pathway and find/fight Maria to get the holy glasses --> equip them and fight richter --> kill evil orb . thats a lot of steps. and i must agree this compared to OoE: break wall and save villager --> finish. process its dumb
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Post by CastleDan on Aug 1, 2017 18:16:21 GMT -6
never in my life i have finished a game in 1 run with 100% of everything, honestly i dont even think its posible at least not for a RPG unless you use guides or get help from others and never in my life i played an igavania game less than 3+ times trying to get everything. a game without replay value its a game that i will not enjoy. when i said critical items i wasnt talking about plot or game progress, i was talking about how for a completionist things like this are critical and its super enfuriating to have to make use of a guide to find what you are missing. 2 rooms + 1 unique item <--- those are critical and yes im exagerating but i cant say i finished the game 100% and found every single item and room in them if dont get that item and those 2 rooms right :c? honestly i cant see the wolf/bat thing as a clever thing its mindblowing yes, its ultra secret, its actually quite original but not clever its more random than anything else, im not attacking SOTN im arguing about cryptic secrets in general but i had to bring that one because lets be honest.. its extremely hard to find and this is an igavania forum. i have played games with super silly secrets and one of them was the reference of the monster+ring+room. now look at the clock tower and the gears to open the door to the starflail now thats a clever thing even though its not to hard to figure it out. in HoDissonance we had some really hidden secrets but the game gave you hint cards so that you could try to find those secrets on your own. i could have played SOTN 20+ Times and i might never have been able to find the the wolf/bat thing but then again i could have completed the game normally thinking i missed nothing. and if im mistaken then let me ask you a question: did you find the way to open that wall by yourself? its hard and im sure someone somewhere actually did it while trying random things but i can tell you for sure 99% of the players that know about it had help from a guide or the almighty internet. now that i think about this could have had its own thread. Well, let me put it this way. Not getting 100% doesn't piss me off. To me playing through it 5 times and still not figuring out how to fully complete it is exciting not frustrating. It means there's PURPOSE to keep playing it, it means the developers put a lot of thought into it and tried to hide a bunch of secrets. Some might be a bit ridiculous like opening up that wall but it's a cool touch. As a completionist you might go...wow that's so cheap, how are you supposed to figure something like that out? For someone like me who just loves a game packed with little touches, it's exciting....it makes me want to try anything and everything. Above all : It truly makes the game feel never ending. It makes the game feel as though there could be more, there could always be more. For me if I love a game that's what I want, I want a game that feels like it can keep giving to me, and I can keep discovering.
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Enkeria
Silver in the Dark
Fifty Storms
Amzeer - Aurora of Rebirth
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Post by Enkeria on Aug 1, 2017 19:13:56 GMT -6
Symphony of the Night, for instance, is a much bigger offender on that, with the whole glasses thing was WAY more cryptic than that because it actually had absolutely no clue whatsoever. I believe those googles made my stats better, and I used them during my first playthrough haha. I got to that castle after three tries. I saw Shaft but first try I keep hitting Richter without knowing about hitting that orb. Strange how things can work.. I did see the bad ending first, second time I played it, I tried just hitting the orb. This because I remember fighting Shredder in TMNT: The Arcade Game, where if you keep on hitting the clone, he can be defeated. Keeping that in mind, from my NES years.. I manage to finish, or so I thought, the game, just to reveal a new castle. I think I jumped out of my giant black puff bean bag which were my main "chair" on the floor. I experienced things differently. Oh man, I just remember all these things just now. Cool! now look at the clock tower and the gears to open the door to the starflail now thats a clever thing even though its not to hard to figure it out. in HoDissonance we had some really hidden secrets but the game gave you hint cards so that you could try to find those secrets on your own. Playing that game now. Got a hint "dagger + fire book share a secret" and I hope to find how to break those metal walls that keeps coming in my way! hehe
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Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Aug 2, 2017 2:12:32 GMT -6
Arsenical The first time i played Order of Ecclesia, i didn't found the cook and the mother. It wa quite easy to find them after the game shows me the ice cavern where the woman is and the tower where the cook is. CastleDan I'm quite conflicted at this. I do think cryptic secrets needs some kind of clue to them, because i don't like to be needing guides to find them all. But in the other hand, i really love when i find something on my own, years later after playing a game. I remember Super Metroid, when the game's demo (the presentation that shows if you let the game idle), showing Samus generating a healing sphere around herself. I was like "how the hell are they doing that?" After months i finally manage to do the same. It was quite fun to discover that on my own, but the game actually gave me a tip on that. Enkeria Harmony of Dissonance is a underrated game. it's quite fun and has a scenario variety that is suprisingly close to Symphony of the Night. Here's a tip: there is a Spell Book inside a save point. You can spot what save point is if you really pay attention, but you can only get it when you are close to the end of the game...
