inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 21, 2016 11:08:54 GMT -6
I mean it's still one castle, it's not like it automatically makes it a stage based game. It's a good idea to help differentiate. I think it'd be cool if it only becomes color coded once you leave that location and go to the location.
So you're in the chapel it's blue, you go to the library now the chapel has become a color. Once you've gone through an area once it then becomes part of the color system.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 21, 2016 9:24:27 GMT -6
Well, he said some shards you will find in chests in the game. So they could be these, and i'd imagine they serve as the 'relics'. So double jump, super jump, some magic abilities ( button combo spells).
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 21, 2016 8:38:50 GMT -6
Actually it was one of the first questions in the FAQ. Most if not all the original FAQ questions was updated on May 13, 2015 so I'm thinking this was one of the original questions, so I don't think they were asked about it. I think they've been thinking of an extra castle from the beginning. Yeah, I do recall such a thing. I think that, if they're actually going to do it for the main game, the mention of "inverted castle" is just a teaser. The surprise reveal may actually be a very different kind of second castle (more relevant to Bloodstained's story instead of just being a throwback to Castlevania), like the "Reflected Castle" idea. As someone already said: Nobody "hates" the idea of another Inverted castle... it just wouldn't be entirely as surprising as intended, for some people. Not as much of a refreshing concept. I mean I don't think there goal was to surprise us on features. Obviously they aren't gonna say, inverted castle is in the game. Though we aren't here to be surprised by completely different types of gameplay. It's all very igavania. They just want to make the best one. So if anything it comes to NO surprise that they're bringing back all the elements that made Igavanias exciting in the first place. To make the greatest hits game! For example I wouldn't be surprised if there was a transformation feature in the game. They'd try to keep that as a surprise but to me it's something that wouldn't be a surprise but would be very welcome
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 21, 2016 0:54:49 GMT -6
They weren't asked by anyone. It was a generic basic questions FAQ that was with the Kickstarter from the first day it was posted. Meaning an inverted castle is probably on the brain which was later confirmed to be something that was at the VERY LEAST have been discussed.
So it's not a definitely never an idea, and definitely not a late addition or something. It was something that if its in the game it was the plan for the main game since the beginning
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 21, 2016 0:40:36 GMT -6
It's worth remembering that on the Kickstarter from day one was a faq question about an inverted castle. So it's very likely that if they have talked about doing one it was a very conscious decision for the main game to begin with and not an add on feature, cuz why else mention it at all?
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 20, 2016 12:43:58 GMT -6
Zombies, Skeletons, Medusa, Harpies, Vampires are all fair game. It's a matter of if they want to veer to close to castlevania type enemies.
So medusa head might be playing it too close where it's ripping them off. Medusa however? That's fine. Skeletons again totally fair, you can't be sued because you have skeletons/zombies/vampires in a game.
I fully expect and hope that skeletons are a big part of it because if they are not it'll feel odd to me.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 20, 2016 11:17:53 GMT -6
The distance you travel during rolling the pad from one direction to the other is probably at most about the width of Alucard's sprite in either direction, and I don't think there's a platform in the game smaller than that. I don't see that part as a problem. I think I could do Soul Steal on the planks in the cathedral bell towers as well as anywhere. I also never had this issue come up with Dark Metamorphosis happening while I was platforming or attacking. That's a perfect storm of accidental inputs for that to happen...rolling 180 degrees upward on the pad while also hitting attack/jump. I'm almost certain actions were overlapping and otherwise more difficult due to how inputs were read, though. Ironing that out would solve most issues with this, and there are some other ideas like a relic specifically for simpler/intuitive spell use that also allows them to be used in the air, but consumes an accessory slot. Like, instead of buffs from a Moonstone or whatnot, you can now use up+Y for Soul Steal even while you're in the air. Could provide new mobility options, even. Anyway, one good point in all this though is in the tenseness of a situation. If you're in a level where you're crowded by enemies, you may not want to risk getting out a Soul Steal. This may be the old guy "back in my day" sensibilities speaking, but that seemed to actually