thrashinuva
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[TI2] I'm interested in this.
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Post by thrashinuva on Jun 23, 2016 22:04:13 GMT -6
Okay I think I figured out what about the boss bothered me.
The boss doesn't feel like it has much impact. Like for a boss, it feels like it should be a big deal, but it kind of feels like just another enemy, only it's big. Given that this is the first boss probably, that may be expected, but then again given that this is the first boss probably, maybe it should be more impactful.
Perhaps dialogue will make it run a mile, but the boss on its own doesn't make me feel "I gotta worry about this thing".
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Post by CastleDan on Jun 23, 2016 22:11:45 GMT -6
Two comments for the last two posters.
First poster - it doesn't need to be faster. If you've played igavanias before they're roughly always around this speed. You typically get abilities that can be used to make you go faster. That's the benefit of moving slower because you can build off of that.
Second- I totally get the boss claim that it kinda lacks impact. A good example is in SOTN when you get hit by a powerful boss and Alucard flies across the screen into the wall. Somehow replicating that would be a good move. I imagine it's not an easy animation to get right but certain hits sending your character flying definitely gives the impression they're a boss
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Post by civilizedcactus on Jun 23, 2016 22:40:12 GMT -6
I overall really enjoyed the demo. Movement and Combat felt good for what options we had (double jumps and diving/jumping kicks I assume will be in the full game. Those add a lot of dynamics to movement and combat). Aside from some of the obvious bugs mentioned already, like the funky hitboxes when attacking some enemies and etc, I wouldn't want to see much changed in those departments. The boss probably could have had a couple more attacks for varieties sake, but I think the overall difficulty is fine for what I assume is an early area.
Visuals I have a tiny bit more to say on. I like that hat, scarves and boots appear on Miriam, but I hope that this is something that can toggled. I wouldn't want to end up finding a hat that has better stats, but doesn't visually match my scarf, so I'd want to turn off the hat appearing on my character. Or if I like the moveset of boot weapons, but don't like the way it looks, I'd want to turn the boots visibility off.
The enemies look great. They match the atmosphere great (I especially like that the dullahammer looks like he's made of sea urchins). The boss's looks have been brought up frequently already but I feel the need to give my two cents. The only thing I'd think I'd like to see is the blue of her skin being a little darker so that the crystals and seaweed on her body stand out a bit more. PLEASE don't give in to making the boss less sexualized. IGA's games have had a history with these kinds of creature designs that are both monstrous and sexual (Like Scylla and the Succubus from Symphony of the Night, and Camilla from Circle of the Moon). I really like that dichotomy and the no-holds-barred enemy design in these games. I think the boss really felt like an Igavania boss and I think changing it much more would be a real shame.
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Post by Randy 355 on Jun 23, 2016 23:56:48 GMT -6
Broadly I want to state that I think the demo is pretty great. It is not perfect, but it shows a LOT of promise and I'm really excited to play the the finished product. Here's a quick rundown of what I liked/disliked: Liked: +The music, fantastic! +Overall the look of the game (3D models on a 2D plane) looks sharp, I like the amount of detail in the environment +The combat is good, I like how different attack types (Bash/Slash) work differently on different enemies. The shards seem cool and I like how they have more use than just combat (lighting the cannon fuse) +The level design and traversal is classic Igavania, awesome! +The back dash +The enemy designs and their mechanics, I like how you can dodge the Dullahammer's mace if you get in close enough +The effects around leveling up and the shard absorption are great! +The details of seeing Miriam wearing the headband, presumably the cloak changes appearance too Disliked: -Miriam feels slow in her movements and her attacks -The boss fight was rather mundane and not very challenging -Did not like the sexualized boss design -The slide feels too short, the one area in the demo where you slide should be covered by a single slide move -It was a little too easy to accidentally crouch/slide -I'd like to see different armor pieces change Miriam's appearance too -Some of the platforms were a little hard to see/notice -It'd be nice if the weapons had a short combo rather than the same attack animation over and over, a quick 1-2 slash or 1-2 kick There's probably more I'm forgetting both good and bad, but I am VERY pleased by what I played in the demo. Can't wait for the return of IGA! I agree with this post. Though the boss' design didn't bother me too much. Wasn't wowed by it either. Loved the way Miriam handled, and enemies were varied and interesting. I love the environment and felt it was very immersive. It felt very close to SotN, and that's always a good thing! What I would like to see most is more fluid animations for Miriam. Her actions just seem very clearly hand animated. I don't expect any kind of motion capture on movement, but I'd like to feel like there is weight behind every motion she makes.
