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Post by estebant on Jun 30, 2016 10:06:55 GMT -6
This is what I want....
I want the theatre area of the castle to have a special room where you can see the animations for each attack of the enemies in the game. Almost like they're performing for you. Maybe you can unlock the animations by using an item like a "Theatre Shield" or something where the enemy has to hit you with the attack for it to be appear in the theatre room. Almost like Charlotte's shield in Harmony of Despair. Maybe the shield can have a special attack that teleports you to the room.
I'm a completionist so I for sure would go all around the castle capturing animations. It would be so much fun.
The benefit would be, the ability to rotate the models, zoom in, pause the animation and see the beatuful models without taking damage. Mirror of Fate could do that on its menu, but the enemies were kinda dull. Also they just looped the same animation over and over. Its was pretty lame but it was better than older castlevanias just showing you a sprite. That does't sound too crazy or hard to do since theyre using 3D models anyway. It would extend the replay value without being stupid like Justes furniture collection.
Maybe the specific enemy sounds can play for each monster too. I remember old Sound Test modes would play all these sounds with generic numbers as names and I never knew what monsters they belonged to and that was pretty lame.
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Post by estebant on Jun 27, 2016 14:03:35 GMT -6
This is the fist time I listen to the podcast and I love it! Great job! It's so much better to listen to actual people discuss this stuff.
Do you think you would ever do the podcast live and have people call in? It would definitely get more views as well.
Im so happy he mentioned the harpsichord, that was my favorite part of the track as well.
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Post by estebant on Jun 24, 2016 15:49:41 GMT -6
Kind of strange nobody has really brought this up in this discussion. My immediate reaction was that the boss itself was inspired by anglerfish. Anglerfish use an appendage that is often bioluminescent as a lure to attract prey. Fish can be attracted to lights, especially in deep sea settings, so it evolved to be an effective means of predation. Now, for this boss, we're obviously talking about a demon - and throughout various religions, demons often are portrayed as pursuing and attempting to seduce humans by appealing to their lust, avarice, and so forth. Sailing, historically-speaking, has been a predominantly-male profession, particularly in the time period in which large wooden galleons were in use. Like how an anglerfish would use a shiny light to lure in fish to prey on, what might a giant sea-dwelling demon use as a lure if its prey of choice were men? To this end, the design makes complete sense to me. This isn't even the first time Castlevania does this. Lorelai and Lady of the Crypt are basically the same thing.
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Boss boobs
Jun 24, 2016 11:55:19 GMT -6
via mobile
Post by estebant on Jun 24, 2016 11:55:19 GMT -6
I'm on the camp that thinks they do look a bit silly. But I don't really take the game that seriously. I love the fact that Igas games have mostly been that way. I don't want an edgy dark Lords of Shadow feel to this game.
Silly is good!
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Post by estebant on Jun 24, 2016 11:36:21 GMT -6
That's the kind of thing you get on a public forum like this. I wouldn't worry about it. Iga-san has a very clear vision of the game and a competent team, so the feedback will undoubtedly be filtered into "useful" and "not useful". You're right. I trust Iga. I will try to make this the last time I mention it. Because I feel like talking shit on people who have good intentions is a bit mean. I understand they want the best possible game just like me. I love having a positive community. But the least they can do is play the games this project is a spiritual successor to. Maybe even read the thread so the same stuff isn't being repeated endlessly.
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Post by estebant on Jun 24, 2016 11:22:11 GMT -6
I would never try to silence anyone, as I believe everyone has the right to voice out their opinion. Even more so when they're emotionally and financially invested in this project. But they really need to get a clue of what they're talking about before providing "feedback". Do they think you're only getting one sword the whole game? What do they think is the point of the other weapons and spells? Yup. Some feedback is just kinda pointless though. I was reading Neogaf and someone pointed out it'd be much better if there was a dive kick. Well if anyone knows an IGAVANIA game you'd know that divekick comes when you get double jump. So obviously it wouldn't be in the demo and obviously it'd probably come later. Again signifying, speed happens when you upgrade your character. There's a reason they don't allow you to be too fast in the beginning then the pace is too fast and you fly by the game too quickly. You're slow and under powered with less abilities early on and as you get further, you get quicker and have more abilities. It's like they're having all these brilliant ideas that Igas team implemented back in 97. I thought it was funny at first, but then it became annoying.
