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Post by CastleDan on Jun 29, 2018 8:16:36 GMT -6
I think the Castle entrance is the weakest looking and designed area of the whole demo which was a bit disappointing. The above to me felt like a better entrance area with big open windows to see outside and lots of color. Right now if you think about it you have an entrance with largley white everything and you have a church area that mainly continues that theme. It could use a lot of color but I feel like it's too late in the game now. Also the complaint people told me to wait for the demo to judge still remained true for me. There's still repetitive focus on reusing rooms but putting a twist on the objects in the room. It was most apparent in the Castle entrance with multiple Chandalier room structures. Graphically it has improved a lot but for whatever reason it's just not there for me yet. I don't know if it lacks some kind of visual filter or something with the lighting effects but it feels very flat. I feel like this image has what people want out of the game visually. The lighting feels present which gives the world more dimension, and there's foggy (blueish red hue) in the background that makes the castle feel larger than life and brings a lot of depth to the image. Compare this image to the one on the top and the former feels very flat and lifeless in comparison.
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Post by CastleDan on Jun 28, 2018 23:30:53 GMT -6
Yeah totally fine with a toggle as I said maybe there's a specific reason for them but for immersion sake I would love to be able to turn it off because those areas could look even more pretty without having Miriam's shadow ruining it. Also I'd like to mention I'm loving all the weapon variety but I've noticed a lack of unique sound effects for them. Like for instance the Gram visually looks really cool ( big arse red sword ) but it sounds like any other heavy sword. I'm sure there will be weapons with unique sounds but it'd be cool if more of the unique looking weapons had a tonal change in some way.
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Post by CastleDan on Jun 28, 2018 23:01:12 GMT -6
Angel, Question, whoever close to the team......I pray to the ARTPLAY and 505 GODS I made a feedback thread separate to this but something I want to bring special attention to. If there's anyway to diminish that effect....or even get rid of it altogether I'd love that. To me not being able to see a part of your character as she runs through a scrolling environment is part of the immersion. To see her outline so clearly like that takes away from such immersion. I can't even think of many sidescrollers that do this let alone do it THIS clearly. So I beg of you......reconsider. Compared to most of my feedback issues this was a minor thing but man aesthetically it'd be so much better if that wasn't there. You're never behind an object that long for it to even be an issue to begin with. Even if it's important to the team maybe even an option to turn it off would be fantastic.
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Post by CastleDan on Jun 28, 2018 16:11:47 GMT -6
I pretty much agree with all of this. Especially how Miriam feels when jumping. I'm sorry but the people complaining about her feeling too slow were people either didn't play that original demo or don't remember how igavania games feel in general. It felt natural....go watch Colin Moriarty's playthrough of that demo. ( IT FEELS PERFECT AND JUST LIKE SOTN)... This isn't trying to be OTHER metroidvania's it's trying to be a IGAVANIA. How it feels in the recent demo is more jarring cuz you have a slower character who launches up super quickly. It feels.....awkward.
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Post by CastleDan on Jun 28, 2018 14:23:57 GMT -6
Here's a comparison between the two animations. To me it's quite a downgrade. I have it starting at the times.
vs
Now in the new build you can lop their head off but it only happens if you hit RIGHT at the head and there's no real animation to it. It flies off like most enemies die off in the game. Flying far off as it dissolves into red specks. Notice how the old animation not only has a unique animation that happens all the time but it doesn't use the red specks at all....it's death feels completely tied to the enemy it is. Dissolves into a puddle and vanishes.
Also notice how much longer it takes the morte to spawn......TOO long.
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Post by CastleDan on Jun 28, 2018 12:34:05 GMT -6
Yeah the animation work is one of the things that bummed me out about it that I didn't think would be an issue based on the first demo. Some of the enemies feel really stiff and slow.....and a lot of the death animations enemies just kinda slump over or bounce on the ground and vanish into specks.
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Post by CastleDan on Jun 28, 2018 12:13:09 GMT -6
This will focus on the negatives so that it can be used to improve the game. So don't take every negative point to mean I didn't love it.
Visuals -
I wish the environments were more stylized like the characters ( have more of a painted shader look) it'd help the environments pop more. As it stands now though i think some of the environments look a bit washed out so maybe a darker background look may help with the new lighting. The entrance to the castle is cool but the castle entrance location itself could use some work. Right now it's a LOTTT of grey going on. The boat and the village ( despite being small ) were the highlights visually.
Layout- I think the layout is good in this but I'd suggest more unique rooms. The entrance for example has multiple rooms with the chandelier set up. Basically taking the same room design and just changing the column look or adding a new object in it. Focus more on making unique rooms rather than an old room rearranged. Like how cool would it be if the blood fountain was in a totally original room instead of a repeated room.
Effects-
I wish the splash effects from water were improved. They seem weak at the moment compared to everything else. A good example is the blood fountain in the entrance. You jump in it and there's no blood effects until you go into the center of it but even then it's hard to notice.
Death Animations-
This is the weakest element and seemed to have gotten worse since the last demo. Having an enemy slump over and turn into red specks or a bird falling and then bouncing off the ground into red specks doesn't feel satisfying compared to how the old morte could get their heads lopped off or how the Seama used to die in a liquidy explosion. You may have seen the specks in the old demo but it's masked better in the unique death animations.
