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Post by Squirrel Taskmaster on Sept 9, 2019 21:29:55 GMT -6
Konami threw its gaming division under the bus, and I wanted more CV style games. It wasn't just Castlevania either, several franchises and subgenres were being left to rot, so at the time crowdfunded projects were the only game in town.
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Post by Squirrel Taskmaster on Aug 2, 2019 0:23:20 GMT -6
Smells like bullshit to me. That goofy-ass "we'll email you a download link but it won't work with any online stuff tee-hee" disclaimer sets off all kinds of warning bells. Wouldn't be shocked if it's some clownshoe selling cracked copies of the Steam version.
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Post by Squirrel Taskmaster on Jul 25, 2019 14:26:35 GMT -6
I think that Beast Guardian would be better if it were toggled, but I think that of most Manipulate shards. I made a very simple macro to function as one, actually. I can press F8 to hold the button down, and F10 to release it. Back to the main point, just go ham and use both. Add Silver Knight, Welcome Party, and Shield Weapon(or something with a command parry) for extra laughs.
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Post by Squirrel Taskmaster on Jul 22, 2019 11:07:24 GMT -6
Nerfing the endgame stuff is no good, but I can't really disagree with the changes to Welcome Party and Dullahammer Head. That said, rather than an across the board chop job on them, changing their growth so that they start weaker but can end up in the original place at 9/9 might be a better solution. I'm a bit torn on Heretical Grinder, since it is really strong for the early game... but at the same time it's a very important tool for a non-NG+ run if you want to get the first Zangetsu medal. Maybe they could even go another route instead of nerfing, by reducing the drop rates for the strongest/most overused shards, or increase the price to rank them up. Of course though, this is a single-player game, so whether anything seriously needs to be nerfed from a standpoint of difficulty, is kinda questionable.
Even my own hopes for some changes to things are based on a desire for variety and broader range of equally good choices so players get to fiddle around with more shard and weapon loadouts, rather than thinking the game is too easy and should be turned into Hitting Yourself in the Genitals With a Hammer: The Game. There are so many interesting abilities I would prefer that people weren't all inevitably slotting into the well-traveled ruts of the attacks that are obviously far stronger or have massive utility. Like for a while, I adjusted Miriam's look to be kind of like the girl in The Exorcist, and I ran around using nothing but Acid Spray to barf everything to death, that was funny. Hell, I'd love it if there was an option to randomize the base attack power of every shard when you started a new game, so you have a heavy reason to do something novel each playthrough.
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Post by Squirrel Taskmaster on Jul 20, 2019 20:07:54 GMT -6
For map adjustments, something else that would be nice is to have it remember the state of the Miriam-trails, so you don't have to turn it off every time you open the map if you don't like them there.
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Post by Squirrel Taskmaster on Jul 20, 2019 20:05:08 GMT -6
Haha, that's even better than pogo-stomping its head the entire fight.
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Post by Squirrel Taskmaster on Jul 19, 2019 16:29:05 GMT -6
Morpho is a genus of butterflies, it's been used as a name in a lot of games beyond Gunvolt when something butterfly-related pops up. That said, I'm sure you're right that the ribbon was done up like Joule/Lumen's at some point and was otherwise a reference that got dropped when Inti was removed from the loop.
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Post by Squirrel Taskmaster on Jul 17, 2019 19:54:07 GMT -6
Out of curiosity though, are we certain that classic mode didn't get repurposed as CotM?
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Post by Squirrel Taskmaster on Jul 16, 2019 20:33:21 GMT -6
The icon wasn't present for me, but I fiddled around with the Eye and Shift. Didn't get any sort of reaction. Did you have the green chest bug by any chance? This is merely an ass-pull whisper of an idea on my part, but I could imagine a scenario where the fix relocated bum chests somewhere and replaced them with new ones.
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Post by Squirrel Taskmaster on Jul 16, 2019 15:33:28 GMT -6
As many little details are hidden in the game's mechanics, I'm halfway wondering if items/recipes that ended up like this were done on purpose to encourage people to explore desynthesis.
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Post by Squirrel Taskmaster on Jul 16, 2019 12:53:18 GMT -6
This is sort of off on a tangent, but the survey is unusable by anyone that doesn't have a google account for security/privacy reasons.
