Post by DSLevantine on Jul 30, 2017 23:47:44 GMT -6
After creating THIS THREAD, it was suggested that more questions could be made, breaking them at topics. At first i thought about one thread ber theme, but, why don't put everything in a single thread, so people can take ONE HOUR to answer them all? Great idea, right?
So, without further ado, here's 25 questions for all of you to answer, about these themes: Overall (Enemies, Plot, Content, etc), Equipment & Shards and Stratch Goals. Again, some of those questions i did before in old threads, but mosf of them are new.
OVERALL
1) Do you prefer less enemies, but they are all unique, or more enemies but with pallete swap ones among them? Biggest Igavanias normally have 100+ enemies, but all of them had pallete swaps. Considering Bloodstaine's scale, it can reach a number around 150 or more. So, would you prefer, for instance, 150 enemies with 30 pallete swaps or 100 unique enemies?
100 unique enemies are more interesting but I accept pallet swap
2) What are your thoughts over cryptic secrets? Secrets that are so hard to find or require so out-of-the-box thinking that is almost impossible to find out without a guide, like turning into a wolf inside a cavern and getting out in the form of a bat to open a passage (Symphony of the Night)?
They need to find a balance. Not too easy but not so hard, there is no point to create a secret that no player can find it.
3) Some Igavanias had secrets, items and equipment that could only be found by sheer luck. Enemies with extremely low percentage drop rate for those things, or something even more challenging, like Order of Ecclesia, that had rare chests randomly appearing at scenarions and having random rare items, forcing the player to replay areas countless times to get them. What are your thoughts over luck-based gameplay like that?
For me, it is a nuisance, I will get the item eventually but grinding for random chest is not fun.
4) Say the name and make a small description of a scenario you would like to see in the game that is NOT Entrance, Library, Clock Tower or anything related to Caverns or Dungeons of any sort.
5) IGA said in a old interview that Miriam has her heart crystalized already (we can see that by the fact that her left breast has a crystal rose) but Gebel has almost all his body crystalized, EXCEPT his heart (we can see that by the fact that his chest has a left-angled area clean of crystals) and IGA said that this is relevant to the plot. What do you think that could mean?
Miriam killed Gebel to get his heart to replace her own.
6) "Hard Lock" is a term for areas that it is completely impossible to reach without the right progression ability, while Soft Locks are areas that you cannot traverse normally without a progression ability but you CAN find a way to do that without it, by clever thinking. For instance, a Hard Lock would be a door that requires a key or a absurdly high plataform with walls covered in spikes that requires flying. A Soft Lock would be a high plataform that requires double jump but you can reach it using a specific Shard combined with a specific set of weapon moves to propel yourself up in a really intricate way. Igavanias always had both of them. Hard Locks are mandatory to stop sequence breaking, but even so, Hard locks VS Soft Locks. What do you prefer?
Get rid of both
7) Igavania games are famous for offering a lot of options, gameplay-wise. Lots of powers, dozens of weapons, crazy combinations of equipments. There is a developer term called "Decision Paralysis" and that is also a psychology term. It means when you have so many options that you don't know what to do and feel overwhelmed in a bad way. Some people reach the point of paralyzing to do anything. Some criticism towards some Igavania games (specially Symphony of the Night and the Sorrow series) is that they offer a lot of options (weapons, items, souls) that a ton of them are rendered useless by others, inducing in a overwhelming feeling of either not use anything or trying to use them all. Playing Igavania games, did you ever felt that? Do you think Bloodstained could have that problem?
Nope. I never felt that and it is not a problem.
8) What would be the worst offender for you, considering Bloodstained overall, between the options below. YOU CAN ONLY CHOOSE ONE:
a) Microtransactions (the ability to use real money to buy stuff that would require game-money, like buying a ring at Anne/Dominique shop for 2 real life dollars instead of 20.000 in-game gold).
b) Plot-relevant DLCs (A fundamental piece of the plot can only be played by buying DLC)
c) Out-of-place Boob jokes (Anne complaining how small her breasts are comparing to Dominique or Miriam, the first time she mets Miriam, considering she just lost her parents).
d) The main aspect of plot turning out to be a love triangle, with Miriam being the love interest of Gebel and Johannes.
I can't choose. I will say ABD will make me regret for backing this game.