Miriam Animation -
I noticed Miriam jump has much more snap to it. It makes her walking speed seem more jarring because she seems slow and then jumps with speed whereas before her jump matched her speed well. I'm sure this won't get changed because people complained about her feeling slow so i'll have to get over that one. I remember hearing animations were locked in but something that feels weird is when jumping forward there's no tilt to the animation. So like some enemy animations it makes the character look more stiff.
Enemy Animation - It seems like a lot of the enemy animations seem a bit stiff and slow to me. I also think the Morte spawn animation takes WAYYYYY too long. I'm literally waiting for the morte to come up to kill it. They were handled perfectly in the previous demo from the death animations to their spawn/movements.
Miriam's shadow behind objects - Really wish there were a more visually appealing way to show where miriam is behind objects because the big grey visual of her is kinda unappealing looking.
---------------------------------------------------------------------------------------- Outside of those I loved what I played. I think the music was great, I think the characters were largely cool. There's some weird transitions one that sticks out is the cut to Miriam kicking the demon...felt kinda jarring....but it's a solid IGAVANIA so far. A lot of the problems come down to visuals in the end...it's not quite at that level of animation/visuals we are used to in an IGAVANIA.
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Post by CastleDan on Mar 23, 2018 23:40:33 GMT -6
I said this in discord but are we sure they didn't just rename it entirely? I mean they might have just liked naming it Ghost over Amy.
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Post by CastleDan on Mar 23, 2018 9:06:17 GMT -6
I never get tired of IGA saying SOTN is his favorite.
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Post by CastleDan on Mar 22, 2018 16:29:51 GMT -6
yohineThe reason is because people may disagree with your assessment. A lot of people hear have loved the music and how it's sounded so far. You're definitely entitled to disliking it and voicing your concerns.You're asking people to share your opinion but you can't force that. I think people understand that a full orchestra costs a lot of money and they could afford what they could afford. So if you compare the sound of this to a game that can afford a full orchestra than sure it won't be as powerful but I don't think many people are arguing it sounds worse than synthesized sounds. So again, voice your concerns but you can't force others to also feel the exact same way as you. I've found much of the music to be powerful thus far and some of it rivals the best stuff from other games IGA has worked on.
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Post by CastleDan on Mar 22, 2018 12:15:23 GMT -6
reynoldszahl Surprised you didn't mention this gem - So many creepy sounds and it really builds the mood of the location. " Door to the Abyss" is one of my favorites as well though. Needless to say I'm with you, i hope some ambient moody tracks have their place in the OST as well.
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Post by CastleDan on Mar 21, 2018 10:56:23 GMT -6
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Post by CastleDan on Mar 20, 2018 20:42:25 GMT -6
Well it doesn't seem like they have a HUGE orchestra to work with but to me it sounds very nice and much better than the synthesized versions of the songs.
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Post by CastleDan on Mar 20, 2018 13:53:40 GMT -6
fatihG Yeah the more personality worries me a bit. I myself enjoy the more stoic approach. Alucard, and even Shanoa come to mind. It fits the mood better to me. Doesn't mean there can't be funny moments but a toned down personality helps. I just don't want a Jonathan approach.
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Post by CastleDan on Mar 20, 2018 12:45:52 GMT -6
*Claps*
That's a really solid post.
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Post by CastleDan on Mar 20, 2018 8:15:13 GMT -6
purifyweirdshard "Having you work directly on the game and do art for it was such a huge win for all of us, including so many people that don't know it yet. I was hoping that'd come to be for a good while."QUOTE FOR FREAKIN' TRUTH. To elaborate, I think I made a topic at one point about how good some of the vania's were at putting random art or cool things in the backgrounds in the games. Now we have Mana basically doing that role which is so damn cool. It's cool to be able to see the fruit of that labor with the dragon on the boat. Visually cool items in backgrounds are what help gives a location it's identity.
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Post by CastleDan on Mar 19, 2018 20:19:21 GMT -6
Goobsausage Omgggggg I love what Mana added and if that's the kind of contributions she's doing then damn am I happy. Also Angel-Corlux is right, I think the new Vepar is way more seductive. also, great to see such an awesome birthday bash, it seems you all had a fantastic time.
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Post by CastleDan on Mar 19, 2018 16:20:38 GMT -6
m0nkf15hI'm totally with you and it's definitely not a stupid thought. I don't think anyone here wants a compromised vision from IGA. I think it'll be easier to judge the character model when we get crisper pics but i'd wager they will look good in proportion to the character whereas I get the premise of why they were big to begin with but it was almost a little goofy and distracting before. Having said that, again I get why you'd have concern that people might censor his original takes of his ideas but I wouldn't worry too much about that. Angel-Corlux has already implied that isn't the case in this instance. Let's be real, Vepar looks like a total fox now compared to her old self..........just a bit more scary at the same time ;p
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Post by CastleDan on Mar 19, 2018 14:20:09 GMT -6
To be completely honest, I think her new boobs look better. Not to come off perverted but I mean the bigger they are doesn't always mean better folks, visually they look really nice now. Proportionally I think she looks way sexier and less cartoony in a ......monster sort of way of course.
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Post by CastleDan on Mar 18, 2018 19:19:21 GMT -6
mourningxsun A cool little touch of the peanuts flying in the air and having to place your itself under them to eat them is one thing ( in gameplay). An animation of a cutesy celebration after cooking is pretty different. Minor complaint that definitely doesn’t need to be changed but it’s a fair comment to make. As I've said before, I don't care enough about it to really argue why it should be gone but it's definitely something that was kinda eh to me considering the 'feel' of the game.
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