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Post by Yän on May 26, 2018 20:07:40 GMT -6
roguedragon05 Haha, yeah sure But nah, the point is that with jumps like that, failure feels like a fault of the clunky jump rather than my fault because I wasn't good enough. Most of my jump-related deaths happened as a mishap rather than because I was beaten by the challenge. That's how I feel about it anyway, others might feel differently and that's totally fine In some sections I noticed that too - Miriam's higher jump was not exactly set up for some of the more precise platforming sections. By the way, that's another thing that even slight air control could have solved (ok, I'll shut up about it now ). Other than that I actually preferred Miriam's platforming abilities. I sort of felt more agile when playing as her.
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Post by Yän on May 26, 2018 19:30:09 GMT -6
Aside from liking the game a lot for many reasons, I'm not a fan of no-air-control-jumps. Most of my deaths were caused by this and it always felt because the jump-feature is clunky rather than because I didn't have enough mastery over the game. I feel like some minor air control would have made the gameplay feel a lot more fluent. As for the casual mode: I'm totally in favor of it. It lets everyone experience the game the way they like it without any drawbacks. I especially like that it was explicitly stated in-game that there were no drawbacks of choosing this mode. Great design decision in my opinion! Committing to your jumps is a staple of Classicvania though. Take that away and it becomes just another platformer. That kind of floaty gameplay works for IGAvania since platforming is nowhere near as much of a focus, but Classicvania is all about precise jumps and tricky enemy placements. Eh, I know it was like that in the very first Castlevanias but in my opinion that just makes the jumps feel a bit unresponsive and clunky. It gets extra frustrating with the instant death drops, haha. I much prefer the platforming gameplay in IGAs games actually. I think they have more refined platforming mechanics - air control, being able to jump higher or lower depending on tapping or holding the jump button, additions to the system such as double jumps and flight mechanics and so on... Either way I must stress again that I did like Curse of the Moon a lot and had a blast playing it for the first time, even with these old-school-jumps.
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Post by Yän on May 26, 2018 9:22:34 GMT -6
Aside from liking the game a lot for many reasons, I'm not a fan of no-air-control-jumps. Most of my deaths were caused by this and it always felt because the jump-feature is clunky rather than because I didn't have enough mastery over the game. I feel like some minor air control would have made the gameplay feel a lot more fluent.
As for the casual mode: I'm totally in favor of it. It lets everyone experience the game the way they like it without any drawbacks. I especially like that it was explicitly stated in-game that there were no drawbacks of choosing this mode. Great design decision in my opinion!
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Post by Yän on May 24, 2018 16:32:56 GMT -6
I quite liked Gebel's victory animation. I believe I never got to see Alfred's though.
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Post by Yän on May 24, 2018 16:29:48 GMT -6
I played it that way, works perfectly! With the official fullscreen mode I experienced weird graphical glitches (grey flickering horizontal bars)
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Post by Yän on Apr 29, 2018 9:05:51 GMT -6
You get to look at the main menu for free but it's 5$ to unlock the "Start Game" button. The unlock is gone whenever you click the button, so the next time you want to start, you'll pay again
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Post by Yän on Apr 27, 2018 19:00:16 GMT -6
Cool update! Here's what I think:
New enemy! I like the Decarabia design a lot! Looks super creepy and evil. I also like that it's a physics-object reacting to your hits against it. Some more HP on it to capitalize on that would be good I think. I love the idea with the chain, especially when it hangs from the roof. The one at the bottom is kind of like a Mario-Chain-Chomp but with actual physics. There's one thing that I think needs some improvement here and that's the super weak feeling of killing these guys. Why are the physics not enabled on the killing blow? I think they should be enabled, the chain should break and after the enemy flies away, you can do the dissolve-shader-thingy. That would make killing them much more impactful and satisfying. Right now it's more satisfying to deliver regular, non-lethal hits than the final blow because the physical reaction is so much stronger.
Quests! I like that the villagers give you personal quests but these revenge-quests.... I'm not sure if I interpreted it correctly but it seems like you could just kill any of this type of enemy and the guy is considered "avenged". I don't think that this is how revenge works / should work. It should have to be one specific target, as in "these specific 4 demons killed my friend, find them and kill them, here's a description of where you'll have to look for them:[...]". Not only would that suit the revenge-narrative much more but it would also feel more like a quest. It would also break up the regular gameplay by giving you something specific to look for and by then setting up pre-designed encounters of certain enemies spawning in a certain area for a certain mission. Plus it would feel a lot more personal! I know it's more work but if you just have to kill any random enemy of a type a bunch of times it just feels like an afterthought.
Mini-game About the mini-game... I don't actually know what to say. Is the change welcome or unfortunate? Who knows? We just don't have enough information about it.
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Post by Yän on Apr 7, 2018 7:26:48 GMT -6
Yeah, it was confusing that Anne was left to be a "secret" when they already said Rena Strober is voicing her on the kickstarter update. Bloodless came as a surprise. But left me in questionmarks. How do you mean it was a secret? He says "Bloodless, Anne, and a few other roles we aren't ready to reveal yet". Me and Yan were talking about it At least I'm not the only one haha
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Post by Yän on Apr 6, 2018 10:24:32 GMT -6
Pure Miriam Haha, no worries, just poking fun at it ^^ Oh and I second that reasonable request, Purify made lol
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Post by Yän on Apr 6, 2018 7:34:46 GMT -6
Pure Miriam Did they say he was Gebel? In the update it says that he's the previously unknown character "The Coachman", doesn't it? Are fans just "wrongly assuming" here?
