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Post by arokh on Apr 11, 2019 0:17:09 GMT -6
Just want to share this:
Looks pretty neat. I especially like the use of 3D effects in this case. (familiar movement etc.) The boss is also well made.
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Post by arokh on Feb 15, 2019 1:06:08 GMT -6
It seems the Dragon Zombies from CotM got lost on the way to Dracula's Castle. xD
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Post by arokh on Nov 17, 2017 8:55:59 GMT -6
Well I see what you mean, I guess I am still hoping for a variable difficulty setting to satisfy hardcore igavania and/or Castlevania fans as well. xD I personally like difficulty a lot. (thus a huge fan of CotM) To stay on topic, it should work in a slightly different way than in Dark Souls I agree. (to reveal secret rooms that way would be neat idea as well) If taking anything from the Dark Souls asynchrous multiplayer, preset messages which players could drop on the floor for other people to read would fit best in Bloodstained I think. I still like the idea of gravestones (bloodstains in Dark Souls) which gives you some information about a player's death.
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Post by arokh on Nov 16, 2017 8:39:10 GMT -6
Local/online coop was very fun in Harmony of Despair but for now I am more curious about the asynchrous multiplayer elements. Elements like these add a lot of tension for a better singleplayer and/or multiplayer experience. I remember those features from the Dark Souls series and they were amazingly executed. I would be very happy to see those things in Bloodstained as well.
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Post by arokh on Sept 28, 2017 6:18:47 GMT -6
Personally, I did play SotN and beat the final boss but I never explored the castle entirely because even without any backtracking, the game was too easy. (except Galamoth) Don't get me wrong tough, I think SoTN is an amazing game. (my third favorite CV game) But the lack of difficulty in video games were always a letdown for me. The game had lots of cool weapons with hidden mechanics like the Muramasa ot the Shield Rod but they were almost redundant because they were overpowered.
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