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Post by estebant on Jun 24, 2016 11:04:20 GMT -6
One thing I don't think a lot of the people that feel Miriam attacks too slowly are remembering is that weapons in these games have always had vastly differing attack animations. Early weapons typically did swing out a bit slower and more simply, and later on you'd get really powerful things that do a lot of damage but have far less speed, or other weapons with unique striking paths, some that are very quick, etc. It's always been a technique to jump just a bit to swing in the air rather than attack on the ground to keep moving while hitting, and only a few of the strongest utility weapons allowed unrestricted movement while attacking. That's just weapons mind you, a lot of magic-type abilities could be used without stopping. You had to learn your hammers from your screwdrivers from your socket wrench, and use the right tools for the job. It's almost like the people complaining about speed have never played an IGAVANIA before. They're complaining about things that we know answers to. Why is she so slow? Well she gets power ups that make her go faster later typically. Why is the weapon slow? Well there's some weapons that attack quicker and some medium speed and some slow. Why aren't there sword combos? Well the games never did that because it changes the whole pacing of it. I hope when listening to the feedback, the team listens to people who seem to have a clue what an IGAVANIA game is all about and not people wanting to change everything about IGAVANIAS. Let's not forget we are here for an Igavania game not something completely different. I would never try to silence anyone, as I believe everyone has the right to voice out their opinion. Even more so when they're emotionally and financially invested in this project. But they really need to get a clue of what they're talking about before providing "feedback". Do they think you're only getting one sword the whole game? What do they think is the point of the other weapons and spells?
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Post by estebant on Jun 23, 2016 18:24:32 GMT -6
Whenever you use the cannon shard on a morte, he burns, bubbles up then explodes. You can also decapitate them with your sword. They make a painful groan when you do it.
But it's the boobs that offend people....?
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Post by estebant on Jun 23, 2016 16:55:00 GMT -6
I'll never understand the surprise people have over this not using 2D graphics. We knew from day one of the Kickstarter that it was going to use 3D graphics on a 2D plane. I don't know how anybody could have missed it. The demo already looks gorgeous and better than most sidescrollers out there. YES! I've been seeing those kind of comments ever since the kickstater launched. Its so annoying. Same for the directional weapons thing. Please quote me next time somebody asks for directional main weapons.... There is no point on having multiple weapons and spells in the game if they aren't diverse enough. The DIRECTION of the attack, the speed, the range, recovery time, MP consumption, and the elemental damage all contribute on making each weapon and spell unique. The shards are supposed to be better than your main weapon. Thats why they use MP! If you want to attack upward, you use a shard!
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Post by estebant on Jun 23, 2016 14:36:46 GMT -6
You don't seem very familiar with Iga's past work. I hope the developers know which suggestions to ignore. On the contrary, I have played plenty of Iga's games. Hence why I said there were a few things that always bugged me that I was hoping we might be able to tweak this time. It's constructive criticism. "I always liked your games but these small things have been bugging em for a while." And yet you don't understand simple gameplay mechanics as the weapons being limited on purpose in order for sub-weapons (in this case Shards) to be useful. Shards are better that your main weapon by design. That's why they use mana. Super Castlevania 4 tried a multi directional whip and it made sub-weapons unnecessary. Iga didn't work on that game, but that was a lesson learned back almost 30 years ago. Why do you think there's different weapons in the game? Different kinds of weapons attack differently. Thats why battle axes attack in an arc, spears directly in front, etc. If they had it your way, most weapons and shards would be completely useless.
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Post by estebant on Jun 23, 2016 12:56:05 GMT -6
Nice little demo. Good responsiveness, My comments: Combat: - What is that idle/standing pose supposed to be? She is in combat, so why is she posing for a photoshoot on one leg? You would never stand like that,even just standing around. Give her a real stance, preferably with her equipped weapon showing in guard position, and a sensible idle animation as well.
- This has always bugged me about Castlevania, so lets fix it here: let us attack at angles. Let us hit up and attack to swing at things above us, down-left to swing diagonally down, etc. The enemy in a position you can't hit due to only swinging straight is the bane of platforming. Especially pertinent with regard to any longer range weapons we get.
