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Post by caer on Jul 1, 2018 15:25:23 GMT -6
So, as we all know, when giving feedback it is so very easy to take the good for granted and focus on suggestions for improvements. This is totally well and good, as that shows clearly what we think needs tweaking.
But! as angel-colux said in another thread, positive feedback is also helpful! It can give the developers more of an idea of what is clicking with people, so they can focus on that further as they build out the castle. So let us use this thread to just list up and talk about things that were good about the demo. Anything that stood out as something you want more of. There's is nothing too small or too big and feel free to repeat yourselves.
I'll go ahead and say I had a blast playing. The core gameplay is exactly what I was hoping for, and I can't wait for the full game. I have tons of nitpicks, but that is for other threads.
- The joy of exploration was really on point. Secrets everywhere, and a wide variety of things to find.
- The Lion enemy felt really intimidating as he pushes you into the corner if you let him. The first fight felt really good with the harpies shooting at you. Also his death animation is glorious!
- Special attacks are back! And the Katana travel slash is ridiculously cool. Clearing out a corridor with it felt great. Especially the way everything stops the moment before you move.
- Accessories that affect gameplay directly, and not just stats. Longer-backdash-belt, speed-belt, a hat that regens magic, a scarf that makes you shoot faster! What's next, boots that discreetly increases height!? These make exploring even better, as there are more things to find that really stand out.
- Zangetsu was a really fun fight. He looked easy at first, but as soon as you get cocky he can knock you down hard. The fight lasted just long enough for me to be fun and not overstay its welcome.
- The Vepar shard was really impressive and certainly feels like a boss shard. With a bit of balancing, this would set an amazing precedent for making you look forward to bosses even more.
- I like the crack of the whip weapon when you strike enemies. I wouldn't mind if it was even louder.
- Having to lure an enemy into the iron maiden in the courtyard to pass it was a really fun environmental puzzle that I would like to see more of.
- I like the corridors with tons of enemies. It's a nice break from the slower more exploration-based core loop, and you get to really use all your stuff in satisfying ways. Extra plus when they contain lots of projectiles and tiny bats to dodge, but maybe that's just me
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Post by erdrick on Jul 1, 2018 22:52:00 GMT -6
* I loved the curved room just outside the castle - gorgeous use of 3D space in a 2.5D game. * I also loved how the tutorial area opens into / becomes a part of the main game. Clever, and great for keeping the area available for backtracking * With only two exceptions (Morte, Bat), I love the enemy designs - suitably gothic, while being visibly distinct from classic Castlevania enemies * I appreciate that they toned down the "bounce" factor for the tutorial boss - the alpha was ... a bit excessive
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Post by Deleted on Jul 2, 2018 0:38:23 GMT -6
* I loved the curved room just outside the castle - gorgeous use of 3D space in a 2.5D game. A few months ago, I watched a video that praised Kirby 64's frequent curved paths, citing that it made the game world feel more believable. Ever since I watched that video, I've paid more attention to when other 2.5D games do it, and I agree, it's really darn cool. - Even with so many roads blocked off, the castle still managed to feel relatively non-linear, which makes me happy. - There are some pretty memorable environmental details. I don't think I'll ever forget about the blood fountain. - In Symphony of the Night, when I found the sunglasses, I was bummed to learn that they don't actually appear on Alucard's face. The accessories in Bloodstained fulfill a dream I've had for years. Furthermore, I was surprised by just how many there were, especially since the Beta Backer Demo is presumably a fairly small slice of the final game. I also like how the game encourages you to switch between several accessories instead of just picking a favorite. For example, if you enter a boss fight with a lot of gun ammo, you might want to put on the cowboy gear until you run out. If you're low on HP, you might want to put on some accessories with high Intelligence boosts so you can keep your distance with magic. Et cetera. - I usually prefer synths in my video game soundtracks, but this real orchestra almost made me cry at points. - It's hard to quantify, but I thought the enemy diversity was handled pretty well. If there were too many monsters, none of them would have made an impact, but if there were too few, you run the risk of the player getting tired of them. I didn't feel that the demo leaned too far in either direction.