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Post by Squirrel Taskmaster on Jul 15, 2019 10:32:49 GMT -6
My main concern with Carabosse is that her skillset means she's intended to be left out all the time but has very poor reaction time on her actions and only situational use for her non-combat functions. If nothing else, speeding her up would go a long way to improving her. With Bloodbringer, it loses its worth as an equipped weapon during Nightmare because it's Lv1 just like you. You'd have to either very carefully change and rebalance it, or give it some kind of conditional Nightmare-only boon. The problem is that these familiars have to compete against one that can rapidly attack anywhere in the player's field of vision, hit for respectable damage, and hit five times in a go. And that's the other solution, of course; hard-nerf the heads. I'd much prefer that they be enhanced before dullahammer head gets nerfed, should the devs decided to reach for parity between familiars if they adjust things in the game down the road.
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Post by Squirrel Taskmaster on Jul 15, 2019 10:17:23 GMT -6
I'd like the history/Miriam-tracking pips toggle to be remembered too, instead of always defaulting back to being on.
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Post by Squirrel Taskmaster on Jul 14, 2019 13:19:53 GMT -6
I'd like to see some of the not-dullahammer familiars brought up in usefulness. Like have the fairy's beams fire more often, fire multiple in one cast, maybe make them course-correcting by rank 9, fired without moving into position, and have them pierce terrain. Buer is actually fine as-is, because its power lies in the shenanigans it lets you get up to rather than direct automated assault. And speaking of the heads, maybe switch the number of heads to being determined by rank rather than grade? Still vastly useful, but allows a slight limiter on the power creep by tying it to getting access to the materials to enhance the shard. Some platform edges feel like they need a bit of tweaking(horizontally extended collision boxes). My instincts keep saying I've got a few more pixels to stand on something, but I end up going just a bit too far and falling. In boss rooms, change the suspend feature to one for restarting the battle. It gets annoying having to go back to the title, reload, return to the room, and skip cutscenes again every time something goes wrong. People who are vying for the boss medals will thank you. Sound effects from fire-based shards all have noticeable mic static/pop/something. I've noticed some sound effects in general are much louder than others for no apparent reason, that might be the problem here. Another little thing is that sound sourcing is based on Miriam's position rather than the camera, so there are a couple of times during the game(the easiest to repeat is at the very start when the seama busts in the window while you talk to Johannes) where the stereo sound will output effects that seem misplaced compared to what you're seeing. Some theoretically common monsters are a bit thin in supply(or at least have no super-quick farm spot at a room transition). In particular I'm thinking of Simians. Only singles show up, only in a few places, yet they're the sole source of a couple materials needed for a number of items. I'd say try and pin down critters like this and find some emptier spots in the game to pack a few into one room. Note I've only played through the game as a cold-start Nightmare run, so if normal mode has the things all over the place I guess disregard; most people probably have the benefit of a NG+ item stockpile when they do Nightmare or Hard. Shuffle the food availability around a bit. By mid-game you can have bonuses in the upper teens of every stat except STR, which you'll only have like +2 from food at best. So I'd say move some of the STR food to the earlier parts of the game. Doesn't even have to be the recipes, just stick a few of the completed items in chests here or there.
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Post by Squirrel Taskmaster on Jul 9, 2019 20:02:21 GMT -6
Nightmare with forced Lv1 treated me pretty well. Also, even if the medals don't have a function, they're good for the sake of forcing you to not cheese the bosses completely with healing items.
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Post by Squirrel Taskmaster on Jul 7, 2019 18:16:28 GMT -6
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Post by Squirrel Taskmaster on Jul 3, 2019 21:16:17 GMT -6
I definitely checked them early on due to paranoia, but I know the general rule of "no secret in a save room" so I eased off after a while. On the other hand, I've been pleased with myself at some of the walls I saw and had a gut-feeling which was instantly rewarded.
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Post by Squirrel Taskmaster on Jul 3, 2019 21:06:42 GMT -6
It soups up your kick attacks a lot. You can also use it to get the medal off the Tower boss relatively hassle-free, by pogo-stomping the lower head.
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Post by Squirrel Taskmaster on Jul 2, 2019 13:55:11 GMT -6
The game is awesome and I absolutely want sequels. By all accounts, the game has sold extremely well too. Other people have already said it, but the groundwork is now laid and the devs/publishers know the audience is there. It's more a matter that I don't think there's a need for another crowdfund at this point.
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Post by Squirrel Taskmaster on Jun 22, 2019 12:24:55 GMT -6
I don't use Galaxy at all, it should run without issue. If Galaxy is installed any games you install will create a shortcut that launches Galaxy at the same time as the game, so delete that and make your own direct shortcut to the game exe(or just navigate to the folder and run it each time).
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