- Let us hold down to attack continuously. It's fine to be semi-auto for ammunition-based things like spells, but there is no need for it for main weapons that we will just be button mashing for anyway. All that will happen if it isn't included will be a hack to enable it, just like those controllers that had the switch for it back on consoles. Alternatively give us enemies with a parry-riposte mechanic (ie when they do X don't hit them or they counter hard) so there is a reason not button mash.
- Could we get a forward roll as well? Always bugged me that we have a roll back and a slide forward with completely different controls. The slide should be for navigation, while roll forward and back (or more accurately, roll in the given direction), mapped to LT and RT, should be for combat.
- I wish we had more interaction with the level, ie pick up a powder magazine and throw it at the enemies in combat, then light it off for an explosion with our flame magic.
- Miriam seems a bit OP compared to the enemies (even the boss didn't take many hits or have that complex a pattern), but that could just be due to this being an intro level or due to the enemy amounts not yet being balanced. I'm sure with more complicated levels or with with greater numbers coming at you, this would feel fine.
- Having the game stop to show a level-up animation while you are in mid-air could cause issues if you are trying to do a complicated jump when it happens.
Inventory:
- In the full game, I hope the stuff we set in the inventory changes Miriam's appearance.
- Incidentally, I got boots at one point that seemed to vanish into the mists. I assume that slot just hasn't been put in yet.
- Not really clear on what the stats are, especially since some appear to be compound. This will need to be clear in the final game (especially what modifiers on equipment do).
- Please don't use x to move around in the inventory screen.
- Level map is very flat appearance wise, but of course this is partly due to the level lacking special rooms. More themeing to the map would be nice (ie it is drawn over the picture of a boat).
Graphics:
- The characters stand out from the background but also don't seem to fit on it. The art style between the background and the characters is a bit disjointed, making it seem like they don't belong (could just be this map). Part of it is we are on a dark level, yet the characters are all perfectly front lit. During the boss fight, you have a brightly lit pink tentacle trying to hit you during the boss fight, but it's moving across a dimly lit ship deck.
- The power up giving lanterns stand out but also don't fit the level.
- What are these enemies supposed to be? The squid, oil men, and spirits at least somewhat fit the level theme, but the headless armors clearly do not fit the map, and I have no idea what the hell is going on with that boss. I find it hard to be scared of something put together like that and in those colors.
You don't seem very familiar with Iga's past work. I hope the developers know which suggestions to ignore.
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Post by estebant on Jun 23, 2016 12:31:16 GMT -6
If you sort under the weapons menu you get to see what kind of weapons we get to use. No shields I guess. But we do get guns?
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Post by estebant on Jun 23, 2016 9:00:35 GMT -6
In case anyone can't get their demo to work, you can watch Jim Sterling play it below! I highlight his playthrough because Mana mentioned that the "Amy Shard" was super-rare. However that didn't stop Jim Sterling so thankfully you get to see it in action Did he quote Dr. Steve Brule?
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Post by estebant on Jun 22, 2016 23:48:33 GMT -6
That was majestic. I love the Morte death animation when you use the directional shard. So satisfying
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Post by estebant on Jun 22, 2016 21:46:35 GMT -6
Just got my key!
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Post by estebant on Jun 22, 2016 21:38:32 GMT -6
Can't wait for this!
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Post by estebant on Jun 22, 2016 21:13:43 GMT -6
I'm fine with the 100% hardcore. I just wish you didn't have to beat normal mode first.
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Post by estebant on Jun 22, 2016 15:10:58 GMT -6
What's up with the Morte thing. I' bet he has a shard.
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Post by estebant on Jun 22, 2016 10:55:09 GMT -6
Whenever you get a Shard and the Shard info pops up, there should be an option to equip it by pressing a button. Most people go to the menu immediately to try it out anyway.
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Post by estebant on Jun 22, 2016 10:36:31 GMT -6
I imagine the people playing the demo didn't get more than 15 minutes of gameplay at best. I wonder what the level cap is in the demo. I also wonder if the upgraded versions of the enemy shards are present. I imagine they work like Dawn of Sorrows souls. The more you collect the better they get.
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