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Post by Question on Jun 26, 2018 12:19:56 GMT -6
Welcome, Army of the Night! I'm Question (AkA, Jason) and I'm Sr Community Manager at 505 games. We've set up these forums (and on Steam) to collect feedback from YOU on the demo. Bugs have their own section of the forums here: Beta Backer Demo Bug Hunters ForumWhat do you think about the gameplay? The weapons? The level design? The menu UI? The torch that's four pixels too far from the ledge? Make a thread and let us know. Some things to consider as you give feedback. - Be polite. Be Constructive - Disagree cordially. If you want to say you don't like something, let us know what you would do to change it!
- Keep it simple - If it's possible to explain your thoughts in a few sentences, great! If you need more space, that's fine too. Remember that this feedback is going to get compiled and translated, so the faster you get to the point, the easier you'll make the job for everyone.
- Discuss - Check out the other threads and give your constructive feedback on those ideas. Great ideas don't come from a vacuum.
- Have fun - You didn't back the game to work, right?
That's it. Let the games begin!
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Post by sebthedeer on Jun 28, 2018 9:00:06 GMT -6
Loved what I played so far just a few things to point out from me:
Main points- 1- Keyboard input and controls dont seem to work, the layout isnt in options and cant be rebinded also no way to use shard or directional shard ability. 2- Some people over on discord reported issues moving crates and in one part you have to move it to advance and getting stuck there as a glitch.
General- -The back dash feels slow and delayed if this is intentional I can get used to it however id imagine most prefer it snappier and fast. - Input delay and animation delay when turning around and attacking the turning around animation takes priority resulting in the attack not occurring despite the attack button being pressed. - Some enemies such as the larger knight seen earlier takes priority on screen such as in front whilst other enemies in foreground. Found with death animation as well it would hide other enemies and their attacks making it hard to see and easy to get hit since the larger enemy or death animation covered it all up.
With all that said, solid stuff here and keep up the good work, music's spot on (Though it sounded flat in a few places but after prolonged play I didn't notice it, perhaps an audio glitch) Also if you make a glove weapon please add an ora ora special ability... sorry I had to.
Thank you for your hard work.
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Post by theechrist on Jun 28, 2018 9:37:24 GMT -6
The last line of text in the prologue includes the word “toward” but the narrator says “towards” literally unplayable...
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Post by sdekaar on Jun 28, 2018 9:40:40 GMT -6
impossible for me to play it with english dub
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Post by jake on Jun 28, 2018 9:48:16 GMT -6
can't get anywhere in the demo because the crate on the ship won't move!!! pretty huge bug. from others who have had this problem, apparently reinstalling doesn't work. so maybe it's in our backer codes. so would like to get new non bugged code soon. already tried restarting from the last save and restarting game with new file and the crate won't budge.
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Post by Thomas on Jun 28, 2018 10:31:50 GMT -6
I just started, but man i'm HYPED!!! This is making a way better impression than last years demo and has me confident for the final product.
There is plenty of room for polish, especially in some of the art assets, animations, texture quality and lighting. But overall it's looking very good and playing even better. I can't wait!
