Post by deitylink1 on Jul 3, 2018 14:28:30 GMT -6
Hey Bloodstained staff and forum goers
These are just my notes I took as I played through the demo with my thoughts. I tried to play through it like a playtester so it may sound pretty critical, but my overall impression was actually great. The notes are basically in chronological order other than also collecting some similar observations together that were also noticed later
Playtime till beating Zangetsu 2 hours 4 mintues
- The initial story reading at the opening of the demo felt a little off. I recall it just not feeling polished, as well as some of the way the words were articulated felt a bit mushed.
- Miriam's mouth movements almost always look odd. Her jaw drops, and her lips become squarish, and it just looks weird. As I played through I actually saw everyone suffered from various levels of this. Johannes had the best mouth movements, but once we got to the city where he sets up his lab, then his mouth movements became poor as well. (Gebel was bad, but not as bad as Miraim, and Dominique's mouth movements were bad, but I stopped paying attention enough to critique who was worse than who)
- First camera shake when Miriam comes to the deck was a bit too much. I remember it actually disorienting me (which while it sounds cool, was more like "ok, calm it down sparky" annoyance)
- Level up effect is aweomse
- When you get a new shard, the end of the animation pose could use some work. She is just kinda awkwardly looking at the camera. Perhaps something like her looking up (in hopes that this new power will help her), or perhaps looking down, eyes closed, hand holding her chest (where she was impaled), still in a little pain from the shock? Dunno. Those were just two ideas I had.
- Love the hangtime on the jump. Feels great hanging at the height of the jump for a moment.
- Save room looks really cool. Lots of potential for cool things. Perhaps ways to personalize the rooms, or items you can add to the save rooms to give you temporary buffs after healing in them
-Post Sea Witch fight cutscene where it did this odd camera flyup to the castle and then plopped a BLOODSTAINED logo felt kinda cringy
-Music in the demo is excellent. I can't wait to hear all the tracks, its just fantastic.
- When I entered the castle from the bridge, it looked like there was some ground assets missing (as there was no ground in the background, it just looked like a void)
- It felt like there was animation canceling in the game. If so, that is awesome. Keep it an polish it. I liked using dodging, or landing to be able to quickly get a second swing in.
- Some of the castle portraits looked great, others looked very out of place. I'm betting these were backer perks, but perhaps we can still polish them without upsetting backers
- The red "low life" screen glow was functional, but artistically didn't fit. Perhaps we can get some sort of transparent red pulsing crystal boarder to the screen when low life or something?
- Difficulty felt great
- Most used weapon was ones with a claymore like swing to them. Toyed around with pistols after fighting zangetsu, and they were actually cool too.
- Beautiful game, love how it looks. Honestly, I opted for a Switch version of the game because I want it there, but now I kinda want a PC digital copy too just so I can stream the game and see it with these nice nice graphics.
- was neat how some items affected Miriam's look.
- oh yeah, the ability you got from the Sea Witch has WAAAAAY to much camera shake and effects on it. It was powerful, but I stopped using it after two uses because it was super annoying to use.
This demo was honestly great and makes me feel very confidant about the game that will be delivered. Big thing to work on is the mouth movements when talking, but most everything felt super professional and polished.
These are just my notes I took as I played through the demo with my thoughts. I tried to play through it like a playtester so it may sound pretty critical, but my overall impression was actually great. The notes are basically in chronological order other than also collecting some similar observations together that were also noticed later
Playtime till beating Zangetsu 2 hours 4 mintues
- The initial story reading at the opening of the demo felt a little off. I recall it just not feeling polished, as well as some of the way the words were articulated felt a bit mushed.
- Miriam's mouth movements almost always look odd. Her jaw drops, and her lips become squarish, and it just looks weird. As I played through I actually saw everyone suffered from various levels of this. Johannes had the best mouth movements, but once we got to the city where he sets up his lab, then his mouth movements became poor as well. (Gebel was bad, but not as bad as Miraim, and Dominique's mouth movements were bad, but I stopped paying attention enough to critique who was worse than who)
- First camera shake when Miriam comes to the deck was a bit too much. I remember it actually disorienting me (which while it sounds cool, was more like "ok, calm it down sparky" annoyance)
- Level up effect is aweomse
- When you get a new shard, the end of the animation pose could use some work. She is just kinda awkwardly looking at the camera. Perhaps something like her looking up (in hopes that this new power will help her), or perhaps looking down, eyes closed, hand holding her chest (where she was impaled), still in a little pain from the shock? Dunno. Those were just two ideas I had.
- Love the hangtime on the jump. Feels great hanging at the height of the jump for a moment.
- Save room looks really cool. Lots of potential for cool things. Perhaps ways to personalize the rooms, or items you can add to the save rooms to give you temporary buffs after healing in them
-Post Sea Witch fight cutscene where it did this odd camera flyup to the castle and then plopped a BLOODSTAINED logo felt kinda cringy
-Music in the demo is excellent. I can't wait to hear all the tracks, its just fantastic.
- When I entered the castle from the bridge, it looked like there was some ground assets missing (as there was no ground in the background, it just looked like a void)
- It felt like there was animation canceling in the game. If so, that is awesome. Keep it an polish it. I liked using dodging, or landing to be able to quickly get a second swing in.
- Some of the castle portraits looked great, others looked very out of place. I'm betting these were backer perks, but perhaps we can still polish them without upsetting backers
- The red "low life" screen glow was functional, but artistically didn't fit. Perhaps we can get some sort of transparent red pulsing crystal boarder to the screen when low life or something?
- Difficulty felt great
- Most used weapon was ones with a claymore like swing to them. Toyed around with pistols after fighting zangetsu, and they were actually cool too.
- Beautiful game, love how it looks. Honestly, I opted for a Switch version of the game because I want it there, but now I kinda want a PC digital copy too just so I can stream the game and see it with these nice nice graphics.
- was neat how some items affected Miriam's look.
- oh yeah, the ability you got from the Sea Witch has WAAAAAY to much camera shake and effects on it. It was powerful, but I stopped using it after two uses because it was super annoying to use.
This demo was honestly great and makes me feel very confidant about the game that will be delivered. Big thing to work on is the mouth movements when talking, but most everything felt super professional and polished.