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Post by DSLevantine on Aug 2, 2017 2:36:26 GMT -6
okay it looks like im the only one that totally disagrees with cryptic secrets ; -; i understand average and "casual" <-- (i hate that term)... players dont mind missing those at all, if you found it, amazing good stuff! but if you missed it like CastleDan said then you cant be really dissapointed because you dont even know about its existance right? well im a completionist and things like this are A REAL PAIN THE ASS. as long as the secret does not involve critical stuff i dont mind at all but when i have finished the game and i want to make sure everything is complete i find out my map is at 99.9% my bestiary is missing 1 monster and my item guide is missing 1 goddam ring and like i said in another thread its not fun when the ring im missing happens to be a drop from the monster im missing that happens to be in a room that i cant find because in order to find that room i need to do something extremely awkward and unthinkable and im pretty much obligued to spend hours of my life doing silly stuff or use the power of internet and feel bad about it.. Order of Ecclesia went as far as to hide a villager behind a breakable wall wich is necesary to finish the game. sure long time igavania players found it right away but imagine a newbie getting that game over screen because 1 stupid villager was trapped in a hidden room, that was evil, since i found all villagers on my first run i tought they were completely optional but a friend of mine told me he was stuck at the game for this issue and then i was really shocked. hidden breakable walls have never been a problem and its really exciting when you find one by yourself as you can only imagine what will it be on the other side. another kind of secret i liked was the hidden chests from OoE and i happened to find several of them by accident, then on my second run i disposed to try to crouch on every suspicious place. find a secret elevator and sit there for 1 minute to go down and get early acces to mirror mail and jewel fist! sure i dont mind i can get them later with the mist form so its really not a problem. (Not Troublesome)(equipment that can be obtained later) hit the ceiling to open a secret path to the sword familiar! sure i could have found that accidentaly on the inverted castle as it would be below me this time (Troublesome but somewhat easy to find)(a familiar its serious business) transform into a wolf then go the other side and transform into a bat to open a secret door to find jewel sword and a life appple that you can obtain as monster drops!! oh thats fine but WAIT!! thats 1 room and thats 2 rooms with inverted castle also inverted castle has a beryl circlet! a unique item needed to not get your ass kicked by the game superboss so have fun missing this. secrets are nice and interesting but super silly secrets with critical stuff involved its just WRONG! Those hidden things from SOTN were never critical and I don't think i'd even want a hidden secret that prevented you from seeing something story related. All I'm arguing is developers being a bit more clever than just laying things out in the open for you is something to appreciated not hated. You might be a completionist but nothing is more infuriating than playing the game once and finding everything there is to find on your first playthrough. What's the fun in that? I want to be rewarded with replays, and a way to reward is to be a bit more clever than making everything obvious. That's all I'm arguing. I notice you keep repeating the phrase "What's the fun in that?". I have to remind you that fun is subjective.
