Enkeria
Silver in the Dark
Fifty Storms
Amzeer - Aurora of Rebirth
Posts: 1,908
inherit
Silver in the Dark
1757
0
Oct 27, 2024 12:45:42 GMT -6
1,287
Enkeria
Amzeer - Aurora of Rebirth
1,908
Nov 28, 2016 17:56:45 GMT -6
November 2016
enkeria
|
Post by Enkeria on May 26, 2018 8:58:52 GMT -6
roguedragon05Casual mode is difficult to me. Which makes your thoughts invalid. Besides, options are good, why limit it only to a % of the fans by taking away options? Options, for the gamers, for the community. Its nice. I will beat CotM one day, but it won't be this week.
|
|
Busterific
Hairy Old Man
Loyal Familiar
Posts: 249
inherit
Hairy Old Man
1697
0
Mar 30, 2022 13:03:31 GMT -6
222
Busterific
249
Aug 19, 2016 16:36:35 GMT -6
August 2016
busterific
|
Post by Busterific on May 26, 2018 9:09:11 GMT -6
While I haven't played the casual mode at all, I don't have any issue with it being there. I'm one of those who think the way the jumps were handled fit in well with the overall Castlevania 3 feel of the game. Overall it came through a lot better than I was expecting it to. If the release hadn't been botched the way it was I think that would get rid of the biggest complaints I've been seeing. I'm hoping they get the console codes and they get sent out soon.
|
|
Yän
Herald of the Moon
Loyal Familiar
Posts: 476
inherit
Herald of the Moon
1316
0
Jan 2, 2022 8:01:36 GMT -6
415
Yän
476
Jun 12, 2016 6:59:44 GMT -6
June 2016
yaen
|
Post by Yän on May 26, 2018 9:22:34 GMT -6
Aside from liking the game a lot for many reasons, I'm not a fan of no-air-control-jumps. Most of my deaths were caused by this and it always felt because the jump-feature is clunky rather than because I didn't have enough mastery over the game. I feel like some minor air control would have made the gameplay feel a lot more fluent.
As for the casual mode: I'm totally in favor of it. It lets everyone experience the game the way they like it without any drawbacks. I especially like that it was explicitly stated in-game that there were no drawbacks of choosing this mode. Great design decision in my opinion!
|
|
roguedragon05
Loyal Familiar
[TI1]"In his own right he is a God yet he tries to be a man and in that denies his own greatness"
Posts: 489
inherit
170
0
May 8, 2022 8:48:04 GMT -6
383
roguedragon05
[TI1]"In his own right he is a God yet he tries to be a man and in that denies his own greatness"
489
Jun 17, 2015 20:05:38 GMT -6
June 2015
roguedragon05
|
Post by roguedragon05 on May 26, 2018 9:27:01 GMT -6
roguedragon05 Casual mode is difficult to me. Which makes your thoughts invalid. Besides, options are good, why limit it only to a % of the fans by taking away options? Options, for the gamers, for the community. Its nice. I will beat CotM one day, but it won't be this week. Casual mode is unnecessary to me. Which makes your thoughts invalid maybe? Is fine you don't agree I was just expressing my opinions and you yours. While I don't think it was needed I'm not upset that it's there. However following your logic maybe they should have made a sort of NES Hard option for that % of the community they didn't seem to appeal to? Even if it's giving you trouble I hope your enjoying it. Sincerely not meaning to fan flames of anyones thoughts on the stiff mechanics of the jumping, it's been my experience that sometimes people get frustrated with a game because they are trying to play it in a way that the game isn't designed to be played, for example... Someone may throw the difficulty on extreme in Metal Gear and treat it like they are playing a run and gun shooter and get their ass handed to them, but if you treat it like a stealth game you may have alot more success and enjoyment, visa versa you wouldn't treat Call of Duty like Metal Gear Solid. In other words don't fight the stiff jumps learn them and work there limitations and consistency into your gameplay.
