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Post by Wally on Feb 14, 2019 6:17:47 GMT -6
One thing I haven't seen people mention is that in the trailer it looked like a rapier weapon had a combo of attacks that ended in a rapid flurry of thrusts. Were weapon types given combos?
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Post by Wally on Sept 26, 2018 23:53:17 GMT -6
Ideally I want a mage character. Alfred seems like he is the only one that fits the bill, but I would take someone like Dominique if she was a mage substitute. And I am talking about full on magic like Sypha, Yoko, or Charlotte.
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Post by Wally on Jun 28, 2018 21:56:05 GMT -6
A bestiary is a given in the final version... right? Most of the monsters are going to drop shards, equipment, items, and materials for crafting so I figured that I didn't even need to mention a bestiary as a feature to add, but if a bestiary is not in the works, you must reconsider
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Post by Wally on Jun 28, 2018 19:04:05 GMT -6
I have a few pieces of feedback in this wonderful demo:
1. When there is dialogue, the in game text does a weird thing where the text doesn't move on the the next line until the words are out of the text box. Only then will the words indent to the next line. It's a minor annoyance but a polishing request.
2. The mini map has some customization features that are all great except you can not zoom out as much as you should be able to. Doing the max zoom out of the Galleon Minerva mini map still leaves a big empty space on the bottom half of the mini map screen. The Zoom out should make the map take up the whole space, or centered in the middle if not.
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Post by Wally on Jun 11, 2018 12:34:10 GMT -6
I'm more concerned with making the achievements built into the game since I'm getting the switch version and there is no built in achievement system there Shovel Knight did it right! I suppose with the fact that Bloodstained is getting a Switch version, it would almost need built-in achievements. I once considered this idea, too, if only for the fact that Shovel Knight is making a literal cameo in Bloodstained (as the "Shovel Armor"). Yeah, but Curse of the Moon didn't have a built in achievement system. I wouldn't be surprised if the Switch was left under the bus as achievements usually get thrown under the bus with Nintendo versions.
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Post by Wally on Jun 2, 2018 0:31:51 GMT -6
Yeah, I am also on the boat that this should only be exclusive for a while before being available to everyone else. My thought process is thinking in the long term. One example that has always annoyed me as a completionist is that it is virtually impossible to collect all of the pokemon in some of the generations since some pokemon would only be available through special events or time sensitive intervals (Celebi is an example in gen 2). Going back on these games on a retrospective angle, it is just unfortunate to be locked to content like that FOREVER. Some people weren't even born when gen 2 was released and it seems like an unfair restriction to put on the future audiences who never actually had a chance of getting Celebi legally in the first place. I do not want the same to happen to Bloodstained.
A more recent example is Shantae: Half Genie Hero. I have only ever heard of that game after the game was released, and there is similarly backer exclusive content (although it is now open to the public as a deluxe edition of sorts). It can just give the impression that someone like me is screwed if the marketing never reached me until it was too late, and there wasn't really anything I could do except be at the right place at the right time, which seems unrealistic for everyone.
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Post by Wally on May 29, 2018 21:54:09 GMT -6
I'm more concerned with making the achievements built into the game since I'm getting the switch version and there is no built in achievement system there Shovel Knight did it right!
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Post by Wally on Nov 13, 2017 23:44:58 GMT -6
I have little experience with rogue like games, so I'm just spit balling here. Would an online multiplayer rogue like mode be a good idea? Online multiplayer in story mode may lead to a lot of issues, but it would be nice to have a human companion in a difficult procedurally generated dungeon, no? Bonus points if you can choose between one of the three playable characters. I think this mode has the most potential for replay-ability, so an online option could cement its longevity.
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Post by Wally on Nov 8, 2017 5:31:38 GMT -6
I would love for the extra characters to be fully fleshed out.
1.) The two best options on how to handle the character's stats are either a leveling system or an increase in stats when beating a boss like in Julius mode. The former lets you make yourself as strong as you need to while the latter leads to less grinding and a more streamlined challenge.
2.) Having a menu is a must have. In the past, the extra characters were artificially more difficult and cumbersome because you couldn't do these things:
take advantage of elemental strengths/weaknesses by equipping different things buy and use potions to heal yourself with/have access to a shop having access to the bestiary to look up strengths/weaknesses see how much experience you need before leveling up again having a character portrait (I love portraits and have been met with disappointment from their non-existent portraits)
All of these things involve a menu. While these extra characters may not have complete access to the menu's features like Miriam, it is still important to have.
3.) There should also be items to find as these extra characters so that there is an actual reason to explore. These things could simply be another version of their default weapon that makes their attack a different element. They could also not start off with every ability and need to beat bosses for that to also encourage exploration.