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Post by DocHospital on Jun 28, 2018 10:47:14 GMT -6
So I just spent about two hours playing through and thoroughly exploring the demo, and man, I love it. However, I have a few criticisms about a few things, mostly aesthetics, but a few gameplay things, as well. First, from what I saw in the demo, a lot of the lighting in the game appears to be projected in from the front of the screen towards the background, which tends to give the game a somewhat fullbright look. For example, the boat we start the game on had its lighting made a little warmer to make it seem less like a light was being shone in from the front, and for contrast, the entryway is very brightly lit, with shadows stretching into the background. I feel the game could benefit from more reliance on lighting from the many, many light sources in the background. What I really liked was the room in the gardens where the primary source of light was the ominous red moon shining in, and would like to see more ambient lighting like that, as opposed to a generalized front lighting. It could give the game a more atmospheric, stylized look that would really be consistent with that prime Igavania feel we all know. Second, I feel like conversations between characters in the game are very static. I know it's somewhat unfair to compare a 2D game with a 3D one as far as animations are concerned, but recall in the opening to Symphony of the Night when Richter Belmont is exchanging words with Dracula prior to the climactic fight that kicks the game off. You are given a view of Dracula in the background lounging on his throne while Richter shouts at him from the foreground, pointing and gesturing (somewhat exaggeratedly, to be sure) while the text is relegated to a large, but not screen-encompassing text box that still gives you full view of the scene while being readable in one take. In the demo, there are a few lines that are long enough to make the text box scroll, but with no way to scroll back up and see the whole thing while standing, idle models of the characters involved in the conversation speak to each other with no real body language. I feel like this could be solved in a multitude of ways, and I am more than willing to admit that redoing this could mean quite a bit of work, and as a result may be unfeasible for development, but here are my suggestions: - Relegate the faces of the characters to a frame, leaving only the face visible instead of the whole body, letting each character in the conversation have their own text box, one on top, and one on bottom. This would let more of the screen be used by a text box (and thus, improve readability). The problem this approach presents is that the view of the scene would have to be centered between the text boxes to make it clear who was positioned where, although that may not be important as of now.
- Frame the faces as above, but keep the one text box format, slightly larger to allow for larger lines to fit, and to use the remaining screen space, have characters emote and motion more as they speak to each other. To use a few more examples from Symphony of the Night: when Alucard first meets Maria, and she explains herself, she motions with her hands as she speaks, conveying a sort of casual feel to the conversation, or, when you meet Richter in the Colosseum, he's sitting on a throne and raises his fist as he commands the minotaur and werewolf to destroy you. I feel like by having these little gestures in the game, as subtle as they may sometimes be, the conversations felt more natural and alive. To compare, when you first meet with Dominique and enter the safehouse, you can see Johannes, Dominique, Anne, and Miriam all standing more or less perfectly still as they speak, which makes the whole thing feel somewhat stilted.
- Retain the full character models, but animate them more as the conversation progresses. Instead of having Miriam remain in her idle pose when she meets Gebel on the boat, her body language should match her tone of voice. She should appear a little more shaken, or perhaps more determined instead of standing still with her hand on her hip. The game has some fantastic models, so it would be a shame to have them be so static all the time.
Third, subtitles in cutscenes are sometimes a little hard to read. It's a minor thing, and pretty easy to fix. Giving the subtitles a thin black border around the white text will drastically improve readability, especially when the subtitles are put against a bright background, or against one that is in motion. For example, when Gebel and Gremory are leaving before Miriam fights Vepar, because the scene is moving so quickly, the subtitles get muddied against the motion of the deck and Vepar's tendrils. Easy fix, and I'd assume probably one that's in the pipeline, but I figured I'd make this concern heard.
To tie into this, I feel like the font that was chosen for statistics, subtitles, and other general text is somewhat plain, looking somewhat like Arial or another stock font. I feel like a nice Serif font, like Neuton (which is 100 percent free) would fit the elegant feel of the game while still being very readable and pleasant to look at. The current one gives the game a sort of Simple Series look in some places, which I feel works to the game's detriment.
Fourth, I feel like some items are improperly classified. The Stone Mask, for example, is an accessory, but cannot be worn at the same time as a hat of any sort. I don't necessarily feel this is a bug. It makes sense that you can't wear a hat over the stone mask's big horn, but for this reason, I feel it should instead be classified as headwear. I didn't find too many instances of this, however, so I guess it's just kind of a nitpick.
Fifth, some things could stand to be better explained in-game, like how having multiple shards empowers them, and what that means by comparison to reinforcing shards with Johannes, or how Dominique mentions that having too many shards could be a bad thing. Obviously, this is probably tied into the plot and it would be bad to show your hand early by having a full on corruption meter, but as far as I could tell, aside from the potential plot ramifications there didn't seem to be any ill effects brought on by taking on multiple shards. If there are, they should probably be vaguely signposted somewhat to let the player know that, hey, doing all this demon stuff is probably a little bad for you and that maybe you should actually do as Dominique says? Take my words there with a grain of salt, obviously, since as I said, it could be primarily a bad thing in-fiction and telling the player flat out that it would lead to a bad ending would definitely discourage certain styles of play, which isn't really desirable.