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Post by Yän on Apr 6, 2018 7:21:54 GMT -6
purifyweirdshard Eh, I get what you're saying but when talking to the public, equally as important as what you're factually, directly stating is what your statement indirectly says. I know he's right - they were assuming it because they were told that from the beginning. Omitting that last bit of information makes it seem like they're trying to leave out that fact to twist the truth and put the blame on someone else (even if that was not the intention and there was really no one to blame as it's not really anything bad). I just don't think he phrased it in a way that reflects the truth unambiguously. So factually he's not wrong... The youtube comments tell me that I'm not the only one who found the phrasing strange and not quite as upfront as it could have been. Again, not a major issue but something that should be noticed to prevent potential future screw-ups when it actually matters. I'm not saying that Angel had any bad intentions, I know he's not that kind of person. Oh, and about the Anne-part: my fault, missed that bit!
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Post by Yän on Apr 5, 2018 14:42:03 GMT -6
Loved the video! It was very interesting to hear from the voice actors' perspective again. One thing I don't get is why you try to spin the truth about the Gebel assumptions to make it seem like it's been the fans' fault. I mean, it says that Hayter is going to be Gebel on the official Kickstarter page. It's not a crime to change your mind or your plan on stuff like that. Such changes happen a lot during development. Besides anyone can look that up and saying that those were just rumors told by fans just makes you look unprofessional. Just tell people the truth! (I think that David Hayter actually looks like he's a better fit for Zangetsu than for Gebel so I'm happy about the change myself) One thing that I found a bit odd was that you made a secret out of Rena Strober's other roles since it's already been confirmed in the update that she also plays Anne. It's no problem at all, just something I noticed. I think that the idea to have a time-reversal ability is pretty cool! Could definitely be a shard. I'd imagine it like this: While having it equipped, all positions of enemies and the player get saved into arrays for each frame. When you use the ability (hold down a button), time plays backwards. It drains your MP really fast. It only works within the same room. That way it would be possible to correct little mistakes: get hit by an enemy, rewind time to before you got hit (pay with a bunch of MP), avoid enemy attack and kill the enemy. I'd love to use that! The broken mic trick was pretty cool
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Post by Yän on Apr 5, 2018 8:17:29 GMT -6
Bags instead of icons changes the loot dynamic quite a bit.
Remember the clock tower section in SotN with three items on three pedestals that are visible but out of reach? Seeing what those items are really made you want to have them. Generic same-ey wooden chests wouldn't have the same effect. Also, think about enemies with a common and a rare drop - maybe you're farming for that rare one but aren't interested in the common one at all. Now you'd have to pick it up anyway, taking extra time for it and being disappointed most of the time.
I like the idea of colored bags (and chests!) and I had the same idea before I even read it. In general, giving items color variations to signify different effects is a great time-saving gamedev-trick that usually works pretty well. Perhaps there should be some subtle pattern-variations on the bags too for color-blind folk. That said, maybe it's also cool to have different colors based on item-type instead of rarity. Consumables are blue, crafting materials are brown, armor is gray, weapons are red, etc etc... That would give you a more specific idea of what that drop may be rather than just knowing how rare something is. At the same time there would still be enough mystery around it to keep you intrigued.
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Post by Yän on Mar 14, 2018 3:34:13 GMT -6
I mean I suppose 3D models already exist of all items in the game so it wouldn't be too difficulty maybe? I don't know... There may not even be 3D models of stuff like say... armor. Or food. Or crafting materials... This may really spiral out of control if they have to redo all of that stuff as models. Also, it seems kind of weird, seeing that they already have quite polished, nice looking icons.
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Post by Yän on Mar 9, 2018 15:10:06 GMT -6
Absolutely beautiful! Voyage of Promise in its orchestrated version sounds like it came straight from the Curse of Darkness soundtrack which I really love. It's been interesting to read what Mana is up to these days too. She'll make everything look fantastic, I'm sure! Great news all around!
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Post by Yän on Feb 28, 2018 16:29:31 GMT -6
The little bits of music in there sounded way better than the demos already. I'm convinced that this soundtrack is going to be absolutely amazing.
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Post by Yän on Feb 25, 2018 14:45:43 GMT -6
Kitti_W Ah I see! Thanks for the midi file. Those guys doing these transcriptions have a really good ear and are insanely patient haha. Glad they exist as these midis are the foundation for my Castlevania arrangements. That's why I was reminded of the DoS Clock Tower since I arranged that one too. Thanks for the links. Followed you on Soundcloud The other song is nice too. Cute little composition.
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Post by Yän on Feb 24, 2018 16:16:14 GMT -6
Kitti_W Man it's awesome to hear the finished work after all this time. Definitely paid off! I noticed how you used the bass-rhythm of Dawn of Sorrow's Clock Tower theme. This changes the pace of the song. I think it sounds good and very Castlevania-like indeed! You fixed the ending too! Sounds way more like a finale now. Nice! Is there a version of the song online without the game sounds? I'd like to listen to it as it is (though from a game-composer's perspective it makes sense to play your music together with the game-sounds). Also, you'll be faster with making new songs in the future, I'm sure of it. Oh and don't you plan to die at 66, that's too young haha Hope to hear more from you in the future
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Post by Yän on Jan 31, 2018 17:22:44 GMT -6
Great update! Johannes-Model (as well as every major character's model) needs a higher-res version for cutscenes and mugshots like that though. Textures look especially blurry. I mean, it's completely fine outside of such scenes, with how small these characters appear. I guess that this is work in progress since Johannes was only there for a couple of frames and wasn't the update's focus. I like the fact that we're getting some crafting again. Enjoyed that in Curse of Darkness! That rabbit hole went really deep in that game with some of the items requiring crazy long crafting chains and complex combinations. Gram can be turned into Fire, Ice or Thunder! That's going to be badass!
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Post by Yän on Jan 23, 2018 14:50:30 GMT -6
I really liked this feature in Super Smash bros Brawl. Bring it on!
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