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Post by mobilevil on Jun 24, 2016 0:03:51 GMT -6
I guess many of us are seeing the same issue but I don't have time to read though all the post so I am posting anyway. with my primary gaming PC connected to a 1080P TV via HDMI, running GTX860M. seemes the game has problem handling windows position and/or resolution. the game started in windowed mode and i changed it to full screen 1080P, and than the game is no longer visible. it is in the background or something. so I moved to my laptop and leave the display setting alone.
is there anyway to reset the display setting? delete the save file or some ini file?
a quick comment on the game itself is that the moving objects are blending to the background compared with the other igavania games.
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Post by rytoex on Jun 24, 2016 0:30:00 GMT -6
Oh, kinda unrelated request, but part of the build. Can we get the music used in this build? The Galleon track was amazing, I found myself humming it after playing the Demo. The music seems to be available from files within the Steam app folder, though they are in a special format. I've seen some uncertainty about whether or not it's okay to openly discuss those files or make them available for download, so I'll leave it at that unless someone from the team says what's okay and what's not. If this reply itself is inappropriate, staff/mods may feel free to delete it.
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Post by vicroy on Jun 24, 2016 1:26:45 GMT -6
Greetings, So I found the movement alright and reported some bugs. However I do think the attack time for the rapier could be done a little faster along with better reaction to the button pressing. It feels like there is a bit of a delay that I can't really explain much. However that's not my biggest want/suggestion(or complaint maybe). Control layout. I don't know if you plan on allowing it to be customizable but it would be amazing if there were button layouts not just for the xbox controller but all platform controls. I almost panicked when I couldn't find the attack button which was luckily my mouse but that took me about 30 minutes to figure out. I'm not sure if the boss was intentionally easy or by poor design so I'm not going to induce too much judgement on that expect for a suggestion (or two). If you can make it a little more difficult that would be nice. instead of allowing me to hit the head and the tentacles to damage her, make the tentacles immune to attack as it would be a little more difficult, not by much since all you gotta do is jump over her beam. Since she (from my play through) only did this once it would add extra difficulty (not by much) and give your game a little extra life (taking longer to beat). All I'm saying is that it was fairly easy to beat....but it was a demo so hopefully I you have some surprises for me in the upcoming bosses Boss life bar. I don't think this is too much to ask for compared to the others. I know bosses take some time to beat but it would be nice to have some to look at for indication of if your making progress or not. Thanks for the demo everyone. I really did enjoy it and can't wait for more. Don't let the others bring you down, everything looks greats. Make a great game and You'll show other kickstart games how a game should be done and you'll have bragging rights too
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Post by hmd09 on Jun 24, 2016 1:47:16 GMT -6
After finish playing the Demo, I have few suggestion below;
1. When level up, fully restore HP and MP
2. Miriam include voice acting when playing (e.g. attacking / using shard magic / hit by demons / etc.). This will make Miriam more "alive"! I don't know is voice acting was planned originally, so just to point out the concern.
3. Adding Spell Move List like symphony of the night (e.g. up>down>left>right will perform a combo slash). I know this is not symphony of the night and I also don't want Bloodstained to become a replica of it, but I think this is a fun element to take from it.
4. Transforming to a "Bloodstained Miriam" as Miriam kills a certain amount of Demons and splash by their blood, her dark Alchemists’ curse will become berserk and give her a power that beyond herself. But after a period of time, the magi-crystals sealed the power for protecting her. Does this sounds good?
5. Hope there will be a shortcut / keybinding for using items. It is quite annoying or destroying the mood of the moment when fighting a mob / boss and you have to press "Start" to open the menu and click the inventory and click the potion / whatever.
6. I see when changing armor will display in the game, can you also make it preview in the menu page?
7. Allow some weapon to have charge attack and allow some weapon to switch the weapon attacking style.
That's all I can think for now. Thanks all
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Post by creamydonut on Jun 24, 2016 2:02:42 GMT -6
Game-Feel discussion:
The flow of Miriam's motions are very, very nice. Her walk cycle, idle animation, and jumps all have a natural flow to them in principal. Also, in particular, those jumps have a nice impact sound and the jump control in general is spot-on. It makes platforming feel great. Her attack ranges all feel generous, and those attacks have great umph. I like the feel of the melee, and how Miriam can attack while jumping back in the opposite direction is a nice touch.
The general look of her movements have a few things that look off. Her turn around animation is a bit too slow for a run. If you keep her in place and clap the movement keys back and forth it looks like she's ice-skating. It doesn't seem to get the traction and impact that shifting direction in mid run would be. The animation looks more natural for a walk.
Combat wise there's two things that stick out in my head.