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Post by CastleDan on Aug 2, 2017 7:00:59 GMT -6
Those hidden things from SOTN were never critical and I don't think i'd even want a hidden secret that prevented you from seeing something story related. All I'm arguing is developers being a bit more clever than just laying things out in the open for you is something to appreciated not hated. You might be a completionist but nothing is more infuriating than playing the game once and finding everything there is to find on your first playthrough. What's the fun in that? I want to be rewarded with replays, and a way to reward is to be a bit more clever than making everything obvious. That's all I'm arguing. I notice you keep repeating the phrase "What's the fun in that?". I have to remind you that fun is subjective. What's the fun in saying that?
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Astaroth
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Post by Astaroth on Aug 2, 2017 12:20:34 GMT -6
1) id prefer palette swaps because even within palette swaps you have a huge amount of room for making each creature unique like giving harder versions an extra attack or 2 and a slightly modified ai, ff14 has some great examples of 'palette swapping' where a new enemy with a completely different model uses the same attack pattern as an older enemy, and an enemy with a slightly tweaked model could have a completely different fighting style 2) YES, especially if the hints to some things are in a different portion of the castle, like the background showing an area youve been to but it looks slightly different from the map you have, spurring you to revisit that area to look for secret rooms or a hidden entrance to a whole new area 3) drop rates are part and parcel of rpgs, and its this delicate balance between drop rates, item usefulness/power, and game progression that gives players more freedom to decide their strategies in tackling an area, now, the one thing i hope IGA can implement is some way to seperate grinding for items from levelling, because a huge problem i always run into in an rpg (unless i cheat and do things like max luck or increase the drop rate) is im always horrendously overlevelled, this can be fixed several ways, either through a ring you get early that prevents you from gaining xp but doubles drop rates, through relics that allow you to freeze your xp (or mastery, or even your money if you plan on doing a magic heavy run), or through some other means to give players more options for their playthroughs and allow for crazy challenge runs like lvl1 initial equip no magic 4) Heart of Chaos, a maze with lots of twists and turns and secret rooms and dead ends, filled to the brim with powerful monsters and items, and when you get to the boss chamber it has several different outcomes based on how you choose to approach it, but if you choose to fight you fight yourself with the absolute best equipment in your inventory and using the shards you used the most that game 5) its good character design for mirroring protagonist/antagonist, dont wanna speculate more cause i wanna see how this turns out 6) SOFT GATE, almost every time, the story should be experienced the first few playthroughs so sequence breaking should by no means be easy, but designing with things like some shard attacks giving a tiny boost to height or a small wiggle window for extra distance or early double jump req locks being doable with an extremely precise jump or a long jump being doable with jumpkicking off an enemies head in a specific spot would be a way to keep the skill ceiling high for experienced players and newer players once theyve beaten the game a few times can start challenging themselves to see just how far they can get (some hard gates like the grates in sotn can still be used to great effect, like using those to prevent sequence breaking that might corrupt a save or or crash the game due to flags being triggered in the wrong order, but im for embracing super metroid progression over metroid fusion) 7) it will to some degree, redundancy is inevitable because people have differing exploration styles, they may miss an out of the way weapon but find the secret room with the slightly better one, the biggest way to cut down on redundancy is to have each weapon in a given range each play slightly different, so you may miss the sword that is up on that ledge but you find the shoes that give you a double kick animation, and the enemy drop is a fire