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Post by goldstorm07 on Aug 7, 2015 8:05:45 GMT -6
I'd like to see the robe of the Alchemist guild as a costume to be found within the castle.
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Post by goldstorm07 on Aug 7, 2015 8:03:40 GMT -6
Certain elements are very important in alchemy and may constitute holy equipment. Mercury in particular was thought to be a liquid form of silver and so would be REALLY potent against demons.
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Post by goldstorm07 on Aug 7, 2015 8:01:52 GMT -6
I will want to see a BUNCH of different collectables to search for within 1600+ rooms. Diary entries explaining the history of the demons and alchemists, weapons and spellbooks hidden in secret rooms, equipment with unique mechanics and perhaps a music box to switch the music for different areas.
I'd also like to see enemy designs as they come up. There will need to be a LOT of monster types to fill up the biggest castle ever.
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Post by goldstorm07 on Aug 6, 2015 10:29:11 GMT -6
He will definitely be important. He might be a boss that tests Miriam to see if she can maintain control of her body.
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Post by goldstorm07 on Aug 4, 2015 14:20:18 GMT -6
I forget, aren't Weapon Critical Specials in this game? They're basically item crashes but a bit less nuts.
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Post by goldstorm07 on Jul 31, 2015 12:23:03 GMT -6
I must wonder how teleporting will manifest in this game. It could be part of an attack or just a movement system, who knows.
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Post by goldstorm07 on Jul 31, 2015 12:17:05 GMT -6
Looks interesting, I hope it turns out better than the average videogame movie.
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Post by goldstorm07 on Jul 31, 2015 10:45:15 GMT -6
I wouldn't worry about it. IGA knows what we want in the end, and there's no way he'll make us wait very long.
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Post by goldstorm07 on Jul 31, 2015 6:33:26 GMT -6
I will go to $250 if I can.
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Post by goldstorm07 on Jul 30, 2015 19:19:41 GMT -6
Gebel here looks like ProtonJon (one of the people who leads the credits clans)
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Post by goldstorm07 on Jul 30, 2015 18:50:28 GMT -6
Assuming all the characters can use the options from the main game, it'll be fascinating to see who works best with what powers and what weapons. I'd imagine everyone will be able to play well with their favourite and still be able to endlessly experiment.
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Post by goldstorm07 on Jul 30, 2015 18:46:27 GMT -6
I think squid people would fit but not much else.
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Post by goldstorm07 on Jul 30, 2015 18:44:34 GMT -6
I mentioned it in another thread, but when backer suggestions are opened up I intend to bring up a DLC idea to IGA and Ben: with the roguelike randomizer using a whole bunch of assets in a stored base, reuse that base of assets and rework it as a dungeon designer kit. This would let longtime fans construct the castle they've always dreamed of and share it with the world. It would be a perfectly doable reworking of existing materials but something that should be left until the main game is fully done.
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Post by goldstorm07 on Jul 30, 2015 18:38:00 GMT -6
A lot of individual spells could work. One example would be erupting a flame on the other end of the room and teleporting into the flame for travel. Another could be summoning crystal stalagmites in a line to deal special elemental damage.
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Post by goldstorm07 on Jul 29, 2015 10:25:58 GMT -6
I've gone back to Okami. I am utterly obsessed with that game.
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Post by goldstorm07 on Jul 29, 2015 9:56:49 GMT -6
I didn't think the Soul system from Chronicles of Sorrow would ever return, but it looks like IGA has a soft spot for it. Good thing, since it's my favourite magic/subweapon system in the series. I'm not entirely sure how I feel about a soul system. . . On one hand I like the idea of collecting everything, on the other hand if this system requires you to pick and choose between magi-crystals I can see myself being frustrated that I can't all the things. But there is not enough information yet and revisions are guaranteed. That being said I love the idea of levelling your magi-crystals. I am hoping if this system is implemented that (for example) the first 9 levels are basic ramp up in whatever the skill does (lets say a charge attack that does 100 DMG lv.1, 125 DMG lv.2, 150 DMG lv.3, etc.), but at max level (let's say 10) the skill gains an additional ability, utility, animation, or anything to make the skill feel complete. We'll likely be able to attach more souls at once than we could in the Chronicles of Sorrow due to having more buttons to work with.
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Post by goldstorm07 on Jul 29, 2015 9:38:19 GMT -6
If you can use all three characters in the bonus modes like the random dungeon, the game will have immortal replay value.
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Post by goldstorm07 on Jul 28, 2015 21:16:55 GMT -6
Basically, if any of you have played Marvel vs Capcom, it's Magneto's double jump. The idea shows up in a few platformer games and has merit on its own, it just requires good design and planning to make its impact noticeable.
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Post by goldstorm07 on Jul 28, 2015 13:37:08 GMT -6
A Djinn might be another good enemy type. No idea what it would do but it would be powerful.
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Post by goldstorm07 on Jul 28, 2015 13:20:00 GMT -6
Honestly, I hope that if the pregenerated dungeon feature is received well enough, we can get a DLC for a designer pack. I am sure there are COUNTLESS Castlevania fans that have drawn and mapped a castle of their own design and have always wanted to explore their creations in a game. It would be one more thing to add to a complete masterpiece.
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