|
|
inherit
1127
0
Jun 24, 2018 15:31:05 GMT -6
62
Nuralit
[TI1]
49
Feb 17, 2016 19:31:48 GMT -6
February 2016
nuralit
|
Post by Nuralit on May 26, 2018 10:03:56 GMT -6
Aside from liking the game a lot for many reasons, I'm not a fan of no-air-control-jumps. Most of my deaths were caused by this and it always felt because the jump-feature is clunky rather than because I didn't have enough mastery over the game. I feel like some minor air control would have made the gameplay feel a lot more fluent. As for the casual mode: I'm totally in favor of it. It lets everyone experience the game the way they like it without any drawbacks. I especially like that it was explicitly stated in-game that there were no drawbacks of choosing this mode. Great design decision in my opinion! Committing to your jumps is a staple of Classicvania though. Take that away and it becomes just another platformer. That kind of floaty gameplay works for IGAvania since platforming is nowhere near as much of a focus, but Classicvania is all about precise jumps and tricky enemy placements.
|
|
Enkeria
Silver in the Dark
Fifty Storms
Amzeer - Aurora of Rebirth
Posts: 1,908
inherit
Silver in the Dark
1757
0
Oct 27, 2024 12:45:42 GMT -6
1,287
Enkeria
Amzeer - Aurora of Rebirth
1,908
Nov 28, 2016 17:56:45 GMT -6
November 2016
enkeria
|
Post by Enkeria on May 26, 2018 10:04:06 GMT -6
roguedragon05Yeah maybe me personally a bit but not really. I would like for it to be easier actually, you know.. More options. I have no issue thinking that options for having it harder is "more harm" for the game you know. I wouldn't dream of complain or say "I personally think they should just have 1 difficulty and it should be nintendo ultra hard". I mean.. Yeah. No. About the jump. It feels like thats a retro mechanic..? I do not remember Simon Belmont could be controled in the air. Hmm. But would be nice for an option to have control and not. Because you know.. Options are good.
|
|
roguedragon05
Loyal Familiar
[TI1]"In his own right he is a God yet he tries to be a man and in that denies his own greatness"
Posts: 489
inherit
170
0
May 8, 2022 8:48:04 GMT -6
383
roguedragon05
[TI1]"In his own right he is a God yet he tries to be a man and in that denies his own greatness"
489
Jun 17, 2015 20:05:38 GMT -6
June 2015
roguedragon05
|
Post by roguedragon05 on May 26, 2018 10:25:55 GMT -6
roguedragon05 About the jump. It feels like thats a retro mechanic..? I do not remember Simon Belmont could be controled in the air. Hmm. But would be nice for an option to have control and not. He could be controlled in Super Castlevania IV I belive, off hand I don't remember with Bloodlines, Dracula X/Rondo of Blood, Rebirth etc. The thing with providing too many options in a game your making is that you can't have that tight game design that Classic Castlevania games were known for, if everyone has the option to turn this and that off or on, then you have to design levels and enemies with those things in mind, rather than knowing exactly what will happen when player does "X" action. Both arguments have there merits and both can lead to great games. And I still enjoyed CotM and will continue to enjoy it when I get it for my PS4.
|
|
Viftech
Connoisseur of Wall Meat
New Blood
[TI0] What am I suppose to write here anyway?
Posts: 85
inherit
Connoisseur of Wall Meat
1081
0
Jan 13, 2020 7:04:37 GMT -6
100
Viftech
[TI0] What am I suppose to write here anyway?
85
Jan 21, 2016 18:57:24 GMT -6
January 2016
viftech
|
Post by Viftech on May 26, 2018 13:03:21 GMT -6
I'm a little late to the discussion for Bloodstained CotM. I have not finsished it yet but I am close to the end on my first run. I have enjoyed it so far. I haven't played the classic castlevania games, but I am familiar with its looks and mechanics. So I feel like it plays like it should. The Bosses are by far the most interesting part of this game so far and they are sometimes a challenge to figure out, but they are satisfying when you finally get it. (I never figured out lightning dude, so I just had Alfred spam the tracking ability and killed him in like 5 seconds. How are you suppose to actually defeat him?)
