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Post by Lestaroth on Jan 29, 2017 21:00:18 GMT -6
Hey, just a reminder, if you guys want specific things like this to possibly make it into the game, try to put them in each of their own categories to be submitted in Game Feature Suggestions. Otherwise, this is more of a "it would be cool if" general discussion of what you want in the game. Thanks, I guess I'll create a thread about what I wish for the most.
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Post by Lestaroth on Jan 29, 2017 17:28:13 GMT -6
Yes, I checked on those while trying to find the company's mail info. Pretty fascinating. On par with what we got here (that said we do have our own forums!). Edit: They've given a project update yesterday. Accessories, I mean ringsels, will be available in-game! labzerogames.com/indivisible-2-1-2017-update-character-upgrades/*ninja poof*
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Post by Lestaroth on Jan 29, 2017 16:16:02 GMT -6
...Just joined the backers train. It's worth it.
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Post by Lestaroth on Jan 29, 2017 16:10:17 GMT -6
All of these ideas are wonderful and I approve of them all.
That said, I got my own versions on some suggestions you have, let's see if you'd like them as well:
- I had my own version of the Giant Portrait, however it would be a familiar with a magic diary/book, that would also function as a save point. The gallery and story recap would be in pop-up book format (toon?)
-The alternate version of saving would be a magical crystal/pendant that Miriam would have from the very start. It would activate only at certain safe places but also allow Miriam to warp back to her room... Traveling back options would have their own menu, to make backtracking available and less tedious. There would be "last safe room visited" and "warp to..." with a list of different unlocked zones to choose from (like in previous -vanias). Some traveling zones could be barred and only available again after solving the specific incident (puzzle, monster invasion, corruption of the warp point).
- Interaction with the environment, be it with items, elemental spells or familiars is something I truly look forward to.
- I'd prefer for a familiar to spy for Miriam, instead of her risking it (or the use of a dedicated item). I believe she would be the cautious type... Or then turn it into a game of red light, green light (with boxes to sit on or hide in -guess the reference-) or a test of camouflage (smell, costume, etc.*). Stealth-based games do it well.
- Is killing the queen/mother really necessary? May as well spare her and get her spawn as a familiar (with a choice that determines it?)
- Urgh, the Nova Skeletons or Mandragoras of -vanias... These were truly frustrating.
*Please, nothing distasteful like a potato/grain sack, even if some surely got that sort of fetishes. Thanks.
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Post by Lestaroth on Jan 29, 2017 14:26:49 GMT -6
The Ferryman is not as slow-moving as you think... especially when you don't look at him. 2017 is the same, the more you live day by day, the faster you'll feel it will go in a flash. And then 2018, woo-hoo! Scuttlest 13:10
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Post by Lestaroth on Jan 29, 2017 14:21:50 GMT -6
Going to contribute to the InDemand version of the Indivisible kickstarter... It's their Slacker Backer equivalent. A game I wished for a while too! ...And done!!
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Post by Lestaroth on Jan 29, 2017 13:31:22 GMT -6
That's fairly solid then.
Yes, being bullied by monsters is already a lot, having the freedom to craft anywhere is always better. You never know when you feel you're a bit overwhelmed and need a little upgrade to beat the monster in front of you.
An ever-changing world... so, I guess it's randomized. All right.
I will wait for the next update then. It's good so far.
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Post by Lestaroth on Jan 29, 2017 11:31:39 GMT -6
I feel obligated to post this now. Ah, a classic. The librarian annoyed me so much by not buying back items (thankfully it was corrected after... Hammer and Vincent are good guys), so I wished he were a secret boss, some sort of Demon of Greed, sadly Master IGA did not plan it. Deafeating him would not kill him, though. Being short of options is never a good thing.
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Post by Lestaroth on Jan 29, 2017 3:43:47 GMT -6
Actually, it's too bad it's no parody where the ferryman would wave back at Alucard... only for the latter to be creeped out.