whip, and you build from there (that flame whip may even more powerful than the other 2 but be in an area full of flame resistant enemies that makes it slightly weaker when you get it, but later on it becomes useful when going up against fire weak enemies and ends up doing more damage than the higher base attack weapons you have) 8) Plot-relevant DLCs (A fundamental piece of the plot can only be played by buying DLC) dont care about micro transactions because i wont use them unless i cant get an item any other possible way AND the entirety of that goes toward helping IGA make his next game jealousy over bust size happens in real life, and theres ways you can even turn that trope on its head (like dominique quipping that she envies anne because hers dont get in the way) shipping is going to happen, fanfics are going to happen, yaoi IS GOING TO HAPPEN, while i dont think a love triangle should be the focus of the story, hints of affection and love of several kinds are going to make an appearance, and some of them will be very warped 9) nope, IGA brand movement is good, i just hope we get a black panther shard a little sooner than the final area of the game this time OR get to carry it over into ng+ (i can choose not to use it, but getting to keep it would be nice) 10) no, theres far more effective ways to to this, see answer 3 ( hint, hint) 11) doppelganger, see 4 12) an item costing $5,545,991 gold in the shop, the icon is IGAs icon from the ks page shedding a manly tear, and it unlocks the most brutal and epic (but fair) boss fight the team can come up with, and those who can beat it get their name in the next games credits 13) shields and by extension shield rod, that was a cool concept that i think could make a comeback 14) if they arent items, see above, this could be more easily balanced too since then youre defending with a shield you cant keep up indefinitely 15) they give you options, and in some cases the ability to stack bonuses, and this is good, especially when youre dealing with luck influenced drop rates 16) this one would be perfect for zangetsu or gebel, but summoning monsters to attack that can double as platforms or that you can bounce off of to reach high places
17) im for the extra characters being woven into the overall narrative, this gives the team more freedom to expand upon the world and flesh it out as well as include ideas that may not have worked in miriams storyline but may be perfect for zangetsu 18) SUPERSENTAIMIRIAM gives miriam a new costume, her idles change to poses and she has 2 mp attacks, one is incredibly long and flashy and does 1hp to everything but they all go through a slow motion death animation anyway before getting buffed heavily and their drop rate skyrockets if you manage to beat them, and the other she shouts "end of episode attack!" and instakills one enemy but it has to be done from max mp and uses all of it so dont miss >P 19) no, i think it was a cheeky way of saying "holy crap we raised what?!?" im for more bosses, and as the game got bigger more bosses could be added, but who knows, maybe that first extra boss turns out to be the fabled Bismark Kappa III? >P 20) see below for classic 21) im all for nightmare having some extra items, itll give me more reasons to try it, especially if it can be selected as an ng+ option 22) depends on how you count it, and whether youre counting individual rooms or map squares 23) surprise me 24) im hoping so, vepar is neat, and being in an area that gives vepar some ways to move around or affect the stage (like miriam is on a raft so vepar can switch sides or rock the platforms) would be an interesting remix of the fight 25) im all for more playable characters if IGA and his team have a cool idea and they find they can implement it without detracting from the main game development (this is actually the perfect thing for dlc if fleshing out the character for their own mode would detract from the schedule but its a really cool idea that cant wait for a sequel or its own game)
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Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on Aug 5, 2017 14:53:25 GMT -6
Yes. I have the audacity to answer all these questions, again with gloriously garish green text! So, without further ado, here's 25 questions for all of you to answer, about these themes: Overall (Enemies, Plot, Content, etc), Equipment & Shards and Stratch Goals. Again, some of those questions i did before in old threads, but mosf of them are new.
