Post by purifyweirdsoul on Jun 26, 2016 19:32:58 GMT -6
Just got done listening to the podcast. Pretty good overview of the feedback points that we've heard more of from various people. Some of my thoughts...
The globes that ooze out the green fluid were from the alchemy lab stage in SotN, I remember at least 3 of them. There was also a breakable green vial and the big vials in that hidden area above the stage that had all the subweapons. Anyway, yeah, one of the globes gave you your first cape in kind of an area that leads only to that breakable background item, so the game kind of teaches you to hit them if you see them. Just some more smart game design there, possibly.
The hallway with a whole bunch of candles/$1 coins is part of the Marble Gallery, there's that ball and chain knight as well as a cthulhu monster down there. I didn't mind all the breakables, personally...and I think they can serve other purposes there. They bring to mind your subweapons, and those are actually pretty strong against those two mini-boss-ish enemies that point in the game, especially wanting to kind of keep your distance from the ball and chain enemy and with the dagger doing pretty good damage to the cthulhu. There's also a consideration unique to SotN for how many breakables are on the screen: the more that's hittable on-screen at the time, the more life you can have return from a Soul Steal if you take damage from those mini-bosses. Those are the kinds of things that you might not think about while playing though, unless you take a step back objectively...
Speaking of, the 8-direction whip attacks. One important consideration for that with me is difficulty of the game. If you have a half screen-ish attack that can hit in all directions, how do you balance the rest of the game around that? Would you ever want to go back to using a sword, even? Do you nerf the damage of the whip to the point that it's only really viable for utility (i.e. the swing possibility brought up, hitting certain hard to reach enemies, etc)? I think a big reason that the multi-direction whip did not return was because of just that - it affects level design and difficulty. If a game is designed around enemy placement assuming shorter range kick/sword attacks, their decisions on designing the level may be trivialized if you can attack all directions, even without consumption of MP. Just look at Mega Man versus Metroid - Mega Man has never been able to shoot in any direction except straight forward, but that's not an issue because the game and its enemies/levels are designed around that. In Metroid, it's quite a bit different with more enemies on the ceiling, approaching you above and diagonally from the air where you need to use your aim.
Anyway, I think a fine way to make whips meaningfully strong is to have them of course be a longer-ranged attack than swords, but classically just horizontal. With holding the button, you can twirl it as many main characters have been able to do since. That gives it a bit of a unique flavor, kind of a "shield" for blocking projectiles, and they could develop that further into something more useful for combat. I'm certainly cool too with the swinging idea, but all these more whip-centric things might be suited to a different playable character, too. If we were indeed going more with the SCV4 route, I could see it more in that case.
At one point of the video, XombieMike references a question IGA had answered about intros for the games in the context of showing more about Miriam's backstory, etc. That was an Ask IGA segment, if I recall, and the question was actually just about title screens, not really game-opening scene. The question was something like "what do you want the player to think/feel when they're looking at the title screen?", and he had said "I want them to get past it and start the game!" haha. So, you weren't entirely wrong, but ti's kind of two separate things as well.
Hmmm. I think that was it? I'm glad you did bring up that this was an E3 demo after a while. There was a lot of talk of the game being too easy, but yeah, again, it was meant to be that way. Same probably for how the level was laid out, seeming more "generic IGA" to some. I think these were conscious decisions that made sense thematically on a ship tutorial/demo stage that is showing fans/showgoers "hey, IGA is back, and he can still IGA. You should probably be excited!".
Something is definitely up with . I've gotta figure it out...
Post by XombieMike on Jun 26, 2016 20:02:20 GMT -6
I'm certain that I said it was the title menu. My point was IGA likes to get right to the action ASAP. There have been movies that come before you press start, but jumping straight into the action is a signature mark of IGA (to me anyway).
The early talk about Nintendo power how nostalgic my favorite magazine as a kid I think every gamer kid in the 90's dreamed of a job like that. Glad to hear the opinions of another Nintendo backer! As far as the demo is concerned I agree with Miketendo the difficulty felt about right for an introductory stage maybe it will have a difficulty option in the final version for people who want a harder experience? Personally I was happy with it as is. As for the boobs I think they are appropriate given this is a Japanese style game so I think it is a good thing that it surprises our western sensibilities. This was something I liked about the original Castlevania games and I don't really want it to be westernized for the sake of trying to reach a wider audience so I am overall quite glad they aren't giving into that pressure.