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Post by Valtiel on Jul 2, 2018 15:14:34 GMT -6
The majority of the demo falls under this for me. I'm very, very happy with it. I love the wide array of shards and weapons available, and how most have their uses. I love the special moves for certain weapons as well. I was relieved at the level design; while there was one iffy hallway (three bats, zombies, three bats, zombies, repeat) the majority of the demo was well designed. I also like the enemies shown so far.
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Post by Question on Jul 2, 2018 16:50:51 GMT -6
I'm collecting praise just as much as feedback and bugs. Let us know what is working!
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Post by Nezuto on Jul 2, 2018 16:56:17 GMT -6
I concur with what caer and others have listed and wanted to note that my favorite room, so far, is the blood red one. Bloom in it needs some toning, but otherwise, amazing sight all around.
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Post by bloodful on Jul 2, 2018 22:33:33 GMT -6
Well, great I have a whole host of positive feedback! Here is my list.
- Like others have said, I also love the curved rooms. The game has not felt too linear but those curved rooms serve to break up linearity even more and are a serious treat to look at.
- The blood pool is amazing - I spent a few moments marveling at it and pondering the story behind it, its significance and meaning. Love the mystery and hope to see many more such spectacles that hint at a backstory that may or may not be there!
- Love the rocking and creaking of the galleon to really bring the atmosphere to life.
- The red moon-room was eyegasmic. More please!
- The secrets such as the spike coffin, the draw bridge etc... have been a joy to discover. Keep them coming!
- Voice acting is top notch, many have said the shard scream is too much but personally I think she did an amazing job. Perhaps it was just too frequent for some people. But on the whole the entire cast has been awseome.
- Music is absolutely wonderful.
- Compared to Iga's previous works, the story already feels like there is more substance to it. Really enjoyed it so far!
- The Lion demon's death animation is really epic, hope to see more of that.
- Zangetsu was fun and just a little brutal (just right) for a first true boss - hope they get even more sophisticated moves and hope it gets even more challenging!
- Special ammo animations have been beautiful especially fire rounds. Looking forward to higher level ammo effects!
- Vepar's shard is epic and very fitting for a boss shard, probably even more so than the fight with her - now we just need to make that fight a bit more epic.
- I also second the accessories with special effects like moonbelt and cowboy hat. Awseome addition and can't wait to see more
- Love the whip animation and sound effect. The Katana animation as well. Would live to see the rapier and spear also get a more realistic motion!
I likely have more but I probably shouldn't overwhelm you guys for now. Excellent work so far, truly looking forward to final product.
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Post by Yän on Jul 4, 2018 18:37:24 GMT -6
Loved the portraits! Great job on those, Mana! Lion demon's death is indeed something else! Really cool. I want more unique death effects like that. Katana is really cool with its special abilities. Zangetsu fight was epic! The fast paced combat, learning his patterns, countering his moves felt amazing. Boat generally looks way better than it did in the previous demo. Sky on Boat is way prettier with those blues up in there. Crafting system seems quite in-depth and looks like it could give me hours of fun game-time. VO is awesome across the board! Speed belt is a greatly appreciated item! Movement in general feels really good. Large enemies are intimidating. I like the gameplay of the archer-enemies. Dodging their arrows is a lot of fun. I'm getting used to the directional shards (in the beginning it was really weird that I had to use the right stick in a platformer but now I'm better at it) I like that keys are rebindable. Opening cutscene atmosphere, VO and music had exactly the right feel to them. Fully animated cutscenes are cool. IGA said it was the first hour of the game - for me it lasted 3 hours because I took my time enjoying every little detail I could find. I loved the fact that you guys put rewards on top of the drawbridge! I felt so accomplished when I went up there, haha! Many places are unique, there seems to be relatively little copy/paste. That's really cool! I liked the great variety of enemies. Plume Parma is so absurd, I love it! The rippling effect on the leaves of the floor-plant enemy looks damn cool! I really like the look of the scene-transition-rooms. Beautiful!