1) Do you prefer less enemies, but they are all unique, or more enemies but with pallete swap ones among them? Biggest Igavanias normally have 100+ enemies, but all of them had pallete swaps. Considering Bloodstaine's scale, it can reach a number around 150 or more. So, would you prefer, for instance, 150 enemies with 30 pallete swaps or 100 unique enemies? Honestly, I would much prefer less enemies that are all unique, but I'm not going to complain if palette-swaps are present in the roster of demonic enemies.2) What are your thoughts over cryptic secrets? Secrets that are so hard to find or require so out-of-the-box thinking that is almost impossible to find out without a guide, like turning into a wolf inside a cavern and getting out in the form of a bat to open a passage (Symphony of the Night)? Sure, I'm all for it. That way, people may still be discovering secrets in Bloodstained for [potentially] years to come... though I doubt it will really take that long. In general, I do like the little things that keep me crawling back to a game.3) Some Igavanias had secrets, items and equipment that could only be found by sheer luck. Enemies with extremely low percentage drop rate for those things, or something even more challenging, like Order of Ecclesia, that had rare chests randomly appearing at scenarions and having random rare items, forcing the player to replay areas countless times to get them. What are your thoughts over luck-based gameplay like that? It gives the player an extra incentive to keep going back to the areas these items are found in, so I'm all for it. You might find other things you didn't quite expect to find the first time around.4) Say the name and make a small description of a scenario you would like to see in the game that is NOT Entrance, Library, Clock Tower or anything related to Caverns or Dungeons of any sort. Something like THIS, as an easter-egg.It doesn't matter to me where exactly in Gebel's Castle this is found; it could even be in a Hidden Room that isn't accessed via breakable wall. I'd personally love to see a tribute to the Metroid series again.5) IGA said in a old interview that Miriam has her heart crystalized already (we can see that by the fact that her left breast has a crystal rose) but Gebel has almost all his body crystalized, EXCEPT his heart (we can see that by the fact that his chest has a left-angled area clean of crystals) and IGA said that this is relevant to the plot. What do you think that could mean? I said it before, and I'll say it again, despite it possibly being the silliest thing. Miriam might turn out to be this game's True Villain in a Secret Ending! (You heard it from me first, folks! Ever since a past "multiple ending" thread, which I think was by Enkeria )6) "Hard Lock" is a term for areas that it is completely impossible to reach without the right progression ability, while Soft Locks are areas that you cannot traverse normally without a progression ability but you CAN find a way to do that without it, by clever thinking. For instance, a Hard Lock would be a door that requires a key or a absurdly high plataform with walls covered in spikes that requires flying. A Soft Lock would be a high plataform that requires double jump but you can reach it using a specific Shard combined with a specific set of weapon moves to propel yourself up in a really intricate way. Igavanias always had both of them. Hard Locks are mandatory to stop sequence breaking, but even so, Hard locks VS Soft Locks. What do you prefer? I'm all for Hard Locks, but I'm sure the special Speed Run Mode will turn some of them into Soft Locks anyway.7) Igavania games are famous for offering a lot of options, gameplay-wise. Lots of powers, dozens of weapons, crazy combinations of equipments. There is a developer term called "Decision Paralysis" and that is also a psychology term. It means when you have so many options that you don't know what to do and feel overwhelmed in a bad way. Some people reach the point of paralyzing to do anything. Some criticism towards some Igavania games (specially Symphony of the Night and the Sorrow series) is that they offer a lot of options (weapons, items, souls) that a ton of them are rendered useless by others, inducing in a overwhelming feeling of either not use anything or trying to use them all. Playing Igavania games, did you ever felt that? Do you think Bloodstained could have that problem? I only ever felt that in the case of the Spells in SotN. With the exception of Soul Steal & Wing Smash, none of them felt particularly useful. I don't think Bloodstained will have issue with that, especially since IGA & crew have experience developing several of these Igavania games in order to try solving that problem (which I think OoE especially did nicely). Besides, some people seem to prefer the "challenge" that comes from deliberately using 'weaker' options.8) What would be the worst offender for you, considering Bloodstained overall, between the options below. YOU CAN ONLY CHOOSE ONE: a) Microtransactions (the ability to use real money to buy stuff that would require game-money, like buying a ring at Anne/Dominique shop for 2 real life dollars instead of 20.000 in-game gold). b) Plot-relevant