|
|
Busterific
Hairy Old Man
Loyal Familiar
Posts: 249
inherit
Hairy Old Man
1697
0
Mar 30, 2022 13:03:31 GMT -6
222
Busterific
249
Aug 19, 2016 16:36:35 GMT -6
August 2016
busterific
|
Post by Busterific on May 26, 2018 15:27:11 GMT -6
I'm a little late to the discussion for Bloodstained CotM. I have not finsished it yet but I am close to the end on my first run. I have enjoyed it so far. I haven't played the classic castlevania games, but I am familiar with its looks and mechanics. So I feel like it plays like it should. The Bosses are by far the most interesting part of this game so far and they are sometimes a challenge to figure out, but they are satisfying when you finally get it. (I never figured out lightning dude, so I just had Alfred spam the tracking ability and killed him in like 5 seconds. How are you suppose to actually defeat him?) I'm not sure if this is how it's supposed to work, but I noted in Nightmare mode that Alfred doesn't seem to have enough magic to do that boss in that way. Unless you've got something that will aim up and have a decent amount of distance it seems to be mostly waiting for the boss to come down to your level at the bottom of the screen and getting your hits in then. I found that Miriam's slide helped when he tries to blow you over the edge with the tornado.
|
|
Nezuto
Master Alchemist
Welcome to my world....
Posts: 662
inherit
238
0
Jun 18, 2024 3:35:49 GMT -6
510
Nezuto
Welcome to my world....
662
Jul 8, 2015 12:18:42 GMT -6
July 2015
nezuto
|
Post by Nezuto on May 26, 2018 16:22:54 GMT -6
It's about the timing and patterns. If it flies to your left while shooting off its quills, then it'll most likely do the vortex. If it does the quills while flying to your right, then it'll hover at the edge a moment, tink tink, then fly at your current position as of the 2nd tink sound, time it and jump over, after it fires off the energy wave it will back flip and recharge for a second, giving you time to smack it around.
|
|
Yän
Herald of the Moon
Loyal Familiar
Posts: 476
inherit
Herald of the Moon
1316
0
Jan 2, 2022 8:01:36 GMT -6
415
Yän
476
Jun 12, 2016 6:59:44 GMT -6
June 2016
yaen
|
Post by Yän on May 26, 2018 19:30:09 GMT -6
Aside from liking the game a lot for many reasons, I'm not a fan of no-air-control-jumps. Most of my deaths were caused by this and it always felt because the jump-feature is clunky rather than because I didn't have enough mastery over the game. I feel like some minor air control would have made the gameplay feel a lot more fluent. As for the casual mode: I'm totally in favor of it. It lets everyone experience the game the way they like it without any drawbacks. I especially like that it was explicitly stated in-game that there were no drawbacks of choosing this mode. Great design decision in my opinion! Committing to your jumps is a staple of Classicvania though. Take that away and it becomes just another platformer. That kind of floaty gameplay works for IGAvania since platforming is nowhere near as much of a focus, but Classicvania is all about precise jumps and tricky enemy placements. Eh, I know it was like that in the very first Castlevanias but in my opinion that just makes the jumps feel a bit unresponsive and clunky. It gets extra frustrating with the instant death drops, haha. I much prefer the platforming gameplay in IGAs games actually. I think they have more refined platforming mechanics - air control, being able to jump higher or lower depending on tapping or holding the jump button, additions to the system such as double jumps and flight mechanics and so on... Either way I must stress again that I did like Curse of the Moon a lot and had a blast playing it for the first time, even with these old-school-jumps.
|
|
roguedragon05
Loyal Familiar
[TI1]"In his own right he is a God yet he tries to be a man and in that denies his own greatness"
Posts: 489
inherit
170
0
May 8, 2022 8:48:04 GMT -6
383
roguedragon05
[TI1]"In his own right he is a God yet he tries to be a man and in that denies his own greatness"
489
Jun 17, 2015 20:05:38 GMT -6
June 2015
roguedragon05
|
Post by roguedragon05 on May 26, 2018 19:50:57 GMT -6
Yän Are you sure you don't prefer the platforming in Igavania's cause there's no punishment for failing and no bottomless pits? Just Teasing It occured to me after watching a play trough to ask everyone who's having trouble with the platforming if the reason why is Miriam, Miriam sucks at platforming because of the arc and length of her jump I realize that she's probably alot of peoples fav but when it comes to the platforming bits it's better to stick with the boys since the platforming is mostly designed with them in mind. Also getting Zangetsu's double jump or "Blood Moon" skill will give you more control over your jumps
|
|
Yän
Herald of the Moon
Loyal Familiar
Posts: 476
inherit
Herald of the Moon
1316
0
Jan 2, 2022 8:01:36 GMT -6
415
Yän
476
Jun 12, 2016 6:59:44 GMT -6
June 2016
yaen
|
Post by Yän on May 26, 2018 20:07:40 GMT -6
roguedragon05 Haha, yeah sure But nah, the point is that with jumps like that, failure feels like a fault of the clunky jump rather than my fault because I wasn't good enough. Most of my jump-related deaths happened as a mishap rather than because I was beaten by the challenge. That's how I feel about it anyway, others might feel differently and that's totally fine In some sections I noticed that too - Miriam's higher jump was not exactly set up for some of the more precise platforming sections. By the way, that's another thing that even slight air control could have solved (ok, I'll shut up about it now ). Other than that I actually preferred Miriam's platforming abilities. I sort of felt more agile when playing as her.