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Post by Astaroth on Jul 5, 2018 0:43:34 GMT -6
THIS, this is a beautiful design, the lighting is superb and it has this wierdly exaggerated 2dness to its coloration and movement that just works really well, its also appropriately annoying as hell to hit and avoid the different specials are a treat to play around with, only suggestions i have there is please keep the katana dash in as much as possible, its absurdly epic at times akin to moonjumping as wolf in sotn, and perhaps add in a special for those types that dont have one like a dagger throw or a wild swing with a great weapon that leaves miriam wide open on the recovery but deals massive damage, or a flurry of weaker stabs with a rapier? some of the over the top death animations are a treat, lion warrior flinging himself in disbelief or kicking the head off a morte, or barbatos striking a pose in his throes, very nice
the variety and themes of the areas so far make me want the full game so much i sunk 18+ hours into the demo getting at least 1 of everything and upgrading all the shards, beat first run though around lvl 10 and the boss took a few tries to beat
the curved castle entrance was a definite yes, seeing the castle stretch on for days as you finally came up to the drawbridge was a great use the space and makes me really hopeful for other little tricks that give you a sense of winding your way about this labyrinth of a castle where you might see a familiar space in the background but from a different vantage point and it gives you subtle hints about places (similar to a certain someone rowing his way through a storm to get to the castle ) i found the stone mask, made a joke about never having posed so hard in my life before, died, found the red room, FOUND OUT MIRIAM COULD POSE THAT HARD, i then made it a mission to see just how deep the meme could go, found the mask, posed in the red room, sad it didnt go even further beyond, JOJO/10 would pose again
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Post by Starsmith on Jul 5, 2018 20:03:44 GMT -6
The whole demo gave me a solid nostalgia trip feeling, playing again a genre I’ve always enjoyed with updated controls and graphics. It was, for the most part, spot on. When the beta ended, it was a bit of a shock because I was so immersed in playing!
Sabnok was suitably intimidating the first time I ran across one.
The red room was arresting.
The music was exactly what it should be.
The VA was (barring the little girl) extremely well done.
It was, as a whole, familiar and different at the same time, in perfect measure.
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Post by neff on Jul 6, 2018 7:27:55 GMT -6
I LOVE the special attacks, especially the shoe one since it "bounces" off of what it hits, giving it much more usage. I also like the cutscenes in between the dialog and hope there are more of them. Makes me wonder what a storyboarded cutscene would look like, though, since talk and action are done separate. Miriam changing poses at the pause screen is the BEST! I hope they add to that or give her poses depending on her status.
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Post by CastleDan on Jul 6, 2018 9:50:57 GMT -6
- The OST is excellent. - Special Button Inputs are awesome so far and feel deep. I just wish they'd be used for unique weapons too not just the general type of weapon. - Status effects showing visually is cool. I love the posion effect and the stone effect. However, the animation for the stone effect ends abruptly and could use a sound effect for it. - I love the crafting system. - I love the items that actually change how Miriam works ( back dash improvement, or the speed belt....more of this is awesome) - I love the visual changes to Miriam when she equips things. ( would have loved that for the armor as well but it's cool as is) - I think Vepar looks FANTASTIC now, nothing needs to be changed for her visually. She's nailed. - I loved the camera effect when you're about to enter the castle and it spins as your character curves around the path. It looks really great. - I loved that there seemed to be decent amount of unique features to rooms. The blood fountain for example. Although I think it would have been cooler to see such features in a more unique room. A room that stands out itself along with it's features. For example the above stained glass room isn't repeated once. It feels unique. The chandalier room is repeated a few times in bloodstained so the fountain feels less interesting due to that. - I enjoyed all the characters and I think the voice acting is pretty solid. - I love enchaning the shards. - I love the quest system and i hope later on it'll allow for more things than just killing an enemy type. Offered praise but also suggested few things to make great things even better.
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Post by cnaltman62 on Jul 6, 2018 21:03:19 GMT -6
Multiple people have already said this, but I love that curved path leading to the castle. More clever Kirby 64/Klonoa-style use of the 2.5D, please!