Edit: I agree with more items in the wall, wall meat needs to make a return! The mention of background things like rats and cracks I also think it would be cool hopefully we see those little details in the final version. It was the small things like that which helped make SOTN such a great game.
Last Edit: Jun 26, 2016 20:40:56 GMT -6 by zoned87
This is the fist time I listen to the podcast and I love it! Great job! It's so much better to listen to actual people discuss this stuff.
Do you think you would ever do the podcast live and have people call in? It would definitely get more views as well.
Im so happy he mentioned the harpsichord, that was my favorite part of the track as well.
Why thank you very much! I love good feedback.
We have a Discord server where we could possibly do a special live show for those who aren't shy. I could imagine having Mana and I talking together in Discord like it was a normal show, but recorded live with people listening in. If so could manage a way to keep people from talking over each other and not hogging the time we may even open the voice channel so everyone can talk.
There are benefits to pre recording the show though. Sometimes I need to edit stuff out or increase the quality of the show by keeping it paced and organized.
Some of the shows I've done have been much longer and the guest and I occasionally talk about things that don't fit into the show. My show is highly edited except for this last one which actually came out pretty smoothly without an entire two days of editing.
I suppose if it was recorded live then edited for quality it may work out. Then again we would have varying microphone qualities and stuff.
Post by LuckPercentSRL on Jul 3, 2016 20:16:50 GMT -6
Great podcast as always Mike.
It would be interesting to talk about the neat tricks in speedrunning the demo. Maybe guest in the future: Romscout or one of the people who posted their runs in the speedrun thread? Unless you'd rather save that for when say we get more of the game out. Either way, your podcast your choice. I would also be willing to be on the podcast to talk about this. That would be cool too
Enkeria Gin: And... We need to go back to the ship at one point, because there are rooms we can't reach until double jump etc.
Aug 23, 2017 7:47:18 GMT -6
castledan: Yeah, I was just basing it on the painting...it didn't look like a village fit there well but obviously it probably just wasn't entirely accurate. Lol
Aug 23, 2017 8:02:17 GMT -6
castledan: I'm okay with it either way, I just want the castle to be big like the promised.
Aug 23, 2017 8:02:37 GMT -6
purifyweirdsoul: Dan, if/when we hold a big Bloodstained party, I'm gonna get a bit bouncy castle for ya
Aug 23, 2017 11:29:56 GMT -6
RichterB: I assume, like others, that the ship goes to the village and then the village can get you to the castle. And this being IGAvania, I imagine the ship will become beached and you can return to it at some point...
Aug 23, 2017 12:39:33 GMT -6
RichterB: ...However, I will say that the original concept art looks like the castle is on water, so that does raise the question about how you get there if not by the ship. But perhaps the village is already on the opposite side of the island art we see.
Aug 23, 2017 12:41:02 GMT -6
RichterB: I've always liked the buildup to getting to a castle or having areas around the castle, so I'm happy about these elements. I hope to see at least some outdoor/organic-type areas within the castle since we likely won't be outside it much.
Aug 23, 2017 12:43:29 GMT -6
purifyweirdsoul: Bloodstained's village looks like it's located near a volcano. I think that the village may actually be in Iceland, and the castle is on an island between it and Britain.
Aug 23, 2017 13:02:26 GMT -6
Galamoth: purifyweirdsoul And even more specifically, the kirkjugólf. ("church floor"; the natural basalt pavement)
Aug 23, 2017 13:35:08 GMT -6
Galamoth: To make this even sillier, we can always bring up bananas. We can perpetuate the myth that [even back in the late 18th century] Iceland is the world's greatest exporter of bananas!
Aug 23, 2017 13:37:06 GMT -6
Galamoth: Somebody make a banana emote, and hope that it's a [joke] food item in Bloodstained alongside mac n' cheese!
Aug 23, 2017 13:38:10 GMT -6
ZeroSbr: We'll probably find all this out by next month :p
Aug 23, 2017 14:29:37 GMT -6
ghaleon: Cheese flavoured beer. doo eet...seriously though. they've made bacon and pizza beer. where is my cheese beer
Aug 23, 2017 16:05:44 GMT -6
Galamoth: ghaleon o_0 Where is my peanut butter-flavored wine, then?
Aug 23, 2017 16:30:34 GMT -6
Fangamer Steve: Hey folks! I just finished working on a bunch of update assets!
Aug 23, 2017 22:45:49 GMT -6
Fangamer Steve: So, we'll probably have an update soon!
Aug 23, 2017 22:46:10 GMT -6