|
|
roguedragon05
Loyal Familiar
[TI1]"In his own right he is a God yet he tries to be a man and in that denies his own greatness"
Posts: 489
inherit
170
0
May 8, 2022 8:48:04 GMT -6
383
roguedragon05
[TI1]"In his own right he is a God yet he tries to be a man and in that denies his own greatness"
489
Jun 17, 2015 20:05:38 GMT -6
June 2015
roguedragon05
|
Post by roguedragon05 on May 26, 2018 20:18:12 GMT -6
roguedragon05 Haha, yeah sure But nah, the point is that with jumps like that, failure feels like a fault of the clunky jump rather than my fault because I wasn't good enough. Most of my jump-related deaths happened as a mishap rather than because I was beaten by the challenge. That's how I feel about it anyway, others might feel differently and that's totally fine In some sections I noticed that too - Miriam's higher jump was not exactly set up for some of the more precise platforming sections. By the way, that's another thing that even slight air control could have solved (ok, I'll shut up about it now ). Other than that I actually preferred Miriam's platforming abilities. I sort of felt more agile when playing as her. Not trying to beat the jumping thing to death but I have a really interesting unofficial fan made book that breaks down the design of the NES Castlevania games on a game design level and they talk about how the jump design was incorporated into the game and level design and all. It is crazy sometimes seeing those no hit runs of classicvania, if it makes you feel better IGA himself doesn't like those bottomless pits either was why he didn't incorporate them into his games least he said as much in an interview on the Castle Chronicles game.
|
|
Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
inherit
Ancient Legion
195
0
Aug 19, 2023 8:35:43 GMT -6
2,620
Galamoth
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
3,402
Jun 24, 2015 13:36:33 GMT -6
June 2015
galamoth
|
Post by Galamoth on May 26, 2018 21:34:54 GMT -6
I have to agree with Yän about Miriam. She feels like the best at platforming of the four characters in Curse of the Moon. I haven't had any real trouble using her, compared to the others. Meanwhile, Gebel doesn't even need platforming. Just transform and fly over almost every section of a stage (and ram into the undulating Dullahammer Heads). There's plenty of opportunities to get more Weapon Points throughout each stage on all difficulties, so I never worry about wasting them all on Gebel's flying.
|
|
roguedragon05
Loyal Familiar
[TI1]"In his own right he is a God yet he tries to be a man and in that denies his own greatness"
Posts: 489
inherit
170
0
May 8, 2022 8:48:04 GMT -6
383
roguedragon05
[TI1]"In his own right he is a God yet he tries to be a man and in that denies his own greatness"
489
Jun 17, 2015 20:05:38 GMT -6
June 2015
roguedragon05
|
Post by roguedragon05 on May 26, 2018 22:01:23 GMT -6
Well I guess it was just me then that had trouble with Miriam... oh well.
|
|
Yän
Herald of the Moon
Loyal Familiar
Posts: 476
inherit
Herald of the Moon
1316
0
Jan 2, 2022 8:01:36 GMT -6
415
Yän
476
Jun 12, 2016 6:59:44 GMT -6
June 2016
yaen
|
Post by Yän on May 27, 2018 3:14:08 GMT -6
Not trying to beat the jumping thing to death but I have a really interesting unofficial fan made book that breaks down the design of the NES Castlevania games on a game design level and they talk about how the jump design was incorporated into the game and level design and all. It is crazy sometimes seeing those no hit runs of classicvania, if it makes you feel better IGA himself doesn't like those bottomless pits either was why he didn't incorporate them into his games least he said as much in an interview on the Castle Chronicles game. Oh, yeah I know about that and I largely agree with him on the matter (though I don't think that bottomless pits can't ever be a valid level design option and to me it's more about the unresponsive feeling of a jump without air control).
