Bloodstained demo: Some suggestions for the game.
Jun 29, 2018 7:09:46 GMT -6
JeffCross, Arsenical, and 1 more like this
Post by Pure Miriam on Jun 29, 2018 7:09:46 GMT -6
After playing through the demo two times and dedicating several hours to it, i think i'm ready to give some suggestions to the game itself. I have some suggestions that came into my head while playing it, and i thought i could get through them here. This may be a bit spoilery for some people, so, beware.
Some of these suggestions were given before, by me, at some other(s) thread(s). Also, some of these may already be in the game, not just in the demo, but since we can't know that, i will suggest anyways.
Since the Demo feedback will be compiled to be given to the dev team, this thread was simplified and has no images to make things easier.
Here goes:
The quest system is good and simple, but i belive it needs two things. First, when you finish a quest, the game could play a small song or sound. When you finish, it just...finishes. It is a bit empty and souless. Second, those hunting quests could actually show you how many enemies you still have to kill or at least plays a sound or shows a small warning when you finished killing the amout required.
Some weapons at the demo has skills that can be done by Quarter-circle + Attack. But it seems all weapons of the same type has the same skill. For instance, the "un deux trois" move exists for all boots and even when unarmed. It would be better if the weapons that do have skills could have different ones inside the same weapon type.
First: Morte has no shard and i believe some other enemies will also not have them, right? If so, the game's bestiary should somehow tell us what enemy has shard and hasn't. The bestiary isn't on the demo but i'm sure the game will have it.
Second: The shard enpowering through picking multiple shards lacks a better explanation. At the Shard menu we have Rank (related to enhancing a shard) and Grade. The grade goes up each time you get the same shard and it seems all Shards cap at 9, but we don't see their numbers (ATK and such) going up or anything. It's lacking a better explanation on how things works.
Some of these suggestions were given before, by me, at some other(s) thread(s). Also, some of these may already be in the game, not just in the demo, but since we can't know that, i will suggest anyways.
Since the Demo feedback will be compiled to be given to the dev team, this thread was simplified and has no images to make things easier.
Here goes:
1) LIBRARY OF TERMS
Both Dawn of Sorrow and Order of Ecclesia had libraries, an option at the main menu, where you could check the most important terms and information about the game's plot and Castlevania overall story. Bloodstained is a new universe, a new IP, and that requires a whole world building, specially if Bloodstained ends up turning into a franchise, so, it would be great if the game also had a Library of terms, explaining things like how alchemy works at it's universe, character's profiles and stuff like that.
2) AREA AND SONG NAME
In ALL Igavanias, when you enter in a new area, that area's name shows up. Some games did that in a really elegant and beautiful way, such as Lament of Innocence. Bloodstained has that too, but it would be good if the song's name of the area also showed up. So, when you enter at Galleon Minerva for the first time, the game could show, maybe down to the right, in a smaller font "Voyage of Promise". 3) MAP MARKERS
Bloodstained will be a huge game, Iga's biggest castle. At least 1600+ Rooms. I'm sure it will be easy to get lost in such a huge castle (i expect that, by the way). Lament of Innocence and Curse of Darkness had "Map markers". You could, at any time, enter in the map and put a marker exactly where you are. Each marker had a color and the idea was to make you remember important things where the maker was placed. Bloodstained could level up that even more, by offering the player the option to have a cursor at the map screen and freely move that cursor to put markers anywhere at the map screen (a limited number of markers, of course) if the player wants to remember that something exists in a certain place.4) TWO SMALL SUGGESTIONS ABOUT QUESTS
The quest system is good and simple, but i belive it needs two things. First, when you finish a quest, the game could play a small song or sound. When you finish, it just...finishes. It is a bit empty and souless. Second, those hunting quests could actually show you how many enemies you still have to kill or at least plays a sound or shows a small warning when you finished killing the amout required.
5) DIFFERENT SKILLS FOR WEAPON TYPES
Some weapons at the demo has skills that can be done by Quarter-circle + Attack. But it seems all weapons of the same type has the same skill. For instance, the "un deux trois" move exists for all boots and even when unarmed. It would be better if the weapons that do have skills could have different ones inside the same weapon type.
6) FEW SUGGESTIONS ABOUT SHARDS
First: Morte has no shard and i believe some other enemies will also not have them, right? If so, the game's bestiary should somehow tell us what enemy has shard and hasn't. The bestiary isn't on the demo but i'm sure the game will have it.
Second: The shard enpowering through picking multiple shards lacks a better explanation. At the Shard menu we have Rank (related to enhancing a shard) and Grade. The grade goes up each time you get the same shard and it seems all Shards cap at 9, but we don't see their numbers (ATK and such) going up or anything. It's lacking a better explanation on how things works.
7) GOOFBALL
As a weapon. A costume. A familiar. Anything.