4.) Some plot would be nice although I'd say that's the lowest priority.
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Post by Wally on Nov 7, 2017 4:42:31 GMT -6
I personally want an enchant shard that makes you gain no experience and increases the chances of getting shards or drop items. That or an enchant shard that makes you gain money instead of experience. I want to have a way of farming for items without over leveling myself. As a completionist, it is too easy for me to trivialize the game by trying to get everything.
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Post by Wally on Oct 27, 2016 0:38:49 GMT -6
That's a good scenario right there. Normal on par with DoS would be good for newcomers or people who don't find difficult games fun while still remaining more difficult than SOTN, Hard mode on par with OOE would be good for experienced players, and Nightmare could be for people who want to rip their hair out or break their controllers while playing a difficult game. Everyone gets what they want. i could go for this, i never got around to 100% OoE but i love running SotN every now and then and im currently slogging my way through the PoR arena for items at 60 i will say this though, i actually like SotNs difficulty curve (DoS has a similar curve but more refined for less of a swing) for normal because the levels and the gear overtake it, it allows you to choose your own difficulty by deciding what level you want to shoot for and what gear you want to use to make it to the end, instead of the curve being set to meet up with the gear and stats where by the end youre forced to use the best gear and almost max lvl to beat the final boss or abuse the magic/item system for an easy kill. if you want to nuke drac with dual crissaegrims/inf buffalo stars/godshield you can, if you want to challenge him to fisticuffs in your bloomers at as low a level you can manage, you can (thatd be a couple hour fight worth streaming >P) part of the reason i keep bringing up relics that would allow you to freeze your level, gold, and mastery (if its implemented) is that it would give us another way to tweak the difficulty (along with gear) on the fly (as well as hopefully being easy to implement for the devs). game getting too easy? freeze your level and mastery, equip weaker gear and continue, and if it gets too difficult later you turn them off and put on better gear ^_^ I agree with this so much. As a completionist, the castlevania games became to easy for me because I would become so overleveled from framing rare drop items. A relic that allows me to freeze my experience would stop me from being too strong.
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Post by Wally on Jul 16, 2016 10:47:20 GMT -6
Thank you for this wonderful demo, Iga.
My only request is to take your time turning this game into a masterpiece. Meeting that March 2017 deadline is ideal, but do not hesitate to delay the game to achieve a high level of polish or to perfect features. Your are truly my favorite game developer in the world and I have high hopes for this game!
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Post by Wally on Jul 15, 2016 22:14:07 GMT -6
Hm, I don't know, guys. I know where you're coming from, wanting there to be "more to" the other playable characters, but I think it would also be great to focus on the uniqueness and customization of Miriam while other characters could have systems that significantly change gameplay in other, fresh "new" ways while also staying quite 'vania. I guess this is a bit of speculation in my head that I haven't gotten around to posting yet, lol. I really expect Zangetsu's gameplay, assuming he is in the game, to be quite reminiscent of Getsu Fuuma. A lot of us were exposed to him the first time as an extra character in Harmony of Despair: His original appearance (whip skeletons!): The weapon, coloration, presence of kanji tied to his attack/design, a hunter of demons in a hellish game world...they seem as close or more related than Miriam is to any Castlevania character imo. Old school Konami developers seem to really like Getsu Fuuma Den anyway, haha. So what I would like and expect in Zangetsu's case is a more traditional power-up style gameplay with drops being augments to sword attacks and abilities using his ofuda, as well as subweapons similar to Fuuma's. Perhaps he could also be a character more reliant on command input attacks? Maybe a charge up > release projectile? He is also certainly the "demon samurai type", certainly collects swords, and has this awesome screen after he does: youtu.be/5VuU2rvPmGI?t=4809 So...yeah, I would rather see them go in different directions with the other playable characters than just be like Miriam. She can be the Alucard, Zangetsu the Fuuma, Johannes(?) the classicvania Belmont...Gebel the Joachim (that's how I've pictured him so far lol)? These characters could still have reasons for exploring all of the castle. For example, Zangetsu's swords or abilities may be improved with the help of an alchemy NPC (Johannes, Miriam) who he trades money/ingredients with. There are a lot of possibilities, and he could still have visual customization effects. tl;dr I like power-ups I feel like a compromise can be reached between the two game play styles. Having a unique gameplay style and being able to equip various pieces of armor/weapons do not have to be mutually exclusive. Granted, Miriam's shard copying ability should be unique to her if that is what you are talking about. The extra playable characters in the past castlevanias have never been that appealing to me. You have a giant castle to explore, but have no real reason to explore since the money/weapons/armor you would find aren't useable for the extra playable characters. This makes exploring the castle feel bland, boring, and more like a chore. Add to this that there may be moments where you would want to level up your character, but there was no menu to let you know how much experience you needed left. At least have a menu screen! A simple solution to this would be to make some of the special abilities unlocksble after defeating a certain boss. If Zangestu is playble, maybe he can start off with the double jump, but would have to unlock the "gravity boots"/the ability that essentially lets you fly. As for the weapons, if Zangestu uses katanas, the weapons he would find throughout the castle could simply be more katanas. Some of them could be elemental or have special properties like increased range. That would still keep his play style unique without it getting stale after a few minutes since attacks lack combos and whatnot.
