Feedback Break Down - The Castledan nitpick thread
Jun 28, 2018 12:13:09 GMT -6
Yän and freddythemonkey like this
Post by CastleDan on Jun 28, 2018 12:13:09 GMT -6
This will focus on the negatives so that it can be used to improve the game. So don't take every negative point to mean I didn't love it.
Visuals -
I wish the environments were more stylized like the characters ( have more of a painted shader look) it'd help the environments pop more. As it stands now though i think some of the environments look a bit washed out so maybe a darker background look may help with the new lighting. The entrance to the castle is cool but the castle entrance location itself could use some work. Right now it's a LOTTT of grey going on. The boat and the village ( despite being small ) were the highlights visually.
Layout-
I think the layout is good in this but I'd suggest more unique rooms. The entrance for example has multiple rooms with the chandelier set up. Basically taking the same room design and just changing the column look or adding a new object in it. Focus more on making unique rooms rather than an old room rearranged. Like how cool would it be if the blood fountain was in a totally original room instead of a repeated room.
Effects-
I wish the splash effects from water were improved. They seem weak at the moment compared to everything else. A good example is the blood fountain in the entrance. You jump in it and there's no blood effects until you go into the center of it but even then it's hard to notice.
Death Animations-
This is the weakest element and seemed to have gotten worse since the last demo. Having an enemy slump over and turn into red specks or a bird falling and then bouncing off the ground into red specks doesn't feel satisfying compared to how the old morte could get their heads lopped off or how the Seama used to die in a liquidy explosion. You may have seen the specks in the old demo but it's masked better in the unique death animations.
Miriam Animation -
I noticed Miriam jump has much more snap to it. It makes her walking speed seem more jarring because she seems slow and then jumps with speed whereas before her jump matched her speed well. I'm sure this won't get changed because people complained about her feeling slow so i'll have to get over that one. I remember hearing animations were locked in but something that feels weird is when jumping forward there's no tilt to the animation. So like some enemy animations it makes the character look more stiff.
Enemy Animation -
It seems like a lot of the enemy animations seem a bit stiff and slow to me. I also think the Morte spawn animation takes WAYYYYY too long. I'm literally waiting for the morte to come up to kill it. They were handled perfectly in the previous demo from the death animations to their spawn/movements.
Miriam's shadow behind objects -
Really wish there were a more visually appealing way to show where miriam is behind objects because the big grey visual of her is kinda unappealing looking.
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Outside of those I loved what I played. I think the music was great, I think the characters were largely cool. There's some weird transitions one that sticks out is the cut to Miriam kicking the demon...felt kinda jarring....but it's a solid IGAVANIA so far. A lot of the problems come down to visuals in the end...it's not quite at that level of animation/visuals we are used to in an IGAVANIA.
Visuals -
I wish the environments were more stylized like the characters ( have more of a painted shader look) it'd help the environments pop more. As it stands now though i think some of the environments look a bit washed out so maybe a darker background look may help with the new lighting. The entrance to the castle is cool but the castle entrance location itself could use some work. Right now it's a LOTTT of grey going on. The boat and the village ( despite being small ) were the highlights visually.
Layout-
I think the layout is good in this but I'd suggest more unique rooms. The entrance for example has multiple rooms with the chandelier set up. Basically taking the same room design and just changing the column look or adding a new object in it. Focus more on making unique rooms rather than an old room rearranged. Like how cool would it be if the blood fountain was in a totally original room instead of a repeated room.
Effects-
I wish the splash effects from water were improved. They seem weak at the moment compared to everything else. A good example is the blood fountain in the entrance. You jump in it and there's no blood effects until you go into the center of it but even then it's hard to notice.
Death Animations-
This is the weakest element and seemed to have gotten worse since the last demo. Having an enemy slump over and turn into red specks or a bird falling and then bouncing off the ground into red specks doesn't feel satisfying compared to how the old morte could get their heads lopped off or how the Seama used to die in a liquidy explosion. You may have seen the specks in the old demo but it's masked better in the unique death animations.
Miriam Animation -
I noticed Miriam jump has much more snap to it. It makes her walking speed seem more jarring because she seems slow and then jumps with speed whereas before her jump matched her speed well. I'm sure this won't get changed because people complained about her feeling slow so i'll have to get over that one. I remember hearing animations were locked in but something that feels weird is when jumping forward there's no tilt to the animation. So like some enemy animations it makes the character look more stiff.
Enemy Animation -
It seems like a lot of the enemy animations seem a bit stiff and slow to me. I also think the Morte spawn animation takes WAYYYYY too long. I'm literally waiting for the morte to come up to kill it. They were handled perfectly in the previous demo from the death animations to their spawn/movements.
Miriam's shadow behind objects -
Really wish there were a more visually appealing way to show where miriam is behind objects because the big grey visual of her is kinda unappealing looking.
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Outside of those I loved what I played. I think the music was great, I think the characters were largely cool. There's some weird transitions one that sticks out is the cut to Miriam kicking the demon...felt kinda jarring....but it's a solid IGAVANIA so far. A lot of the problems come down to visuals in the end...it's not quite at that level of animation/visuals we are used to in an IGAVANIA.