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Post by Invariel on Jun 28, 2018 16:15:35 GMT -6
To what lovelydumpling said above, This, completely. Mortes have an attack where they wrap themselves around you—having the villager run onto the screen, yell "help", and then get engulfed and dragged away by the Morte would look much nicer, in my opinion. One other piece of feedback for the team: the HP Up and MP Up that you receive for getting above the castle are perfectly placed. When I found those I felt incredibly rewarded for thinking outside the box and for trying to explore, and that reward was so very satisfying. I hope those two items placed there make it into the final release, they are perfect.
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Post by Redogan on Jun 28, 2018 16:46:56 GMT -6
Oh, the other thing I found is that there is no indication of how many of an enemy you have killed for a quest (i.e. quest progress). So, if I take a quest to kill 3 Dullahammers, then I should be able to see somehow the number of Dullahammers I have killed and how many I have left to kill to complete the quest. Right now, you just have to count and remember to know when to head back to collect the quest completion award.
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Post by twilightvulpine on Jun 28, 2018 16:48:11 GMT -6
- Equipment Menu UI: Please add Speed and Range indicators. Picking a weapon just based on Attack and Damage Type is not enough information when weapons with lower Attack can hit much faster.
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Post by chipathy on Jun 28, 2018 18:07:17 GMT -6
well i saw the tweet about keyboard not being supported on this demo and was left scratching but i still had some hope considering i owned a steam controller but that also wasnt supported and the game is unplayable with both methods of playing. would like to give feedback but sadly until i have a way to actually pass the menu im afraid i have no comments on the actual demo
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Post by lovelydumpling on Jun 28, 2018 19:00:17 GMT -6
Small note, the jump shortly after the Garden of Silence is overly punishing.
It's not a hard jump, but if you so happen to miss it, you have no choice but to go back through the entire Garden of Silence area again.
It'd be nice if there had been a ladder to kick down, or perhaps if that platform just beneath it had a way back up.
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Wally
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Post by Wally on Jun 28, 2018 19:04:05 GMT -6
I have a few pieces of feedback in this wonderful demo:
1. When there is dialogue, the in game text does a weird thing where the text doesn't move on the the next line until the words are out of the text box. Only then will the words indent to the next line. It's a minor annoyance but a polishing request.
2. The mini map has some customization features that are all great except you can not zoom out as much as you should be able to. Doing the max zoom out of the Galleon Minerva mini map still leaves a big empty space on the bottom half of the mini map screen. The Zoom out should make the map take up the whole space, or centered in the middle if not.
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Post by Eingradd on Jun 28, 2018 19:05:18 GMT -6
So Bloodstained: Ritual of the Night is basically everything I wanted so far.
There are problems with cutscene transitions (extremely jarring), and there's a whole section with no music playing (though I imagine it's intentional, it still feels off). It's also extremely easy, though that might just be because it's a beta and they're letting us play around with far more than we will get so early in the main game. In addition, during conversations, mouth animations seems off, and Miriam and Gebel seem to be the only models that are good that close up from what I've seen. Most others look weird, and kinda plastic-y, whereas the previous two look more cell shaded, like more attention was payed to them (imagine that, main character and main villain. Still, doesn't set a good precedent for the rest of the cast).
It plays pretty much exactly like one of the Sorrow Castlevania game, but spirit drops seem to have much higher drop rates, which is great. Music is good, not great so far, but really evokes what I like about Castlevania soundtracks. I found myself pulling off tricks from the DS Castlevania games with no problems; they've been faithfully re-created for Bloodstained and work perfectly with the game's systems. I expressed earlier how the game seems to be very easy, and that's mostly because you start with a loooooooooooooot of HP and it's very easy to upgrade your weapons to the second strongest available in their type via the alchemy system. I can almost guarantee there's going to be a larger list than what we have in this beta, but it also needs to be more difficult to acquire a straight upgrade, I think.
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Nezuto
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Post by Nezuto on Jun 28, 2018 19:07:49 GMT -6
P.S.A. The Steam discussions on matters is a very.....'rough' read, proceed with caution.
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LotusPetal86
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Post by LotusPetal86 on Jun 28, 2018 21:28:20 GMT -6
Hello! This demo has been an absolute delight but I've got feedback! A brief list of what I've found so far:
THE BAD:
- When talking to Lindsay about avenging Rosaly, the text is misspelled as "Rosary". The VA clearly says, "Rosaly". The quest's title is misspelled as well. - When crafting food and Miriam exclaims at the creation, the sound was oddly too loud. - Nitpick, but enemy drops fall through chandeliers. - Opening doors between castle areas looks a bit goofy... Maybe Miriam should take a step or two back before opening the door? - The drawbridge spazzes out a bit when being pulled back up at the end of its animation. I smell an opportunity for bugs... - There is no progress indicator on the inventory screen for Quests. Being able to check on the Inventory screen to see how close to completing a Quest would be nice, and maybe a small indicator of sorts when you complete one. It doesn't need to be flashy, how about a green word with "Quest complete!" that appears for a few seconds like a Push notification below Miriam's health bar?