Sixth, there needs to be more feedback when a quest becomes ready to turn in. Right now, there are two on screen notifications of any sort: when you pick up items the name is shown in the bottom left, and when you attack an enemy, their name is shown in the bottom right. I feel like you could display a notification on either of those sides, or perhaps in the top left or right when a quest becomes eligible to be turned in. For example, when you go kill 8 Mortes for the first quest, upon killing the eighth, a small sound could play and a box reading "Avenge the death of my husband! - Complete" or something similar could display for a short time, cuing the player in that they can turn a quest in.
I have a few more minor nitpicks, but I've already gone on for too long. Overall I'm very happy with how the game is shaping up and hope that it continues to be refined and polished as we go. Thank you all for your hard work!
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Post by Arikado on Jun 28, 2018 11:05:29 GMT -6
Other than some minor slowdowns, the game runs fine on my laptop PC (while plugged, of course). I'm liking it so far. Also, I think I found my waifu in this game <3
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Post by theredwolf on Jun 28, 2018 11:37:48 GMT -6
Played through the whole beta, believe I found/did everything, and I absolutely love it. It feels great, it looks great, it sounds great, all around a solid product. The few things I have for feedback are fairly minor:
Mouth movement in cutscenes looks very unnatural for some characters, particularly Miriam and Dominique. Miriam specifically looks like there's something wrong with her when she talks, it's very unpleasant. I agree with another comment I saw on here that enemies seem to lack a bit of weight. It's not a big deal for some of them, but the big lion guys especially just look and move like they're lighter than they should be. I'd like there to be an option to not display the helmet. I like Miriam's character model, but I got a Dullahammer Head really early on and since I wore that the rest of the beta I basically didn't see her face after that, so having the option to remove it would be nice. I also noticed the issue with the Mask being an accessory but overriding the helmet. I'd appreciate that being reclassified in some way so that equipping an accessory won't remove any other pieces of gear. PS4 controllers don't seem to be natively supported, so I had to use an external program to make my controller work as I don't have an Xbox controller to use with my PC. If it's possible to add PS4 controller support that would be very nice. I again agree with a poster above that having a notification when a quest is completed would be nice, it's something that was present in older Iga games and it's a nice reminder to have pop up. Another note compared to older Iga games was the presence of an enemy codex that showed stats and drops and things of the sort. As no such thing was present in the beta I'm unsure if it will be in the full game, but it would be really nice to have. It would be nice to have the ability to cancel out of the map screen with B. It's less intuitive to me to press the map button again and B doesn't have a function on the map currently anyway.
That's all I can think of at the moment, I hope that my feedback is helpful and I can't stress enough that I already love this game and it's going to be a long wait until release. Keep being awesome!
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Post by bmurr1387 on Jun 28, 2018 12:11:10 GMT -6
Here is my list of suggestions and observations, including two glitches that impacted gameplay.
- Font for opening prologue should not be so generic.
- Narrator's voice needs to be louder or music lower.
- Cracked walls for secret areas graphic looks odd, maybe more depth or detail?
- Kung fu shoes stay on for a moment after unequipped and exiting out of the menu. They didn't go away until I moved Miriam.
- Grunts when using whip, short sword or other stronger weapons are a bit excessive, too loud and repetitive. I can see people getting tired of the repeated sound effects when using these weapons in excess.
- A push animation for when you moved crates would be a nice touch.
- Dialogue font could be something less generic
- Same with gold, playtime font as well
- Less swaying of character models during dialogue, especially Miriam.
- Too much space on left side of Miriam on main pause menu. Maybe have a decorative back drop or emblem or some subtle graphic or effect behind character model that's more to the left to fill empty space?
- Boss being crystalized texture looks plain, right before you absorb their shard. The texture looks fine on smaller enemies, but it's very bland on bosses and larger enemies.
- Fade out from optional character dialogue needs to be quicker and snappier.
- Trees in village background need a facelift. Outline of leaves, textures, the tree trunks "blow" in the wind like they're paper instead of wood.
- A lot of grey hues in the village lighting in background and foreground
- Some areas' lighting in the castle makes it hard to make out what's in the background vs. the foreground.