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Post by Wally on Jul 9, 2016 18:30:14 GMT -6
Come on guys! If Miriam can power herself up via throwing a glass of wine on the floor, then having her walking out of a menu screen does not seem like a stretch. Bloodstained will certainly have it's serious moments, but it shouldn't take itself seriously 24/7. A touch of humor is always a nice change in pace!
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Post by Wally on Jun 25, 2016 19:24:25 GMT -6
Well I just finished playing around with the demo for a while and I'm extremely hyped about how this game will turn out. It felt like a Castlevania game; SoTN, Aria, Dawn or Ecclesia. The environment was captivating and the enemies were fun to even look at. Aside from some rough edges (flail skill animation, sliding kick cancels, ect) the game actually played fairly well. I only have two "nitpicks" concerning the content in the demo: The Boss- I liked the colors and general vibe the boss had, but the textures (or lack thereof), intentional or not, made the boss slightly less engaging in a visual perspective in comparison to the enemies leading up. I understand she's a goopy, blubbery mess that came from the sea, but I think she needs a little more detail for her overall textures. Her midsection, although, had a lot of character, but the "upper face" was pretty bland. Hit Confirms- The overall action in the game feels fine, aside from some rough edges (as to be expected in a super early demo), but does anyone else feel like the hit-confirmations fell a little flat? I'm talking about when you strike an enemy with either magic, your sword or your foot. I'm not sure if it's lacking that extra "punch" in either a visual queue or and audio queue, but when I was hitting enemies with my attacks I didn't really feel like I was actually doing much in the process, aside from the damage numbers. Was it just me? Overall great demo guys and I really enjoyed trying the game out! I'm extremely excited. Perhaps a way to fix that issue is to have stronger visual cues of enemies being hit. Past Castlevanias showed the monsters shining in a rainbow of colors for a few frames when being hit. Other tricks games have done was to incorporate a pause or a few "frozen frames" upon impact to emphasize damage. There are many ways to go about it.
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Post by Wally on Jun 25, 2016 10:23:31 GMT -6
I am aware this is just an E3 demo, but the level felt too easy and Igavanias have typically be criticized for being a bit too on the easy side (with the exception of Order of Ecclesia). After recently replaying some of the older Castlevanias, it seems like a strategy used to make fighting enemies more difficult was to receive dramatic knock back when getting hit by an enemy. Part of the reason Dullahammer felt too easy was because Miriam stayed in place and was overall unfazed after just getting hit by a massive ball and chain. She could just continue attacking and there was no real sense of danger.
Symphony of the Night had knock back that scaled with the amount of damage taken. If Alucard got hit hard enough, he would fly across the room (kind of like losing a stock in Super Smash Bros). Speed runners would take advantage of this tick by skipping entire rooms that had cut scenes.
To summarize, don't be afraid to make us die a few times and force us to study an enemy's attack pattern. I also believe that the game's difficulty doesn't only need to stem from enemies. It would add to the variety if there were some platforming challenges (and not just in the Clock Tower sections that feature none other than the Medusa Heads). Hopefully is as difficult as Order of Ecclesia or even harder!
I loved the demo regardless. As a huge fan of Igavanias, I felt it necessary to be hard on the game.
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Post by Wally on Jun 24, 2016 22:22:44 GMT -6
I hope the other playable characters are fully fledged. In the past Igavania games, the extra characters lacked a menu screen that showed their stats, equipment, portrait, elemental resistances, familiars, etc. It made leveling up and playing through the game feel less in-depth and bland at times. A big reason for this was due to time constraints as these games were coming out yearly at some point.
It seems like Bloodstained is taking its time (in a good way) and I hope that means these extra characters will have multiple weapons to equip (probably not to the same extent as Mririam, but if Zengestu uses swords for example, maybe he can equip the same swords Miriam finds throughout her adventure in the same treasue cheests). This will really increase the game's replay value in my opinion.
I also hope that one of the playable characters is a mage oriented character like Charlotte from Portrait of Ruin. If Zengestu is indeed a playable character, that means we already have a close rage, melee based character and helps if the third character has a unique and different play style from the others.
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