Post by darkodin7 on Jun 23, 2016 0:54:42 GMT -6
Hello everyone, glad to meet you all. Big fan of the Castlevania franchise. Really looking forward to this game. ($100 backer)
Like most people I could not attend E3 but im glad i could play the demo. Now I've played the demo twice already, Im going to play it even more so don't worry.
I play a of Castlevania Harmony of Despair on my ps3. Mechanics from that game transitioning into this one. A lot has maintained the same but could use some work. I realize its still in early adaptations of the game.
Now onto the details i wrote down while playing the demo. Sorry I don't have a recorder on my computer yet.
The Blood Drip on the health icon for Miriam has low frames. As a nice touch i would like that to be as smooth as possible or when health depletes I would like more blood drips to show rapidly to symbolize her death is near.
The hit boxes from my attack "Long Sword" is very tiny, short hopping and attacking has very tiny frames. The animation of the attack and even smaller hops and attacks cancel it.
Hitting the curb on the ceiling inside the boat makes Miriam drop faster.
Rapidly pressing forward and down: the animation start up is slow and could use some work. Walking/Squating
Sliding animation is kinda sloppy. Pressing jump while sliding sometimes cancels the animation of the slide and just moves Miriam while standing. Also sometimes no sound of the action is played.
Really really short hop-attack hit box is too small and high in the air for "Morte's" using Long Sword.
Drop of frame rate when Morte's spawn.
Back-dash is very long, b-dash down-cancel moves faster than regular walking speed. Consider what to do here as some players will utilize this mechanic for speed running. I my self love speedruns fyi
Back-dash-down-cancel-attack could be smoother. The attack animation comes out very slow.
The sensitivity for diagonal mid-air attacks is very low on ideal ps4 controller. I play with dualshocks as the D-pad is at a more comfortable position for my thumb and less distance from the triggers so i can combo attacks.
Back-dash momentum is stopped by jumping.(in previous works from Iga, momentum stayed with character while jumping, this can be seen in all his works) This is ideal for keeping distance from bosses AS ATTACKING BRINGS ME FORWARD INTO ENEMIES ALLOWING ME TO TAKE DAMAGE and cancelling my attack.
Walking while back-dashing and pressing attack and jumping cancels everything and nothing is happens.
Using Magic: Aiming and jumping is difficult as it required my right thumb. Please consider button mapping. (i understand i can map the ps4 controller to have "A" as a "LTrigger" but on consoles most people can't do that"
From Iga's previous works, please add double jump and glide abilities. As well as diagonal kicks to get a higher reach off of enemies head's.
Red Crystals could be mapped with button inputs such as holding UP or Down and pressing Triangle/Y button for multiples trigger attacks. As seen in Castlevania Harmony of Despair.
Trigger Attack "Head Flail": Sound effects get cancelled when landing.
After attacking(long sword or kick)>animation for aiming with magic (right thumb stick) doesn't appear until after 4 seconds.
That is all i could find for in-game mechanics. As of tonight, im sure i can find some more tomorrow.
Like most people I could not attend E3 but im glad i could play the demo. Now I've played the demo twice already, Im going to play it even more so don't worry.
I play a of Castlevania Harmony of Despair on my ps3. Mechanics from that game transitioning into this one. A lot has maintained the same but could use some work. I realize its still in early adaptations of the game.
Now onto the details i wrote down while playing the demo. Sorry I don't have a recorder on my computer yet.
The Blood Drip on the health icon for Miriam has low frames. As a nice touch i would like that to be as smooth as possible or when health depletes I would like more blood drips to show rapidly to symbolize her death is near.
The hit boxes from my attack "Long Sword" is very tiny, short hopping and attacking has very tiny frames. The animation of the attack and even smaller hops and attacks cancel it.
Hitting the curb on the ceiling inside the boat makes Miriam drop faster.
Rapidly pressing forward and down: the animation start up is slow and could use some work. Walking/Squating
Sliding animation is kinda sloppy. Pressing jump while sliding sometimes cancels the animation of the slide and just moves Miriam while standing. Also sometimes no sound of the action is played.
Really really short hop-attack hit box is too small and high in the air for "Morte's" using Long Sword.
Drop of frame rate when Morte's spawn.
Back-dash is very long, b-dash down-cancel moves faster than regular walking speed. Consider what to do here as some players will utilize this mechanic for speed running. I my self love speedruns fyi
Back-dash-down-cancel-attack could be smoother. The attack animation comes out very slow.
The sensitivity for diagonal mid-air attacks is very low on ideal ps4 controller. I play with dualshocks as the D-pad is at a more comfortable position for my thumb and less distance from the triggers so i can combo attacks.
Back-dash momentum is stopped by jumping.(in previous works from Iga, momentum stayed with character while jumping, this can be seen in all his works) This is ideal for keeping distance from bosses AS ATTACKING BRINGS ME FORWARD INTO ENEMIES ALLOWING ME TO TAKE DAMAGE and cancelling my attack.
Walking while back-dashing and pressing attack and jumping cancels everything and nothing is happens.
Using Magic: Aiming and jumping is difficult as it required my right thumb. Please consider button mapping. (i understand i can map the ps4 controller to have "A" as a "LTrigger" but on consoles most people can't do that"
From Iga's previous works, please add double jump and glide abilities. As well as diagonal kicks to get a higher reach off of enemies head's.
Red Crystals could be mapped with button inputs such as holding UP or Down and pressing Triangle/Y button for multiples trigger attacks. As seen in Castlevania Harmony of Despair.
Trigger Attack "Head Flail": Sound effects get cancelled when landing.
After attacking(long sword or kick)>animation for aiming with magic (right thumb stick) doesn't appear until after 4 seconds.
That is all i could find for in-game mechanics. As of tonight, im sure i can find some more tomorrow.