- I jumped down from the top of a room to the bottom and Miriam froze when she landed. I couldn't move her until an enemy came and hit me, which knocked me out of the floor.
- HP and MP upgrade graphics need a facelift.
- In the room where you find an HP upgrade right before the final demo boss, you can obtain it multiple times. I left the room after getting the upgrade and reentered to find the wall was no longer destroyed. It let me destroy it again and get another HP upgrade. I was able to do this three times before it stayed broken.
Aside from these very small observations, everything is perfect. I've seriously not been this excited for a Metroidvania game since Order of Ecclesia was announced. Keep up the amazing work! I can't wait to see how my enemy looks in the game!
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Post by miyalys on Jun 28, 2018 12:22:29 GMT -6
Love the demo, and most nitpicks I've thought of have been mentioned already.
But is it just me or does Miriam switch to aiming her arm slightly forwards when aiming straight up with the right analog and then jumping? If shooting the shot still goes straight up, though.
I also had a bug where I was suddenly unable to move Miriam, but as I recall a backdash got me out of it. Only tried it twice and randomly so I can't easily test it.
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Post by sylver on Jun 28, 2018 12:51:41 GMT -6
Hell it was even better than expected. Played it via Steam Link on my 55“ with XBO Controller. Went absolutely smooth with my 5+ yrs old PC. Had no Bugs or other Problems. My playthrough went about 2,5h and I enjoyed everything out of it.
I gathered even every shard besides from Giant Rat and Morte.. Drop Rate could need a little raise.
There was 1 minor logic issue, after the ship gets stranded and you go back inside, it‘s waving like before it gets stranded, but as soon you get out, its just shipwrecked on the beach.
However I can‘t wait for the real deal.
Great job so far. It‘s a good feeling, to know that my last minute pledge raise won‘t be for nothing.
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Post by Kitty on Jun 28, 2018 13:18:42 GMT -6
I just finished the new demo, and I do like it. BUT the animation could be better, and the music doesnt time things quite right yet. As someone allready pointed out the body language doesnt match the sayings in this game, please fix that. Please put japanese in the game in the audio, the english voice for Miriam is horrible (no offense to the voice actress, I`m just not fond of women in games), and it just sounds so "lifeless" when they speak.
I had hoped for more explenation according to what to do and how to do things, and Im not really fond of zooming in etc. Awesome that you have put in movie scenes, but I would appreciet it if you could make it more "anime" / movie like. And I know alot of guys are in majority here, but please for the sake of us straight girls, please dont go overboard with girls in the game.
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Post by epid on Jun 28, 2018 13:36:02 GMT -6
I loved what I got to play, can't wait to see the final game. I'm only listing a couple nitpicks (some of which have already been mentionned) and a suggestion, but my overall appreciation is really positive. Thanks for offering this demo and for the good work leading up to it ! - I'm with everyone regarding the font. It's quite plain, and it's kind of odd to have both this sans-serif font and the HP/MP counters which are more on the gothic side. - Might have missed the option to change/hide the minimap display, but in case it's not there it could be a good addition. I like seeing my bats early (at least in a long corridor, I don't mind them popping in a vertical room). - Really minor stuff #1 : would love some UI facilitations between the two "merchants", especially regarding crafting. For instance, when buying materials from Dominique, it would be great to see (or have access to) a list of everything you can make with it. And Johannes-wise, it might be just me, but I find the numbers of materials required to craft unclear. I had to scratch my head and compare two entries to understand that the first number was the number required, the second the number owned, and the last the number remaining after crafting (that doesn't quite suit the "QUANTITY" label above). Last nitpicky stuff for shops : even though there are icons, it would be nice to have a title/name for the tabs available - Really minor stuff #2 : on every quest selected, the UI closes and a dialogue happens. Since it's possible to have multiple quests at the same time (which is a good thing), it would be better to be able to select all of them at once. On the other hand, this prevents having dedicated dialogs for quests. If most quests are like those of the demo, I feel there dialogs could be easily replaced with some text in the quest UI. But it might not be acceptable if there are kind of unique quests which benefit from a specific dialog. On a side note, I agree with the feeling that some feedback on quest completion would be fairly welcome. - Really minor stuff #3 : might just be me, but I find weird that flying monsters make a flat sound no matter where they are. You hear them the same way when they are next to you, and when they are offscreen, at the other end of a zone. Some volume modulations (eventually, not hearing those too far away) would be better IMHO. - Feature request : I would love a button that allows me to swap between two sets of equipments+shards. There is so much variety in the game, it would be really nice to have two "loadouts" to give the player more options without having to go back to the menu. Can't think of much else to nitpick about at the moment, and I won't go into all the good things, because there are too many and I'm a lazy person. My bottom line would be : it feels great, thank you.