QUESTIONS: ? Shouldn't Miriam's dress be changing color when she equips something, since her headwear and shoes can change? Her dress didn't change color at all. Was surprised at this. ? Seeing a Morte bubble up and explode when you hit them with fire is awesome. Wouldn't it make a bit more sense if the Bone Morte also died in a similar fashion as well? ? The "Game Over" screen is a bit uneventful. There's no musical theme or sound fading away, and Miriam goes flying across the screen backwards from getting hit by an arrow from behind? WTF?
THE GOOD:
+ You sly dogs brought back the upgradable soul system from Dawn of Sorrow, and I love it! + Crafting system is fun and looks deep. Looking forward to making lots of weapons and other items and enhancing them. + I love the map features of moving around, adjusting opacity and toggling on/off. THANK YOU FOR THIS! + Enemies are lovely and animate well! Favorite one is the Sabnock so far. + David Hayter is glorious as Zangetsu!
Thank you, everyone at 505 Games and ArtPlay for allowing me to play this. Now back to the demo to play more... Thank you!
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Wally
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Post by Wally on Jun 28, 2018 21:56:05 GMT -6
A bestiary is a given in the final version... right? Most of the monsters are going to drop shards, equipment, items, and materials for crafting so I figured that I didn't even need to mention a bestiary as a feature to add, but if a bestiary is not in the works, you must reconsider
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Post by Patodevil on Jun 28, 2018 22:20:59 GMT -6
867/5000 The game meets, but the gameplay is very slow and the frames are dragged, the game is not smooth, the animations are recycled from previous Castlevanias for example Order of Ecclesia, but here they are not appreciated as the previously named title. When the characters are talking I would like it to be a drawing and not the 3d model of the character that looks horrible (no offense). Then some scenarios look very empty ... without interaction.
After the sounds when hitting, jumping I would like them to be a bit more friendly and not so repetitive ... like the previous castlevanias.
It's not that I'm doing a comparison but you like all the previous IGA games and this one does not feel like one of them in certain aspects ... here I do not see any innovation or references ... I see copy and paste with little affection.
Greetings and many thanks.
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Post by dareka on Jun 28, 2018 22:22:37 GMT -6
I few more tidbits of feedback after a bit more of playtime.
1. I would really appreciate a Japanese language option - not just the voices, but the text as well. Not sure it's possible at this point, but it's something I'd love to have.
2. So, I went back to the starting point in the Minerva, and seen Johannes there was really odd. I mean, you supposedly already made land. It might be funny if he quipped something about what he's doing there, but you can't even interact with him - he's just part of the furniture.
3. It was mentioned a lot in an earlier thread, but having the save room in the Minerva look exactly like those in the castle is a bit jarring.
4. PC games normally have lots of settings - not just graphical settings, but volume controls for voices, effects, BGM, etc. I know there's a strong possibility they'll be there for the retail version, I thought I'd mention it just in case.
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Post by CastleDan on Jun 28, 2018 23:01:12 GMT -6
Angel, Question, whoever close to the team......I pray to the ARTPLAY and 505 GODS I made a feedback thread separate to this but something I want to bring special attention to. If there's anyway to diminish that effect....or even get rid of it altogether I'd love that. To me not being able to see a part of your character as she runs through a scrolling environment is part of the immersion. To see her outline so clearly like that takes away from such immersion. I can't even think of many sidescrollers that do this let alone do it THIS clearly. So I beg of you......reconsider. Compared to most of my feedback issues this was a minor thing but man aesthetically it'd be so much better if that wasn't there. You're never behind an object that long for it to even be an issue to begin with. Even if it's important to the team maybe even an option to turn it off would be fantastic.
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Post by lovelydumpling on Jun 28, 2018 23:14:40 GMT -6
snip Angel, Question, whoever close to the team......I pray to the ARTPLAY and 505 GODS I made a feedback thread separate to this but something I want to bring special attention to. If there's anyway to diminish that effect....or even get rid of it altogether I'd love that. To me not being able to see a part of your character as she runs through a scrolling environment is part of the immersion. To see her outline so clearly like that takes away from such immersion. I can't even think of many sidescrollers that do this let alone do it THIS clearly. So I beg of you......reconsider. Compared to most of my feedback issues this was a minor thing but man aesthetically it'd be so much better if that wasn't there. You're never behind an object that long for it to even be an issue to begin with. Even if it's important to the team maybe even an option to turn it off would be fantastic. I would much rather it be an option than removed entirely. For all I know it would be useful in some parts of the game. But at the same time I'd love to turn it off for screenshots or immersion's sake during areas where its not that big a deal, like right there.