enhance the experience or be an intentional choice. Were Soul Steal executed with a single direction/button whenever, Medusa heads filling the screen would have been at no point any sort of threatening. Any sort of challenging monster-based level design would have been trivialized (even more than already, lol SotN). Heck, long as you had the MP for it, you could have more often abused the invincibility of Hellfire's teleport to similarly get you out of trouble. yeah I agree but instead of accessories I think it would be better to have an ability shard (you know one of those permanent ability things) one that you can program to make the spells easier or something. though I do have to admit I did accidentally do dark metamorphosis when I tried to do soul steal sometimes lol Dark Metamorphosis was my favorite input spell and it's one thing I wish they'd shamelessly rip off. Glowing red, yelling " DARK METAMORPHOSIS", blood spilling on you to get life. It's just so much cool in one spell.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 20, 2016 10:58:57 GMT -6
You just gave me an idea. I do think that doing a inverted castle is not very fun because that has ben done before. It was a huge surprise back there, not so much now. BUT, i think that CAN be done if it is something really different than what we are expecting. Like, you defeat the "final boss" and you met the requirements to unlock the second castle. Than, you teleport to it...and IT IS a OLD, broken, destroyed, decayed, inverted castle! Unlike Symphony of the Night that, most probably, due to budget and space limitations, the whole scenario was just inverted with few changes here and there at the looks, the Bloodstained inverted Castle COULD exist if it's looks are not only inverted, but vastly different, like: - Overall decayed, destroyed and broken look.
- Lava instead of water at the water areas (wich would require an ability to traverse it).
- Some areas have broken pieces and debris that changes the acess to some areas.
- Some elements of background at the first castle are at the player area now at the second castle.
- Bosses at places that didn't had bosses before.
And such...This could be cool. It could still exist a inverted castle, but with a very whole different look and feel. Not just a pallete swap like it was at SOTN. Yeah, see, we're agreeing with the same thing here. But you have to remember that when people think inverted castle they're thinking just flipped not actually reconfigured. Which is what some people don't want. Well, I don't think anyone said do it EXACTLY like SOTN. I mean let's be honest, everyone's claiming they want a unique game but thus far it's a purely IGAVANIA type experience. If you didn't say Bloodstained I'd assume it's Castlevania. So, a lot of the elements we all know are in it, but that doesn't mean they can't put their unique spin on it like with the inverted castle. They could easily take THAT idea and perfect it, switch it around and do something cool with it. I mean if we don't want repeating ideas then we probably wouldn't have shards because it's like the soul system, if we didn't want repeating ideas we wouldn't have familiars in the game, if we didn't want repeating ideas whips wouldn't be in it, or a castle wouldn't be in it. The repeating ideas are what makes IGAVANIA games great. They can definitely repeat ideas but it's important to try and do something new with them. The Shard system has many different types for instance a new one being directional. We've never had a directional type of magic ability in an IGAVANIA. So just right there is a fresh spin on an older gameplay type idea.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 20, 2016 10:27:15 GMT -6
Yeah but what hasn't been done? He's had extra new areas before like the chaos realm, he's had a castle A and castle B before....he's done a bunch of different things but nothing has touched the coolness of the inverted castle. An extra area at the end would be just as similar as doing an inverted castle. Except the inverted castle is a bigger change then an extended area. I know the inverted castle has been done before but you could do a UNIQUE take of it and really flesh the idea out more. All I'm saying is if he's gonna do something after the true ending, I'd much rather prefer something like an inverted castle where it really switches things up and gives you the whole thing to do again rather than an extra area that can be beat in a couple minutes. While most of this is technically true, IGA hasn't specifically done the Reflection kind of secret castle before. That, in itself, is already unique in a manner of speaking. It's already an interesting twist to think of, that the true Castle located directly in the hellish realm that demons come from is the "reflection" of Gebel's Castle seen in the lake surrounding it. I'd imagine that, upon entering the Reflected Castle, its "Entrance" could be sealed off for a time (until certain conditions are met), and what was previously the final area of Gebel's Castle (where the final battle takes place) is now just an area preceding this new Castle's final area. Maybe, instead of entering this