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Post by Redogan on Jun 28, 2018 14:31:31 GMT -6
Spent about two hours playing the demo. The lipsync issue could use some work. I think they are already working on that though. Other than that, I have found very little that I would change. I would not change any of the fonts as others have suggested. As they are, they are perfectly readable and elegant. No change is needed IMO.
As I've posted in the shoutbox, I'm worried at this point that the devs will change too much due to feedback. This demo is near perfect if you ask me. The game plays ultra-smooth. The music, sound effects, and voice acting is/are superb. If I had to make a list it would be this:
1) Lipsync issue in dialog scenes. Not a deal breaker, but if the animations/movements of the mouths matched up a little better somehow, that would be great. 2) Roaring waves in the background of the Galleon. Sea should be calm when docked. Not to mention that Vepar has been defeated. Again, not a deal breaker, because the background waves could still be churning on the back end of the ship even while docked. 3) Area sensitive save rooms. Keep the couch, but have the background match up to whatever area Miriam is in. Ship room for the Galleon, mossy overgrown weedy room for the Forest, etc.
Again, I stress heartily that everything else should not receive heavy modification, IMO. Only tiny tweaks and bug fixes--not design changes. Otherwise, we open up to the chance of changing things for the worse.
Lastly, way to go IGA and Bloodstained team! Keep up the great work!
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Post by Invariel on Jun 28, 2018 14:39:26 GMT -6
I have thoroughly enjoyed the last two and a half hours of my life. I really like how Miriam moves, her speed is good, her jump arc and jump height feel good, and while there are a couple of out of reach things, instead of being frustrated that I can't get to them now, I was left feeling that I will get to them later, and that's always positive. I really liked the end-of-demo bossfight against Zangetsu , and I definitely want to play as him in another playthrough. I like the breadth of weapon options, though I worry that the only differences between them are going to be damage numbers, attack range and attack arc, but I do look forward to seeing weapon combos for the other weapon types as well. I really like that guns don't really run out of ammo - the "infinite ammo" low damage option is fantastic, and gives those weapons the chance to shine. The boots combo was a delight to find and use, though I have left a couple of issues about it in the bug forum. My biggest criticism is that there does not seem to be a warp point system in place - running through the entire castle with no way to quickly return to town or to the nearest save point can be a bit frustrating while at low health ( fantastic job causing the edges of the screen to flash red while at low health, it would warm my heart if that colour could be changed—I know that red is blood and such, but some people have issues with colours—but the simple fact that the screen gives a constant but not intrusive visual reminder that Miriam is at low health does a lot when there are many things on the screen to pay attention to.) and dying in such a situation and losing progress would greatly increase that frustration. My second biggest criticism mirrors epid, above, in that Johannes's crafting shop's UI needs more clarity. Without scrolling through all of the shop's options, I would like to know, at a glance, what I can craft with what I have. At first, I thought the main "quantity" listing was how many of an item I could make with my materials, when it is, in fact, how many of that item I currently have. And as epid points out, on the right hand side of the screen, when going over reagents, 1/2->1 takes a moment to correctly parse. Removing the third column and only displaying Have and Need would greatly clarify what is going on there, in my opinion. Overall, I am looking forward to the full game. While I am content to wait until it is ready to be released, it cannot come soon enough. Thank you, everyone involved.
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Post by Jowy Avilon on Jun 28, 2018 14:53:15 GMT -6
There is a big misspelling at Johannes shop when you go to the dismantle option. (Former Alkahest comment, I was apparently wrong or just didn't read the context properly, thanks to lovelydumpling for the correction.)