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Post by dareka on Jun 28, 2018 23:22:53 GMT -6
snip Angel, Question, whoever close to the team......I pray to the ARTPLAY and 505 GODS I made a feedback thread separate to this but something I want to bring special attention to. If there's anyway to diminish that effect....or even get rid of it altogether I'd love that. To me not being able to see a part of your character as she runs through a scrolling environment is part of the immersion. To see her outline so clearly like that takes away from such immersion. I can't even think of many sidescrollers that do this let alone do it THIS clearly. So I beg of you......reconsider. Compared to most of my feedback issues this was a minor thing but man aesthetically it'd be so much better if that wasn't there. You're never behind an object that long for it to even be an issue to begin with. Even if it's important to the team maybe even an option to turn it off would be fantastic. I would much rather it be an option than removed entirely. For all I know it would be useful in some parts of the game. But at the same time I'd love to turn it off for screenshots or immersion's sake during areas where its not that big a deal, like right there. Now that you guys mention it, it is a bit jarring in some spots. File this one under the "a toggle would be nice" header.
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Post by CastleDan on Jun 28, 2018 23:30:53 GMT -6
Yeah totally fine with a toggle as I said maybe there's a specific reason for them but for immersion sake I would love to be able to turn it off because those areas could look even more pretty without having Miriam's shadow ruining it. Also I'd like to mention I'm loving all the weapon variety but I've noticed a lack of unique sound effects for them. Like for instance the Gram visually looks really cool ( big arse red sword ) but it sounds like any other heavy sword. I'm sure there will be weapons with unique sounds but it'd be cool if more of the unique looking weapons had a tonal change in some way.
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Post by hghaleon on Jun 28, 2018 23:34:02 GMT -6
Hello. $250 backer here. Here are my positives and negatives regarding the backer demo
Positives:
- Graphics overall are solid. - Music and sound affects are top notch. Excellent voice acting. - Controls are butter smooth and perfect. I feel in full control of Miriam and only blame myself when a mistake happens. - UI is solid. - Crafting, alchemy and shard system are really awesome. Will add a lot of depth and replay value to the game. - Head and feet visual armor changes. Nice touch. - Huge variety of weapons with special moves tied to some of them. Very awesome.
Negatives:
- Character model cutscenes look awesome in the mouth area, specifically with Miriam. She looks like she's opening her mouth for a dentist visit. Needs tweaking. - Shadows casted on the floor from Miriam don't seem to line up properly(such as in the blood moon walkway area). Needs proper alignment. - Various items and Miriam getting stuck in the floor. I only see this happen a few times but it is a glitch.
Suggested Improvements:
- Graphics looks solid but need more polish. Some items and, at times Miriam, contrast badly with the backgrounds such as the HP/MP increase item. - Add visuals to all armor pieces: body, hands, legs, rings, etc. I would like to fully ability to customize Miriam from top to bottom. Would add a lot of replay value to the game and visual flair. - Text errors during cutscenes. One example is during the initial cutscene with Johannes and Miriam in the beginning where she says "They will help me wake up these muscles of mine." when the text says "They will help me wake these muscles of mine up." - The transition from the ship to the shore looks awkward. On shore, after the shipwreck, the sea is calm with no storm then when you go back on the ship, the storm is up again. This doesn't look right. There should be a transition scene in between or there should be a calm background backdrop on the ship to complement the aftermath of the event. - Cutscene models need more facial animations when they talk showing more variety of emotions. The minor character Anne has no fluctuation in her expressions when she talks.
Overall I was impressed with this demo and can see the improvements from the previous build but there is still much work to be done. I honestly would be fine with this game being delayed until 2019 for sake of quality improvement as long as I know good tender loving care is put into this product. The biggest thing is replayability and fun factor. I want to see this game succeed with future installments to come.
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Post by LeVoid on Jun 28, 2018 23:48:44 GMT -6
Liked the demo, but still I got some feedback and thoughts that I hope are useful, I know some of there are still a work in progress, but still:
Dialog: - Mouth movement, animation and detail of the 3D models looks awkward. Animations and models can be polished and make it look better, but to be honest, I would prefer a portrait or an image maybe based on their concept art maybe?, both could either change based on the dialog or be static and have the gameplay models move or act (?) as some Castlevanias did in the past. - The transition into dialog is way too long as well as transitioning off of it, meaning that talking to Johannes or Dominique to do some shopping or alchemy takes too much time, so I end up mashing "Start" to get past the dialog windows as fast as I can. This could be fixed by adding some meaningful "acting" in the background or simply making them shorter, at least for vendors. - Font lacks... flavor? and makes it look generic. This could be fixed by either changing the font, adding shadows or whatever makes if look as part of the dialog bubble instead of something pasted on top of it (I'm obviously not an expert)
Audio - Would be great to have an option to enable Japanese (couldn't find the way some people know from E3) - When attacking, the voice acting is either too long or too loud (or both?), and that makes it a bit anoying pretty quickly. - (Might be intended) Some of the enemy audios of enemies are too loud while other more important ones are too low. For example, the flapping of the Aellos is usually to loud, while the bone throw of the Bone Morte can be barely heard, so puting these two in the same area, would be annoying, especially if one is attacking you from off the screen.