second Castle from the top floor of Gebel's Castle, the gateway to it would be at the bottom (forbidden area/catacombs, perhaps). ^ A few areas of the Reflected Castle could have hazy or "underwater" atmospheres, and other areas could literally be sunken in their entirety. Even in the view of backgrounds outside the Castle's walls, we could see some bizarre differences from the landscape of England in our human world. Of course, I wouldn't forget the incentive for finding "relics"/skills that would enable further exploration of the second Castle. I would definitely hope Bloodstained does this much better than SotN's Inverted Castle (as even Castle B in Harmony of Dissonance did, what with the fact that you still needed to collect certain relics in Castle B to be able to fully explore both Castles in that game). Despite saying all this, and finding ideas for a "Second" Castle very interesting, I still think that such a thing would be relegated to DLC. "IGA's Biggest Castle" translates to only one Castle filled with 1,600+ Rooms, making it truly the biggest individual Castle yet in an Igavania game. Well, any main content would come with the main game. I don't think if there plan is to have an inverted castle you beat the main boss and then it says...COME BACK LATER WHEN DLC IS AVAILABLE. lol If there is an inverted castle or some extra portion after the real ending..... I'd be willing to BET you it's in the main game. 5 bucks!
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 20, 2016 9:36:15 GMT -6
Yeah but what hasn't been done? He's had extra new areas before like the chaos realm, he's had a castle A and castle B before....he's done a bunch of different things but nothing has touched the coolness of the inverted castle. An extra area at the end would be just as similar as doing an inverted castle. Except the inverted castle is a bigger change then an extended area. I know the inverted castle has been done before but you could do a UNIQUE take of it and really flesh the idea out more. All I'm saying is if he's gonna do something after the true ending, I'd much rather prefer something like an inverted castle where it really switches things up and gives you the whole thing to do again rather than an extra area that can be beat in a couple minutes. You just gave me an idea. I do think that doing a inverted castle is not very fun because that has ben done before. It was a huge surprise back there, not so much now. BUT, i think that CAN be done if it is something really different than what we are expecting. Like, you defeat the "final boss" and you met the requirements to unlock the second castle. Than, you teleport to it...and IT IS a OLD, broken, destroyed, decayed, inverted castle! Unlike Symphony of the Night that, most probably, due to budget and space limitations, the whole scenario was just inverted with few changes here and there at the looks, the Bloodstained inverted Castle COULD exist if it's looks are not only inverted, but vastly different, like: - Overall decayed, destroyed and broken look.
- Lava instead of water at the water areas (wich would require an ability to traverse it).
- Some areas have broken pieces and debris that changes the acess to some areas.
- Some elements of background at the first castle are at the player area now at the second castle.
- Bosses at places that didn't had bosses before.
And such...This could be cool. It could still exist a inverted castle, but with a very whole different look and feel. Not just a pallete swap like it was at SOTN. Yup, a more unique take on it.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 20, 2016 7:18:10 GMT -6
Oh man, you guys bum me out with the inverted castle hate. It was my favorite part of SOTN. The layout made me think a bit. The enemies were harder, and it extended the gameplay a good deal while giving me the whole thing to re-experience in a different way with new bosses and enemies. You're getting it wrong, man. Nobody's saying they hate a surprise extra area. It's just that the concept of the 'Inverted Castle' has been done. IGA himself even said this. A surprise extra area would be a thing everybpdy would enjoy. But just flipping the map wouldn't be a surprise. Yeah but what hasn't been done? He's had extra new areas before like the chaos realm, he's had a castle A and castle B before....he's done a bunch of different things but nothing has touched the coolness of the inverted castle. An extra area at the end would be just as similar as doing an inverted castle. Except the inverted castle is a bigger change then an extended area. I know the inverted castle has been done before but you could do a UNIQUE take of it and really flesh the idea out more. All I'm saying is if he's gonna do something after the true ending, I'd much rather prefer something like an inverted castle where it really switches things up and gives you the whole thing to do again rather than an extra area that can be beat in a couple minutes.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 19, 2016 19:30:05 GMT -6
I want to reiterate, the new track we got is a good step in the right direction and I hope there's more of that melodic beauty.
