Post by simon on Jun 28, 2018 18:04:58 GMT -6
I think they did a great job with the demo except for three areas that killed it for me.
1. Enemy Design: it is horrible....almost every normal enemy never even attacks and when they do pull off the rare attack animation it looks pathetic and very easy to dodge. This applies to nearly every enemy. The art design of these enemies is also very lackluster. Specifically I do not like the art or lack of offense from these enemies: seama, morte, bone morte, dullahammer, aello, ghost, plume parma, sabnock, and mocoweed to name a few. I do like bat, toad, rat, gieremund, axe outsider, barbatos. Vepar is cool looking but has basically zero offensive capabilities and offers little to no challenge, which is sad for a boss fight.
2. Shard Abilities: these are even worse than the enemy design described above. I tried tons of them but I’m struggling to even think of one that I enjoy using. They don’t look good and they don’t feel good. They all need to be redesigned from scratch to “look cool and feel good to use over the standard attack weapon.
3. Difficulty (or lack thereof): overall difficulty is basically very easy mode since most enemies don’t attack and are easily killed before they even have a chance to attack. I even tried all types of different weapons and this did not change anything.
- Also the balance is off....for example I shot one seama 9 times with the musketoon before it died and it completely stopped moving (zero animation) between hits 2 thru 9.
- Johannes has a constant very strange idle animation during cutscenes. He looks like he has extremely labored breathing at all times which is very unnatural looking (looks like he climbed Mount Everest prior to each cutscene).
- Random strange hitches occur during scrolling text subtitles.
- During cutscenes the volume of certain character voices needs to be increased (music is drowning the voice actors out). Gebel + Alfred
- Ditch the save room couch for a coffin.
1. Enemy Design: it is horrible....almost every normal enemy never even attacks and when they do pull off the rare attack animation it looks pathetic and very easy to dodge. This applies to nearly every enemy. The art design of these enemies is also very lackluster. Specifically I do not like the art or lack of offense from these enemies: seama, morte, bone morte, dullahammer, aello, ghost, plume parma, sabnock, and mocoweed to name a few. I do like bat, toad, rat, gieremund, axe outsider, barbatos. Vepar is cool looking but has basically zero offensive capabilities and offers little to no challenge, which is sad for a boss fight.
2. Shard Abilities: these are even worse than the enemy design described above. I tried tons of them but I’m struggling to even think of one that I enjoy using. They don’t look good and they don’t feel good. They all need to be redesigned from scratch to “look cool and feel good to use over the standard attack weapon.
3. Difficulty (or lack thereof): overall difficulty is basically very easy mode since most enemies don’t attack and are easily killed before they even have a chance to attack. I even tried all types of different weapons and this did not change anything.
- Also the balance is off....for example I shot one seama 9 times with the musketoon before it died and it completely stopped moving (zero animation) between hits 2 thru 9.
- Johannes has a constant very strange idle animation during cutscenes. He looks like he has extremely labored breathing at all times which is very unnatural looking (looks like he climbed Mount Everest prior to each cutscene).
- Random strange hitches occur during scrolling text subtitles.
- During cutscenes the volume of certain character voices needs to be increased (music is drowning the voice actors out). Gebel + Alfred
- Ditch the save room couch for a coffin.