Gameplay: - Some animations feel clunky or sluggish, like in the case of jumping, sliding, attacking and turning back. For example, in the case of jumping there is a jump and fall animation, with a quick-ish transition between the two and about a second of hover which makes it feel kind of weird. - The background feels empty in several places, whether it is lack of foliage, weird or unpolished textures, a very empty background image or one that doesn't synergize (?) with the rest, etc. - (Some of these might be intended) Some monsters have kind of a weird behavior, for example the Aello flies around for quite a long time before rushing to you out of the blue or throws the Gale at you if you ignore it too much. Another one is the Sabnock that always walks about 3-4 steps and would end up like trying to touch you before even thinking of launching an attack when you were in range about 1-2 steps away. - It would be great to have a quick way to swap the type of bullet you use with the guns or have it as a second weapon, because while I don't have issues to go into the menu to change Shards, equipment or using potions, I feel a bit frustrating to have to go into the menu to change the type of bullet because you are wasting your good bullets in environmental objects or weak enemies. You could also make it a very common drop, get rid of bullet quantity, or get rid of bullets... just something that will make it viable. - Loved the way Head, Scarf and Accessory equipment slots affect the way that you look (my Nerdy Elven Pirate will tell you so), but I would love to see the body armor get some visual representation, it could change the color palet, give you some color effects, add little bits of armor or get you to look more armored/badass the higher the level of the armor, doesn't have to be something big, but a little something would be great. - Some enemies are small, slow and their colors blend easilly with the background. They are not too hard to spot, but hard enough to be annoying. - The downward diagonal attacks that some small/medium weapons have (like daggers, boots and some swords) fells awkward to pull off, although I didn't even remember it existed. - I guess the damage numbers are not correctly resolving some damage resistances, because I was able to kill a monster with 2 Summon Bat (Grade ~4) of 19 Damage, but a Spear attack that did 43 damage was not able to kill the same type of monster. - (Probably a work in progress) An explanation of the effect of each stat or "Parameter" would be great.
Overall pretty nice, but there is room for improvement.
Best regards!
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Post by lovelydumpling on Jun 28, 2018 23:56:52 GMT -6
I second shortening or getting rid of the opening dialogue moments for shop NPCs, and we do really need a better way to switch ammo types for the gun.
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Post by dareka on Jun 29, 2018 1:09:09 GMT -6
More playtime, more feedback... 1. The sign posts at the town (between the Minerva and the entrance to the town) look off because there's nothing written on them. They're shaped like arrows, but there's nothing written on the arrows, not even illegible text, and so they look phony. 2. I noticed something about the spiked coffin gimmick at edge of the courtyard section. Once you manage to have it snap shut without getting caught inside, you can move it, and it has a "being pushed" sound effect, right? Well, the effect happens whenever you push against it, regardless of whether or not it moves. So if you push it up against a wall, so long as you keep pushing against it you'll hear the sound effect of it "moving", even when it's not moving. I'm guessing this currently applies to all boxes in the game, and I think it would be best if you stopped hearing the sound once the object hits a wall.
3. When you upgrade a shard, it should say somewhere what the effect of the upgrade will be. Right now you only see their Attack value, but the upgrade doesn't necessarily increase it. For instance, enhancing Raging Gale seems to increase the size of the attack's hit-box, but you won't know that until you upgrade it and try it out. Considering that upgrading shards costs valuable resources (i.e, items), I would prefer to know the consequences of my actions before I decide how to spend those resources. 4. I mentioned this in the E3 community interview question thread, and it ended up not being covered, but... this game would really benefit from a toggle or shard that stops EXP point accumulation/Leveling. With the way IGAvanias traditionally work, you can't go through the game and keep your level at a minimum for maximum challenge, while at the same time accumulating rare weapons and items. Since these are drops, and drops require grinding, it follows that if you chose to grind for items, you'll end up leveling your character to the point the game becomes too easy. In Bloodstained, there's even more items to grind, especially with the crafting and alchemy system. The way things stand now, this means more unintended leveling, unfortunately. 5. Item drop bags. As lovelydumpling has noted, there's no blinking to tell you the bag's about to disappear; it just does. So blinking to let you know the bag's about to disappear would be nice, but so would having the bag immediately disappear once you grab the item. Right now it just stays there for a bit, open, and I still instinctively try to collect it even though I already have!
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