Oh, here is my counter!
Castlevania SotN : Noises in the Library
Enjoy the madness!
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Post by Lestaroth on Jan 28, 2017 18:49:15 GMT -6
That was uhhh... random. *Scuttles away*
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Post by Lestaroth on Jan 28, 2017 18:44:15 GMT -6
Hiya to you. Tell me, is there some way to make enemies easier to detect? From what I saw in the videos, they tend to blend rather well in the environment, something the protagonist shouldn't be too keen about. Maybe give a "spider sense" to him and it would be all right. Some battle theme or modifications to the main one (like bongos and rattling) could make it even more complete. Some games go for the red screen and other vibration, but these are overkill.
I don't think there was any trace of mini-map or compass... there is not really a need for them either. Generally, exploration-based games got them, so who knows?
What about usable camp sites if you need to stop and recover some energy? Make usable supplies more or less scarce for them, depending on the difficulty you want for your game.
Weather? That could work too, but again, rain and snow aren't favorable for setting camp (unless you find a nice place away from these).
That's all I can think about for now. Godspeed!
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Post by Lestaroth on Jan 28, 2017 15:09:13 GMT -6
Nice! I saw no running action, though. Shaft as the merchant... That is quite amusing. *Approved*
That said, if you keep the enemies lineup as is, Death will end being an enemy (boss) still.
Keep up the good work! It's really promising so far.
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Post by Lestaroth on Jan 28, 2017 14:35:13 GMT -6
(Ah, it seems I created this thread in the wrong part of the forums. I wouldn't mind it being moved to the correct one. Thanks in advance, mods!)
Hey all once again,
I have been thinking of the game and its plot a few times and I have come with my own little version of it, though of course I guess it will influence nothing. Feel free to comment on it.
And so, I have the feeling that Gebel not only wanted Miriam to feel safe in that castle, but also for her to have proper company. He would have then secured the souls of the other orphans, even if they were deceased long ago. If he did... Maybe he would have found them from the alchemists after murdering them and tied them to the castle. These souls would be protected from the demons (demons LOVE souls of the youthful and the innocent after all) or then they would a special rank of the demons themselves and would need to be purified. They wouldn't be so much in number as I would picture them being set free by Miriam and staying in safe rooms (maybe Miriam's room) and/or joining her as familiars, at least those fit for combat. Some of them would be siblings, which was not uncommon at that time. They would have more lines than the common RPG NPC. Maybe some of them would have passions like game and art and would fill the proper purposes of art gallery, mini-games, giving Miriam hints, insights and ways to feel better upon her ordeal.
Speaking of Miriam's room, it would be sealed, yet opening as soon as she would approach (no need for a key).
As for the castle, I would love for it to be decrepit only, not a trap-heaven (or I'd play one of these games where pixel-perfect jumps are required and death looms at every corner), only populated by less-than commendable beings, sealed here and there* and having some tricky puzzles. I did hear rumors that bottomless pits and other bad surprises wouldn't be in the game. I'd be glad for that.
What about thieves, bandits and "treasure hunters"? Maybe there could be a few of them, alive yet not visiting the castle much as deemed dangerous... Or then again, they'd be simply banned from entering... or ending as victims. *shivers*
It would also be funny that bosses end as familiars in a very size-reduced form. I certainly doubt it would happen, though.
For weapons and armor, I thought of them following the path of either physical or magical damage/protection, maybe both, maybe a process able to be reverted... I am certain that plans upon this are way advanced now, so it won't be like that at all.
That is all I could think about for now. The ideas about the souls of her childhood companions and their purpose in-game is what I wish for the most. Thanks, be well.
Lestaroth
*Parts of the castle that are/were functional and needed yet sealed for Miriam to not witness them and go against Gebel for it. The latter being a bit like... Bluebeard. Yep.
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Post by Lestaroth on Jan 28, 2017 14:04:04 GMT -6
Enkeria An illusionary world and another one? I concur. This is a really good set of ideas.