9) Miriam should move and fight faster than she is right now, by default? (considering her without any powerups whatsoever)
NOPE
10) Exp degradation is something that was used on Symphony of the Night and Harmony of Dissonance to prevent grinding. The same enemy started to give less and less exp (A LV 10 enemy gives 10 EXP when player is at LV 10, but gives 5 EXP when player is at LV 20 and 1 EXP after LV 30+, for instance). This was abandoned in later games. Do you think Exp degradation could make a comeback to prevent grinding?
Why get rid of grinding. It is taking away a play style, it feels like the players who don't grind want to away the grind option from the players who grind.
11) Choose ONE enemy from any Igavania that you would like to see a comeback at Bloodstained. State it's name and from what game that enemy is.
12) IGA loves references. Symphony of the Night had The Magic of Oz, Aria of Sorrow had Black Kamen Rider and a lot of Igavania games had Jojo's Bizarre Adventure references. What reference would you like to see in Bloodstained?
EQUIPMENT & SHARDS
13) Choose ONE Weapon from any Igavania that you would like to see a comeback at Bloodstained. State it's name and from what game that weapon is.
valmanway
14) Choose ONE Power / Magic from any Igavania that you would like to see a comeback at Bloodstained. State it's name and from what game that power / magic is.
weapon + beam skeleton glyph union
15) Bonus-increasing Enchant Shards, like CON boost or element resisting ones like Holy Resist (mentioned to exist at E3 2017 demo) are things that can be easily covered by equipments. What do you think of shards like that? Clever, necessity or lack of creativity?
16) Regarding progression abilities, abilities and equipment required to keep going at the game, like double jump and such, a lot of Igavanias had some clever ideas. Symphony of the Night had the Mist form, that could traverse grids. Portrait of Ruin had Frog transformation, letting the player enter at really tiny areas while Order of Ecclesia had Paries, a magic that let you enter inside walls at certain spots to reach the other side.
Create a progression abilty that you would like to see in Bloodstained, aside from the basic (Double Jump, High Jump, fly) and what was used before (armor to break spikes, glasses to see hidden spheres to attack them...).
STRATCH GOALS
17) 2nd and 3rd playable characters should have complete plots for themselves (that would most probably steal resources from the main game), small plots or no plots at all?
small plots
18) Mention a SILLY CHEAT CODE, something comical and funny, that you would like to see in the game.
19) There is a Stratch goal called "New Boss" that went completely overlooked. It was created as a filler to fill up the space when Bloodstained got funded in less then a day and reached 1.5 million. It's description was "New Boss! You unlocked this one while we were writing this update! Now IGA and Inti Creates will be able to add another boss to the castle. We'll profile the extra bosses, enemies, and weapons you earn this way in a future update."
The game didn't had any decided size at that time or any of that. Regarding that, do you think that this stratch goal was useless and just a filler to fill up space because they didn't had any idea what to do or it still has any meaning?
20) Should Classic Mode, where the game will be rearranged to at least six punishing and hard stages like the old times of Nintendo hard games, unlock items and stuff for the main game? Or that would be unfair for completionists that can't beat Classic Mode due to how hard it will be?
Igavania game is not about difficulty.
21)
Do you think Nightmare mode, a really hard difficulty mode for the main game, could have items and stuff for exclusive for it? Or that would be unfair for completionists that can't beat Nightmare mode due to how hard it will be?
Igavania game is not about difficulty.
22)
IGA's biggest castle is promised to be at least 1600 rooms. Both Symphony of the Night castles have 1890 rooms combined. Do you think that means that IGA's biggest castle stretch goal WILL NOT BE REACHED if the game ends up having less than 1890 rooms?
I am fine with 1600+ rooms
23)
Roguelike dungeon should be like most roguelike games (random generated dungeons that are hyper hard and has no saving) or it should be "Igavania's style" roguelike dungeon, something different? (random generated dungeons maybe easier or with checkpoints).
24) We will be able to play with bosses in Boss Revenge Mode, in special areas against heroes. Do you expect Vepar to be playable in that mode?
Nope
25) How much do you think would be fair to ask for a fourth playable character in a slacker-backer campaign before the game's release? 100.000 (the same amouth for second playable character), 250.000 (the value for the third playable character) or 500.000? Or the game doesn't need a fourth playable character?
$0 since we can still back the game, I am sure Iga gained more than 5.5m from this campaign.