DLCs (A fundamental piece of the plot can only be played by buying DLC) c) Out-of-place Boob jokes (Anne complaining how small her breasts are comparing to Dominique or Miriam, the first time she mets Miriam, considering she just lost her parents). d) The main aspect of plot turning out to be a love triangle, with Miriam being the love interest of Gebel and Johannes. I'd have to say "D", because I don't think it'd be truly relevant to the overall story, though I'll keep playing the game even if this is a thing. I don't find microtransactions particularly offensive because I've never spent money on them. Plot-relevant DLCs are okay with me since the entirety of Gebel's 1,600+ Room Castle is in the main game. I may not find breast-envy jokes as humorous as others might, but it's up to IGA whether anything like that is in the game (either way, it won't matter to me).9) Miriam should move and fight faster than she is right now, by default? (considering her without any powerups whatsoever) Doesn't really matter to me. To me, she's fine the way she is now, and we've already seen comparison videos.10) Exp degradation is something that was used on Symphony of the Night and Harmony of Dissonance to prevent grinding. The same enemy started to give less and less exp (A LV 10 enemy gives 10 EXP when player is at LV 10, but gives 5 EXP when player is at LV 20 and 1 EXP after LV 30+, for instance). This was abandoned in later games. Do you think Exp degradation could make a comeback to prevent grinding? I think that ArtPlay is going to allow grinding to remain as an option. So no degradation; simply deliberately avoid fighting every enemy if you want a lower-level challenge.11) Choose ONE enemy from any Igavania that you would like to see a comeback at Bloodstained. State it's name and from what game that enemy is. Since the vast majority of Bloodstained's enemies will be demons (if not every single enemy in the game), I feel obligated to choose one of the Ars Goetia-themed enemies (from the 72 of the "Lesser Key"). ^ I choose Vassago. I'd like to see the return of this demon as an enemy (or perhaps as a familiar) from his only appearance in Curse of Darkness (so far). Vassago is also one of the few Ars Goetia demons that is literally stated to be "good natured".12) IGA loves references. Symphony of the Night had The Magic of Oz, Aria of Sorrow had Black Kamen Rider and a lot of Igavania games had Jojo's Bizarre Adventure references. What reference would you like to see in Bloodstained? Ooh, this is a hard one. Other than the vague reference to Metroid I mentioned earlier, I'd still like to see certain Tome weapons (an idea I had previously) named after famous books/plays.
13) Choose ONE Weapon from any Igavania that you would like to see a comeback at Bloodstained. State it's name and from what game that weapon is.
Vajra ~ It originally appeared in Symphony of the Night (in the NA version under the name "Thunderbrand", and called "Indra's Light" in Harmony of Despair). It is also misspelled "Vjaya" in Aria of Sorrow. In Hindu mythology, Vajra was forged from the spine of a wise old sage by Indra himself.14) Choose ONE Power / Magic from any Igavania that you would like to see a comeback at Bloodstained. State it's name and from what game that power / magic is. "Vector ZERO" ~ Guardian Soul power obtained from Medusa Heads; first obtained in Aria of Sorrow, also in both Dawn of Sorrow & Harmony of Despair. It allowed the user to become suspended in mid-air as a way to escape harm from otherwise extremely-difficult-to-avoid ground sweeping attacks. As an added effect, it allows the user to build up momentum as they normally would from falling, and can unleash a devastating dive-kick (complete with an energy-wave) if they are held in this state long enough.15) Bonus-increasing Enchant Shards, like CON boost or element resisting ones like Holy Resist (mentioned to exist at E3 2017 demo) are things that can be easily covered by equipments. What do you think of shards like that? Clever, necessity or lack of creativity? Those kinds of Shards are simply there as an option. Some would actually find a CON-boosting Shard preferable if they want to stack the bonus with quality armor for an incredible DEF score. Personally, I'd love to take advantage of anything that gives a boost to Miriam's INT & MND stats.16) Regarding progression abilities, abilities and equipment required to keep going at the game, like double jump and such, a lot of Igavanias had some clever ideas. Symphony of the Night had the Mist form, that could traverse grids. Portrait of Ruin had Frog transformation, letting the player enter at really tiny areas while Order of Ecclesia had Paries, a magic that let you enter inside walls at certain spots to reach the other side. Create a progression abilty that you would like to see in Bloodstained, aside from the basic (Double Jump, High Jump, fly) and what was used before (armor to break spikes, glasses to see hidden spheres to attack them...). I've created some before, two of which are here.17) 2nd and 3rd playable characters should have complete plots for themselves (that would most probably steal resources from the main game), small plots or no plots at all?