Also as a suggestion, cause to me this broke the flow of the game unless I absolutely missed something. Make an equip slot or assign a hot button (for controllers)/hot key (keyboard) to use healing items. It's breaks the flow and pace when I have to heal having to stop, go to the menu, use the items, the back all the way out and resume.
If you're low on health and an enemy hits that would kill you, and you go into the menu to heal before the hit registers and heal up, when you back out, the game still registers the hit and like you were still low on health and you die anyway despite being healed back up enough to survive (posted this in the bug report forums as well just in case).
Final thing I came across, the "Sword Mastery" shard says it increases the damage of one handed swords and maces, but while I had it on there was no difference in the damage I was doing with a one handed sword.
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Post by kronfarfar on Jun 28, 2018 14:53:25 GMT -6
Played the demo for 2h and it felt so right! I want to continue past the boss right now! =)
One particular death animation I liked was the big "Lion swordsman", it's like his soul flies away in particles when he dies, I love it.
In the conversations I want to see more of the actual character model. I'd like to see them react in the scene.
Please add 2d sprites for the item drops instead of generic bags. There's 2d sprites for the HP/MP-up pick-ups and it doesn't look jarring. I just want to feel excited when I see that cool new sword drop!
You can spot Zangetsu rowing in the background towards the castle when you're on the Galleon Minerva. More tiny details like this. It's amazing!
The silence in the village didn't feel right.
It would be great if the "creature" in the background of the save room was animated.
When talking to npc's the text boxes need to be quicker.
While I didn't die a single time I think that the difficulty is perfect for the opening areas.
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Post by dareka on Jun 28, 2018 15:00:34 GMT -6
Here are my impressions, having played it for around 2 and half hours.
OVERALL
I was really, really impressed with just about everything: music, gameplay, story, voice acting. Gameplay-wise, the enemies have far more interesting patterns of behaviour than in previous IGAvanias, which is something that adds a lot to the game. It just felt like the complete experience, and it feels just great. Can't wait for the game's release.
Now for the constructive feedback.
PLAY BALANCING
While HP for regular enemies felt just right, I had issues with the HP for both Vepar and Zangetsu.
Vepar was a push-over: I mean, I know she's the first boss, but you can basically spam regular attacks like a zombie and she's dead before you can even learn her attack patterns. It was a little underwhelming for such a visually imposing boss.
On the other hand, Zangetsu takes it another extreme: I had to learn every last nuance of his behavior through several very long tries before I could beat him. True, I was probably under-leveled, and it also had something to do with the fact that I avoided using potions and cheap attacks, but still... His attack patterns and the damage he deals are fine - he just has waaayyy too much HP in this build.
LOCKED DOORS
I don't know if some of the doors were locked simply because it's a demo, but it would be nice to get a little message saying you need a key to open it, or that it's locked for the demo, or what not. I just don't know at this point if I'm not supposed to go there, or if I'm missing a secret or something.
QUEST PROGRESS
It would be really nice if you could get a message telling you when you kill a monster that's on your quest, or at the very least that tells you that you've completed a quest once you're done "killing'em dead." It beats going to the menu screen, and if some people find it annoying, you could just add a toggle.
AESTHETICS
1. I was kind of hoping Miriam's character model would look a bit sharper than it did. The closeup is fine, but the in-game model looks a bit... washed out, maybe it's the textures, maybe it's the level of detail - I don't know, and it's a minor quibble.
2. Miriam's mouth... looks ugly, particularly when she speaks. Her lips are more clearly defined than any other character, and they feel too big. Always distracting when she talks.
3. Dominique's idle animation... I know you need something that loops, but her hands look like she's groping an invisible balloon. Creeps me out.
4. Anne ... her character model itself creeps me out.
5. The curtains inside the castle look fake, particularly because they don't move or blow in the wind or anything.
And that's about it for the moment!
EDIT: It's been already mentioned, but an option to select which cosmetic item to show for each slot would be greatly appreciated. Some items have really good specs but look awful (*cough* *dullahan mask* *cough*) and vice-versa, so this is definitely something that needs to be in the final game.