We really need a track that has a clear focus on piano again honestly, Dance of Pales is one of a kind and I'd really like a track that can capture that essence again. A lot of the music feels upbeat so far in comparison.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 19, 2016 17:24:25 GMT -6
Oh man, you guys bum me out with the inverted castle hate. It was my favorite part of SOTN. The layout made me think a bit. The enemies were harder, and it extended the gameplay a good deal while giving me the whole thing to re-experience in a different way with new bosses and enemies.
I mean, they hinted at potentially doing it I'd hate for them to be scared away from the idea. The thing is it can be done better and to me that is reason enough to try it once more. To do a far better fully realized version of it.
Maybe the inverted castle has a few new abilities and new paths that are blocked off. Maybe, it's changed in a big way that prevents you from blowing through it. Who knows but I feel like the inverted castle in SOTN was really awesome but there was room for a better version of that. To me an extra secret after the real ending is a big part of IGA games and to me nothing has topped the inverted take. So trying a new spin on that would be fantastic and a good way to say IGA is back
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 18, 2016 13:53:14 GMT -6
I've got it but I haven't had much time to use it yet. Only have like 4 pokemon.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 18, 2016 13:50:50 GMT -6
Just a random thought, I was wondering if the weapons them selves will have a LV and we can level them up by use... That'd be cool but I doubt it. There's a real chance that familiars will have leveling though based on the demo, and hopefully that means they will expand their abilities like in SOTN. Like the SWORD Familiar being usable.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 18, 2016 13:28:05 GMT -6
I always thought this was the warp point. Then again it shows a Library in the picture so would a warp point just be within the background and not it's own separate room? Idk.... Either way, that's a really cool visual within the library.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 18, 2016 11:30:01 GMT -6
I haven`t had a chance to play the whole demo because I don`t have a Windows computer. I tried to play in on friend`s PC, but it was an old laptop so it was very slow and it didn`t work well. My opinion will be based on the many videos I have seen of the gameplay. -Everything looks and feels great, backgrounds, Miriam, enemies, effects - I can`t complain about anything, I am so happy with the progress. -I like the 2D perspective, that you cannot see much of the floor. I wouldn`t like it to be more angled.-I like the animation of Miriam getting the shard. -I like the way Miriam looks, moves and fights. -I would like a playable male character with his story - Zangetsu would be really great. The development for the gameplay of male character should be as good as for Miriam. -I like that the ship is moving on the sea. -The boss was strange, I didn`t like it much. The main part was ugly and seemed too colored (I accepted it by now and it is fine), but the huge boobs were strange and I didn`t like the idea. I guess it was an answer to the community for huge threads and discussions about Miriam`s chest (haha..). -Enemies were interesting. I hope there will be male demons like Incubus instead of Succubus, because the main character is female. I cannot stress this enough. They gave it a more 2d perspective in the end and it looks VASTLY better than it did when they originally showed it off. Even though a lot of people voted for the more doll house effect look, I think it's become VERY apparent that this works best for Bloodstained as it's the closest thing to making it look like a Sidescrolling Igavania.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 17, 2016 7:31:31 GMT -6
Really simple criticism. Can the backdash have a more present sound effect? You can barely hear the current one. I'll have to disagree with this one: people will chain the backdash a lot because of how fast it is. This means any speedrun is going to sound really annoying if the backdash has a loud sound effect. Not as annoying as "CHARLOTTE! JONATHAN!" but still... I really like how subtle the backdash is right now. I'm not asking it to be loud but at times it sounds like there's no sound effect at all which is jarring to me. She's doing a movement and naturally there should be a pretty obvious sound connected to that. Especially in the water when you do it it sounds like you're doing nothing lol
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 16, 2016 15:21:50 GMT -6
Really simple criticism.
Can the backdash have a more present sound effect? You can barely hear the current one.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 16, 2016 14:06:24 GMT -6
I honestly think the reflection in the water is a cool twist on the SOTN inverted castle idea.We will see in the end.
|
|