I'm sure that if the development team were to give themselves enough time, "complete" plots for the other two characters won't take away from Miriam's main mode (though this is an Indie game we're talking about; so I see your point). If in the case it does? Small plot. I'd rather they not just be "bonus" characters. 18) Mention a SILLY CHEAT CODE, something comical and funny, that you would like to see in the game. CHIBI MODE: (Similar to "Big Head" Mode) All playable characters & NPCs will become super-deformed and cutesy (like Mega Man Powered Up), and their voices will be high-pitched like chipmunks.19) There is a Stretch goal called "New Boss" that went completely overlooked. It was created as a filler to fill up the space when Bloodstained got funded in less then a day and reached 1.5 million. It's description was "New Boss! You unlocked this one while we were writing this update! Now IGA and Inti Creates will be able to add another boss to the castle. We'll profile the extra bosses, enemies, and weapons you earn this way in a future update." The game didn't had any decided size at that time or any of that. Regarding that, do you think that this stretch goal was useless and just a filler to fill up space because they didn't had any idea what to do or it still has any meaning? We shall never know... unless one of us asks the question for a future #AskIGA video. Personally, I'd like to see one of our ideas in the Enemy Ideas thread become that extra boss.20) Should Classic Mode, where the game will be rearranged to at least six punishing and hard stages like the old times of Nintendo hard games, unlock items and stuff for the main game? Or that would be unfair for completionists that can't beat Classic Mode due to how hard it will be? I'd like to see it be eight or nine stages, personally. It wouldn't necessarily be "unfair" for it to be relatively difficult, because the "trial & error" nature of such a game would be a learning experience (I doubt it would punish the player for failure).21) Do you think Nightmare mode, a really hard difficulty mode for the main game, could have items and stuff exclusive for it? Or that would be unfair for completionists that can't beat Nightmare mode due to how hard it will be? Absolutely. I also doubt Nightmare Mode would be "too" hard due to the likely options of setting the Level Cap & the New Game+ feature.22) IGA's biggest castle is promised to be at least 1600 rooms. Both Symphony of the Night castles have 1890 rooms combined. Do you think that means that IGA's biggest castle stretch goal WILL NOT BE REACHED if the game ends up having less than 1890 rooms? Symphony of the Night's 1,890 Rooms counts as two Castles, not one. A single Castle with 1,600+ Rooms will absolutely reach the "Biggest Castle" stretch goal. We also still have no clue if there's going to be a 2nd Castle of some kind in Bloodstained (If there is? Doubtless it will be a surprise).23) Roguelike dungeon should be like most roguelike games (random generated dungeons that are hyper hard and has no saving) or it should be "Igavania's style" roguelike dungeon, something different? (random generated dungeons maybe easier or with checkpoints). To possibly make it easier for those who've never played Roguelikes before, there should still be Safe Havens ("Save Rooms") scattered around the randomized Castle in this mode (standard-fare). Maybe there can be an option to set it so, while you can't "Save", you can still completely heal when visiting these rooms. It will likely be hard enough for most people to face high-level demons/monsters that are normally encountered much later in the game.24) We will be able to play with bosses in Boss Revenge Mode, in special areas against heroes. Do you expect Vepar to be playable in that mode? No, not really. At this point, I only expect human-sized Bosses like Bloodless to be playable.25) How much do you think would be fair to ask for a fourth playable character in a slacker-backer campaign before the game's release? 100.000 (the same amouth for second playable character), 250.000 (the value for the third playable character) or 500.000? Or the game doesn't need a fourth playable character? The game doesn't really need a 4th playable character. I imagine what we're getting now will be enough. However, I wouldn't complain if at least a year down the line after Bloodstained's release, a 4th character is offered as DLC. Phew! Done I am, finally.