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Team Mom
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Oct 30, 2022 22:50:09 GMT -6
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lovelydumpling
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Jun 23, 2016 0:19:00 GMT -6
June 2016
lovelydumpling
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Post by lovelydumpling on Jun 28, 2018 15:34:03 GMT -6
First and foremost, I want to address what I thought of other people's comments and feedback, particularly what things I agree with as to add weight to their feedback. I agree with DocHospital's points about dialogue scenes and Stone Mask, as well as better explaining stacking shards vs reinforcing shards and Quest completion notifications. Also theredwolf's points on mouth movement for the female characters, especially Miriam. The mouths move a bit too much for the words they speak, and seeing Miriam's teeth especially makes it uncanny. I also HIGHLY request a Hide Helmet option as well. I imagine a bestiary will be included in the main game. Wishing it was in the demo so we knew what monsters had shards or not. I remembered Morte not having a shard from the last demo, but Giant Rat...? I agree with B-button to cancel the map. I agree with bmurr1387 on push animation, since I just played Portrait of Ruin, but it's not a major point. Agree with the crystalized texture point. The freeze bug is something that happens to me a lot, but that's more for the bug thread. I agree with Sylver on the Galleon issue. It's really weird that when you go back inside, it's back on the storming sea, and you can walk back and forth to it being shipwrecked and calm waters to it sailing and storming. I know it'd take a lot of work but I'd hope the ship could be redesigned when you come back to it to stay still and shipwrecked. "I'm just not fond of women in games" wow that could have been worded a bit better epid The minimap is extremely customizable. Press Back to access the big map, and look at the bottom. One of the buttons (I forget which) lets you switch to a mode where you can fully customize the minimap. You can hide it, you can make it transparent, you can resize it, change the zoom, and you can move it anywhere you want on screen. It's quite impressive tbh. Strongly agree with Epid on the set swap. Dopplegenger soul was incredibly useful in Dawn of Sorrow and I would like to see the mechanic return. Agree with Redogan on fonts. I actually do like them. Also love the gameplay so far. I agree with Invariel on weapons. I would like weapons to have lots of special abilities, similar to SotN. It's one of the biggest things that added life to the game. Since the vast majority of the weapons were far more than their stats, it allowed for a lot of experimentation and made finding new weapons, even weaker ones, extremely entertaining. Made me want to collect them all, as opposed to just grabbing whatever was strongest. As far as the crafting system, it'd be interesting and helpful if there was a tab that'd only show a list of things you have the items to craft. Jowy Avilon en.wikipedia.org/wiki/AlkahestAgree with kronfarfar on the feeling of the game and the death animation of the lion. Agree with him on item drops too, as I've pointed out in another thread. I see icons appear out of the bags when you pick them up. I want to see these icons before I even touch the bags. I want to know what was dropped so I can make the conscious decision whether I want to go pick it up or leave it behind. I never saw Zangetsu rowing! That is *really* cool. I agree! Details like that *are* amazing. Agree with dareka on doors, and ofc quest progress notifications like mentioned before. Also agree with Anne. I don't know how to describe it, but her model ... was really jarring for me. As I ended up exclaiming on my livestream. Now for unique points: Mouth movement animations are still janky, but another odd one I found was the civilian who gets attacked during the tutorial. He runs on screen with extremely comical, exaggerated animations that I'd expect from a mobile game. Then a Morte just seems to slide on screen, and then they both slide off. It looks really jarring and cheap for an otherwise well polished experience. It looks like the scene is meant to be humorous, when it really shouldn't. Due to muscle memory, and Curse of the Moon providing the option, if the command isn't busy for anything else, could we get an option to change our Trigger Shard control to Up+Attack? Also I didn't get a chance to test in game, but if the bags still disappear without notice like they do in the 16 minutes video, I'd like some kind of flashing or something to indicate when the item will disappear soon. It's extremely jarring to reach for an item without knowing if its almost going to disappear, and then it just... does. These are the only non-bug-related notes I have that weren't addressed already by someone else, but I have plenty more to explore in the game.
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