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Post by Lestaroth on Jan 28, 2017 13:59:35 GMT -6
DarkPrinceAlucard Looks like a fun hack. Is Death in the cast? I don't see a Castlevania game without him. Then again, maybe he got annoyed enough he ambitioned to be the final boss and succeeded.
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Post by Lestaroth on Jan 28, 2017 3:19:19 GMT -6
Pure Miriam I was thinking of "Sniper of Goth", but the other enemy perfectly fits the description. Fake angels? Fallen angels? Brainwashed angels? Who knows. As for the watch, it could as well be the "Slowed" ailment, as in reduced movement speed. Remember the Stopwatch subweapon? What if enemies could turn the tables on you and do the very same? The one with drops could be poison... Edit: Galamoth Ah, you had a whole thread on it. Now why would there be both an icon of a stopwatch and a shoe...? I'll think it over, then. ...What about Time Stop and Slow? Time Stop seems like an ailment where you get quite the cheap hits. Dio disagrees. Hmm. A shoe. Slow. Movement. Two altered effects based on time, pretty uncommon in a game (though FF VI did that at least. Stop was soooo cheap there).
Wind... gust, tornado, wind waves... They could be interesting ideas. If it is to be scrapped an element, maybe there will be a good reason behind it. Same for not having it as an option for backers.
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Post by Lestaroth on Jan 28, 2017 0:25:53 GMT -6
Thank you and sorry if you really wanted an inverted castle.
I have loved CSOTN to bits, but Bloodstained also followed the kickstarter route because it has to be the spiritual successor yet not a clone of the series it takes roots from... I guess that some fans are disgruntled because of that. I half-understand this.
That said, it's a chance to turn a new leaf, to go forward. Master IGA is knowledgeable of this and I guess he didn't want to be explicit to keep fascination and mystery alive. Sadly it can easily turn into vagueness into the eyes of impatient people.
The story unfolds... Only the future can tell what's next. Unless you have divinatory powers.
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Post by Lestaroth on Jan 27, 2017 21:11:34 GMT -6
She would be in quite a pinch then. Embroiled in foreign wars.
Extremely rare situation, but still plausible.
That said, you'd have to put the usual NPCs fighting each other in the background or so, or one faction asking you to join it and fight another. Usual tropes.
On the other hand, Holy enemies as foes are generally denoted as corrupted/followers of some cult/dangerous, intolerant zealots.
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Post by Lestaroth on Jan 27, 2017 20:57:45 GMT -6
I'm actually curious if we would have a dark element whip as the anti-thesis of the Vampire Killer. That could be a fun twisted reference indeed. In games, holy-based enemies have always been quite rare though. Darkness-native, on the other hand...
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Post by Lestaroth on Jan 27, 2017 20:32:44 GMT -6
Excellent. Though it's interesting to see that Maces are classified as "slash" weapons (because of flanges, I expect) and the Runic Forgers can't choose Hammer ("Blunt") weapons or a "Wind" Elemental attribute. I wonder if Whips and Kicking weapons will have Neutral damage instead of being classified with a specific "Blunt" or "Whip" Attribute. To be fair, though, I'm just basing this on what we've seen in the Demo of the Galleon Minerva stage. Ah, I see what you mean there. Maces technically are not used to cut with, more like maim with (so are broadswords, after all), I guess they're still in the same category. The distinction is made in the Samurai Shodown series, where Slash is all about speed and Bust, focused on power. Here it is more about weapons used in a vertical (slash/heavy blow) or horizontal way (pierce). If we were developing an Asian-themed videogame, the element would be Metal, which interestingly mixes wind and thunder. After all, lightning bolts, storms and the like are created with air currents... But it's not the case here. I would have loved a cyclonic-based weapon, too. Element-imbued shoes or whips? That could get fascinating. That said, Runic Forgers and the higher-ups are those who control this. I look forward to the development of it all with a certain interest.
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