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Post by dareka on Jul 11, 2018 14:08:09 GMT -6
Alrighty, here's my praise list! 1. The game really nails the balance between linearity and non-linearity. It's just a joy to play through the map and discover things as you go along! 2. The crafting system is awesome; it really gives any and all drops value, even more so than in Dawn of Sorrow. Getting a permanent stat boost for eating something for the first time is great, too. Encourages experimentation. 3. The music is spot-on and fantastic. 4. For the first time ever, I was genuinely impressed by the English voice-acting in an IGAvania. I even prefer the English dub to the Japanese one, overall! 5. The translation is also really good...better IMHO than the original Japanese, by the way (as one of the few backers who can notice this sort of thing, I thought I should offer my kudos to the localization team) 6. A lot of the regular enemies seem to have somewhat more complex behavioral patterns than their equivalents had in previous IGAvanias, and this helps keep the game fresh even after prolonged play. 7. Loved the fact that your head, scarf and leggings have unique graphics. 8. Loved the Zangetsu fight. Loved having "snake" as my "executioner" as well... 9. It's really impressive how much more dramatic the boat stage is now, with the flooding effects and all. 10. Loved Vepar's new look! A lot more menacing and sexy! 11. As a Mexican, I was impressed by the fact they added a macuahuitl to Miriam's arsenal! And you forge it using obsidians! Nice! Gives it a real "worldwide" feel! I'm collecting praise just as much as feedback and bugs. Let us know what is working! I mean, other than the bugs and a couple of suggestions regarding running and back-dashing, the only really major requests for improvements are on the sound effects, animations and lighting/textures. Other than that, I get the impression that it's basically praise across the board!
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Post by RichterB on Jul 13, 2018 14:32:32 GMT -6
I put the positive with the requests for potential improvements here, but I'll strip out any of the suggestions/critique related to these and just put the purely positive stuff (with a few addendum in italics) here if it will help:
*Platforming is really important for me. This is something IGAvania games have not always excelled at in the past, but this demo showed some really thoughtful platforming and enemy placement, like how the Village rooftops were arranged, or how the chandeliers are arranged in the Castle Entrance with foes atop them. It gave you a choice: go the long way above and drop below or do the platforming on the chandeliers for a shortcut. Another good example was how the Garden of Silence had a gold chest you had to drop down to just right to get. Each map block has a good roominess, with a lot of verticality. I’m super happy with how the platforming is being done, even if the Metroidvania format limits what can be done perhaps compared to a Classicvania. Whether it’s a ship or a castle, it feels pretty organic and less like linked boxy hallways. I really like how pieces of the platforms can break or change, too, like the collapsing roof in the village or the moving drawbridge or the moving chandeliers or the cracked/tipped mast on the Minerva.
*I don’t generally like crafting in games, but the way it was handled visually with the alchemist circle graphic was actually rather enjoyable. *I like how many options there are for the map screen/active map and that it shows exactly where you are in the room by a yellow dot. I also was impressed how you could activate a yellow dot-trail to show your path. *The swirling calligraphy-like graphics for when you level up are amazing and very empowering. *I really like how there is visual foreshadowing in the game, like Zangetsu’s cameos in the sea by the Minerva and in the Castle Entrance. *The clouds move at a better pace on the ship than they did before in 2016. *I love the 3D rotation effect on the bridge. *I liked how you could create a shortcut through the village by breaking the brace holding a door shut. *The Castle Entrance music is much better than I originally thought. The Garden of Silence is very good so far, too...Great boss music all around! *I like how much variance there is in the backgrounds of each area, and how there are various set pieces, like the fountain, chandeliers, broken stairs, etc in the Castle Entrance. It makes each area feel alive rather than cut-and-paste. *I really like the trimming design on the bow of the Minerva. *Barbatos bow enemy is well done. *The new Vepar is very much improved overall! *Vepar’s death animation is really cool how it crystallizes. *The lion knight enemy’s death animation and attack animation are really cool. *The Zengetsu fight was very well done. *I like David Hayter’s performance a lot. *I like that items pop out of chests now when you open them. *I like the Mana Flowers idea and how they appear. *I still like the rocking effect of the boat, and the swaying lanterns help it.*I like the effects of enemies flinching or losing parts of their structure depending on how you hit them. It seemed to me the Bone Morte were vulnerable in the legs. *The Shard attack visuals have gotten better since 2016.