[HASH]SecretEnding
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Post by purifyweirdshard on Aug 6, 2017 13:37:40 GMT -6
lol that's beautiful. I was just thinking about changing my #12 answer: I'd like references to things that happened on the forums, during the Kickstarter/streams, moments from shows they've done, etc. For example: Bismark Kappa III, wall mac (or a different manifestation of IGA's mac experience), takeover, a reference to Mana herself, some kind of "train" which we could refer to as the "hype train!", Astaroth's idea above (item that costs the amount the KS raised), donuts!!!!!
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Post by Galamoth on Aug 6, 2017 18:19:07 GMT -6
lol that's beautiful. I was just thinking about changing my #12 answer: I'd like references to things that happened on the forums, during the Kickstarter/streams, moments from shows they've done, etc. For example: Bismark Kappa III, wall mac (or a different manifestation of IGA's mac experience), takeover, a reference to Mana herself, some kind of "train" which we could refer to as the "hype train!", Astaroth's idea above (item that costs the amount the KS raised), donuts!!!!! This idea, especially! Dominique (or Anna, hilariously): "That'll be exactly 5,545,991G." Miriam: "Why does that specific number sound so familiar?" (*The shop-owners just shrug)
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Post by Enkeria on Aug 6, 2017 19:28:31 GMT -6
lol that's beautiful. I was just thinking about changing my #12 answer: I'd like references to things that happened on the forums, during the Kickstarter/streams, moments from shows they've done, etc. For example: Bismark Kappa III, wall mac (or a different manifestation of IGA's mac experience), takeover, a reference to Mana herself, some kind of "train" which we could refer to as the "hype train!", Astaroth's idea above (item that costs the amount the KS raised), donuts!!!!! This idea, especially! Dominique (or Anna, hilariously): "That'll be exactly 5,545,991G." Miriam: "Why does that specific number sound so familiar?" (*The shop-owners just shrug) Should it be when the time ran out from the first campaign, or would it be cool to have the total sum from the slacker-backer time? I would feel the first run would be cool. That is also how I pictured it would go when Miriam looking up prices. Also, want to see the goal reached pixel castle as banner or banners somewhere. And Goofball must be in the game somewhere.
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Post by Lestaroth on Aug 7, 2017 4:11:51 GMT -6
lol that's beautiful. I was just thinking about changing my #12 answer: I'd like references to things that happened on the forums, during the Kickstarter/streams, moments from shows they've done, etc. For example: Bismark Kappa III, wall mac (or a different manifestation of IGA's mac experience), takeover, a reference to Mana herself, some kind of "train" which we could refer to as the "hype train!", Astaroth's idea above (item that costs the amount the KS raised), donuts!!!!! This idea, especially! Dominique (or Anna, hilariously): "That'll be exactly 5,545,991G." Miriam: "Why does that specific number sound so familiar?" (*The shop-owners just shrug) I'd then just want Miriam to flood the shop with 1G coins. A fitting retribution. (It is not in dollars anymore? )
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Post by Enkeria on Aug 7, 2017 4:56:39 GMT -6
This idea, especially! Dominique (or Anna, hilariously): "That'll be exactly 5,545,991G." Miriam: "Why does that specific number sound so familiar?" (*The shop-owners just shrug) I'd then just want Miriam to flood the shop with 1G coins. A fitting retribution. (It is not in dollars anymore? ) Coppar CoinsSterlingsilver CoinsGold CoinsWould be most fitting. The money-chest-monster or money-monster, if there ever is one, could have Zink Coins, only good for throwing at enemies or as bait to see if other chests or money-monster would appear
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Post by Lestaroth on Aug 7, 2017 7:31:38 GMT -6
I'd then just want Miriam to flood the shop with 1G coins. A fitting retribution. (It is not in dollars anymore? ) Coppar CoinsSterlingsilver CoinsGold CoinsWould be most fitting. The money-chest-monster or money-monster, if there ever is one, could have Zink Coins, only good for throwing at enemies or as bait to see if other chests or money-monster would appear I was referring to this... but it seems it's a disproven rumor anyway in the end. www.snopes.com/politics/satire/samsung.asp*dramatic shrug*
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