Post by PCTrax on Jul 12, 2018 22:35:00 GMT -6
I told myself that eventually I'll make a feedback post on the forums here, and finally here we are!
Anyway. I felt I put in a decent amount of time into this demo; both playing casually and speedrunning the game. So here it is:
Simply put, the gameplay is solid. Feels how an IGAvania should feel like. Movement feels similar to SotN (floatyness, movement speed), the control scheme is similar to the DSvanias, and you can do classic shenanigans such as jump cancelling. I find the maps/rooms so far to be pretty good overall in terms of navigating, and enemy placement. Some enemy placements might need some adjusting. For a demo, the game offers a good selection of items.
I'm not super finicky when it comes down to graphics, so I don't have much to say about 'em. The character/enemy models look pretty good. The backrounds are currently a hit or miss - some look fine, others look unfinished. The lighting in some areas do seem like they need some tweaking.
The soundtrack is excellent. Fantastic work by the composers. Nothing terrible to mention about the game's sound effects. Something that many people have mentioned that I do agree with, is that Miriam yells too many "HOOOs" and "HAAAs" when attacking. It's especially annoying when doing jump cancel attacks.
Vepar is a neat fight, I don't think that anything has to be changed, except how her tentacle attack can still hit you after she dies. The only thing that's taking away the awesomeness of the Zangetsu fight is the fact that you can hilariously cheese him out easily since he cannot attack behind (except for one sword swipe attack that can hit you if you're close enough).
- Spear-type weapons are very powerful in this demo, especially early game. They do almost the same damage as their claymores, and could be jump cancelled quicker. I would honestly expect that they will be nerfed in the full release.
- When running the game, it is rather annoying to keep on mashing start to skip cutscenes. Pressing start once should skip the whole cutscene in my opinion. Hopefully cutscenes would be skipped automatically in the full release's speedrun mode.
- When Miriam falls from a certain height and lands, she will be locked in a crouching position for a short time, similar to how it is in SotN. The only way you can can cancel this animation is by pressing jump a few frames before she lands. Like in SotN, you should be able to jump cancel while Miriam is in the crouching position.
- I honestly feel that QCF inputs in this demo are clunky. There are many times where I know for a fact I'm doing the input correctly, and the special attack won't come out. I've been playing fighting games for years, so doing these inputs feel natural to me.
- Comparing to the previous IGAvania games, Miriam's turnaround animation seems slower. You can still snap into backdash from a turnaround, but seems like you'd have to wait a few frames before you can.
- By now, we already know about the game breaking glitches we can do especially with the katana dash. Other glitches that I have encountered were soft locking when getting a new shard in between room transitions, and cutscenes not working in the crafting shop.
Overall, this demo is better than what I expected, but does need some polish.