*I like the name loader that breaks into stained-glass petals upon entering a new area. *The way you can open doors by raising Miriam’s hand toward them is intriguing. *I like that enemies come from foreground and background on the Minerva. *The Alfred story cut-scene is the most interesting development in the story so far to me. *Gremory turning into the moon was an interesting effect. *Puzzles are interesting with stuff like the iron maiden. *I like the look of those axe enemies. *I like how the HP/Mana Max items are hidden in walls (and above the bridge) and such rather than always being on defined pedestals in rooms. *I think Miriam’s animation and movement feels right on target. *The circular-symbol loader graphics for the demo are really cool. *I like the variety of useful effects from the Shards so far. Raging Gale is a good early Shard to have.
*I love the idea of the lights turning on when you enter the castle.
CONCLUSION: Overall, there's a lot of positive stuff with the way the game plays and its structure. There are things that could potentially maximize the gameplay and level design that could be tweaked, as discussed in the feedback threads, and there's a good amount of visual tweaks that could make for a more consistent/compelling atmosphere, but as a "game" it's really coming together nicely and as promised. (I just hope I did the right thing by putting my long list of feedback in the feedback thread rather than making a new thread just for it.)
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Post by Time 4 Tea on Jul 13, 2018 20:23:35 GMT -6
caer - Thank you for creating this thread! I just received my new computer so what better way to start than to try out the Bloodstained demo? Most of the critiques have already been covered but there are several things I would like to commend: *I really like the cascading rain off of the ship Minerva. Compared to the 2016 demo, this looks absolutely jaw dropping. *As pointed out by RichterB, the backgrounds are not only stunning but also vary greatly from place to place. I especially like the large pool in the background in the Silent Garden. *Kudos to the animators: all enemies have *very* smooth attack and death animations (the bowmen enemies in particular) and I like how many of them realistically flinch when hit. *The music has surpassed my expectations and it's wonderful to listen to a fully orchestrated soundtrack. If this quality continues, it will likely be Ms. Yamane's best work. *Miriam's movement speed is spot on and in my opinion is improved over Symphony of the Night. *I really like the weapon variety. I personally own a kukri and it was nice to use one in-game as well as having an option to upgrade it. *Speaking of upgrades - the crafting system is both simple to use and very clear and intuitive. *I enjoyed the side-quests given by Lindsay and hope that there will be many more from her and other NPCs in the final game. That's all for now but I'll likely post more since this is only my first playthrough.
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Post by Pure Miriam on Jul 16, 2018 4:32:16 GMT -6
I was out for some days, but i couldn't let this one go without giving my shard of praise (ah, i made a lame pun).
I'm really LOVED the shards. I wasn't able to see a single shard that i didn't like it, or it was useless (with the only exception being Sword Mastery, but the shard is known to be bugged, the idea behind it is good). They are useful, have varying effects and the MP cost is balanced. How you enhance them and the effects of enhancement are also good.
THere are other things i liked about the game, such as the gameplay, the enemy design and variety, the scenarios and soundtrack, but i wanted to give my praise to the shards. Even the overuse of Summon Shards are okay because they are different and unique one another. Keep up the good work.
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Post by djesiret on Jul 16, 2018 8:25:10 GMT -6
I won't bother pointing out all the wonderful things others have. Good job.
Just wanted to say I appreciate, in addition of all the other notes here, that quirky descriptions exist for inventory item.
I noticed with egg that you "can seperate the yolk with your hand"
This is classic IGAvania. Keep up the good work. Can't wait to have 100% inventory to read all the descriptive text.
Thanks again for making this.
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Post by anonthemouse on Jul 31, 2018 15:26:06 GMT -6
- Regardless of people complaining about lighting, I think the art direction is great.
- The soundtrack is also on point.
- The layout of the levels/world feels comfortable, while also giving a great sense of scale.
- Enemy placements are pretty darn smart.
- Gameplay just feels right. I don't know how to properly express that. Even the weapons that don't fit my play style handle well, and I always feel like it's my lack of mastery that's holding me back, not the game.
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