And you're not the only one who had trouble with her in certain platforming sections which were just not built with the higher jumps in mind. As a "generalist-approach" I prefer her jumps though, haha
|
|
inherit
45
0
Apr 4, 2023 1:04:01 GMT -6
648
Scars Unseen
[TI0]
560
Jun 8, 2015 23:16:31 GMT -6
June 2015
scarsunseen
|
Post by Scars Unseen on May 29, 2018 2:07:22 GMT -6
I posted in Shoutbox, but it kind of scrolled by already, so I figure I'll ask here as well. Does anyone know what the base resolution for the game is? It's listed in multipliers, but it doesn't indicate what the resolution actually is.
EDIT: To answer my own question, the resolution seems to be in multiples of 400x240. This resolution is known as WQVGA and is the same rendering resolution of the 3DS' top screen(though obviously the XL models have a larger display resolution). I determined this by taking a screenshot of the game in windowed mode, opening it up in Photoshop, and then cropping the window borders. I double checked in 2X resolution to verify.
|
|
inherit
925
0
Jun 6, 2018 19:05:04 GMT -6
94
GenericSoda
86
Dec 4, 2015 23:38:39 GMT -6
December 2015
genericsoda
|
Post by GenericSoda on Jun 6, 2018 19:05:04 GMT -6
This is a pretty late take, but I've been absolutely devouring this game, so I'll start by saying the game is fantastic. I feel like the upcoming games I'm anticipating the most are retro-style (Mega Man 11 for instance) so Curse of the Moon absolutely sates my appetite for that. The level of difficulty rises very nicely and the game as a whole feels incredibly balanced.
I think the game is pretty easy outside of a few nasty platforming sections though. Mostly because of health drops. I understand it's kiiind of necessary since you've got four pals to cycle between, but they feel too common, combined with more often than not optimal subweapon setups. Also Extra Lives respawning is a bit much. I frequently had 9 by the game's end whereas Dracula's Curse wears me down to nothing each time I play it. The difficulty rises if you try to double down on weapon types though, as stage 6 ended up being really nasty because I was too stubborn to let Miriam use anything other than the axe and the lightning on Alfred. I feel like there's juuuust enough lack of coverage between Subweapons if you try to hold onto the stronger stuff; Gebel's attack and Zangetsu's ball and chain don't cover the air like Miriam's rapiers, and Alfred in general has trouble with the air. There's clearly a lot of thought put into enemy placement combined with level layout, but that's really IntiCreates' strongest aspect, isn't it?
More than anything, I wish there were some dipswitches akin to Adventure: Rebirth allowing you to do stuff like toggle health pickups, air control, and how whether partners would show up if you already got one. That's just my personal preference though, I'm getting into nitpick territory. Honestly, all of the hazards are laid out so having control on your jump arc is kind of superfluous. The boss designs are all fantastic and I even found a lot of the easier ones to be really difficult with solo Zangetsu. There's so much replay value here and I can replay each of the levels and find new facets of the level layout and TONS of hidden areas, so even the stuff I brought up hardly bothers me at all. It's a fantastic game, and rather than compare it to Castlevania, I really think the most relevant comparison is Shovel Knight, given how it modernizes a lot of existing caveats of old-school NES ideas and does them better.
|
|
Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
inherit
Ancient Legion
195
0
Aug 19, 2023 8:35:43 GMT -6
2,620
Galamoth
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
3,402
Jun 24, 2015 13:36:33 GMT -6
June 2015
galamoth
|
Post by Galamoth on Jun 6, 2018 19:11:18 GMT -6
GenericSoda In retrospect, and even as a classicvania player, I appreciate that health refills are as frequent as they are in Curse of the Moon. Largely because it feels like they had Zangetsu himself in mind when deciding on that. It is incredibly difficult to do a Zangetsu solo run, compared to having the three Allies around. I've been able to do No-Damage attempts of stages on Veteran as Miriam, Gebel, and even Alfred with relative ease (the latter because of his useful spells, of course). For me, it's a pain to navigate some of the later stages as Zangetsu only, whether it's set to Veteran or Casual.
|
|