The first is the menu downtime. This might be impossible to solve due to limited button allocation, but going into the menu to heal or recover mana takes me out of the action. To use Dragon's Dogma (an action game with an emphasis on inventory healing items) as an example, you enter your inventory whenever you need to heal. There's magic recovery skills but it's far more efficient to pause the action and spam your potions/herbs/spirits to recover both your health and energy resource. It doesn't feel right in that game. For Bloodstained, if it was possible, I would recommend allowing the player to assign inventory items to unused buttons. I don't recall the 'B' (using an xbox360 pad for example) being used for anything. Allowing the assignment of health potions to that would allow the player to stay in the action without pausing to recover health. I find the less I'm in menus the more I enjoy a game. If there are particularly game-play affecting items, such as ones that boost damage, this could also be treated by the player as a turbo button as well. I feel it would add some more thought to the gameplay.
Also for combat, there's the implementation of magic. The use of magic pauses the player's motion for a second while the spell is cast. I feel this interrupts the flow of the combat. While it would obviously call for animation tweaks, being able to cast while on the move would give the player more freedom of movement. Going down a hallway, dispatching fodder enemies, while alternating between melee and magic would be made even more cathartic. It would also not discourage the magic system. When I'm forced to pause in place to complete an attack I generally imagine it'll either have a lot of impact or inflict a lot of damage. Taking a Castlevania game for example, Charlotte in Portrait of Ruin has these cast times on her spells. You're forced to stand in place but all the spells have both a satisfying 'pow' in their sounds and cause great damage. Miriam's, on the other hand, possess decent impact and cause damage comparable to melee. Perhaps tweaking the sounds to add some crackle to the fire or some torrential bass to the water would help fully justify that slight pause. Although I would much rather there not be one. The magic is still very responsive and just fun to use, and having two of the spells mapped and the enchant automatic is just a great improvement over the Castlevania games.
On difficulty, this is a... difficult matter to discuss.
I know it's an E3 demo, but I hope the team limits potions to a more conservative number and also balances the enemies to have faster and more damaging attacks either in the normal game or higher difficulties. The boss was the perfect introductory boss. If it's the first boss the player encounters I see no issue with her on design. Her projectile moves teach the player avoidance, her sweeps teach the use of jumping to avoid attacks, and her different damage zones teach weak-spots. Tuning her to have about 25% more health would add to her aura as a boss and also allow the player to see more of her attacks. Boss design in something like Portrait of Ruin and Order of Ecclesia were my favorite. They had patterns you needed to memorize and could hit hard while still giving the player a memorable experience. They were a vast improvement over the other Iga-vanias, and I would prefer that style of boss design over anything in SotN or Dawn of Sorrows.
Aesthetic wise I have a few points.
The multi-directional aim I love. I really do. And just to discuss magic one last time, having it go through platforms with the directional spells would give it more utility in aerial combat. I still like how it's affected by the environment (stopping when it hits the wooden platform). Yet the multi-direction aim looks a little silly. It lets you do awkward waves until you get your first spell and then you understand it's purpose. Maybe having a bit of a 'gathering energy effect' at her hand could convey that the aim is for casting spells while also showing the player what spell they have equipped. Let's not discredit showing them if they're out of mana too with this. Say fire gathering if you have a fire spell? Also say if you're too low on mana to cast the spell, the energy effect is instead replaced with a sizzle. I just see it as some visual flair, but I think it'd be nice.
On the topic of visual flair, I love the bizarre designs for the normal enemies. They all look unique and it's a great start. The stage I feel could use a little more environmental flair though. Like outside the ship it looks like it's raining but it didn't feel like a storm. Maybe it has to do with the lightning and the weather effects, but it felt like some effects were turned off. The locale of the stage (a battered ship) is a fun idea but the environment was a bit stagnant. A slight roll to the environment could convey some choppy waves. Creaking wood for ambience (I really didn't hear any significant ambiance over the fantastically catchy music). An effect with rain and water creeping in through holes dynamically would give the impression of a trashed ship.
The fact that some items changed Miriam's appearance was great. I didn't expect it, but it's the modern triple-A gaming environment so I guess some people expect it. Having more of these items change her appearance would be great and also lend towards the feeling of progression. Sprites have to be re-drawn to receive new gear, but we have 3D models. It could be used to show Bloodstained as not being just a cut-paste-and-polish of Iga-vania but also a progression of it by using the technology on hand.
Speaking on the boss' aesthetic, the moment I saw it I knew it was going to be a focus for a lot of people. I don't care about whatever fake controversies could result from it. The honest answer I have to give is that the bottom looks menacing and the top kinda silly. Mixing motherly characteristics with deep-sea horror is an idea I like and I'm not hateful or fearful of seeing mammary glands in my video games. But if you want the boss to menace, those tits are just fucking gigantic. It's a joke I can get, they're the boss' 'weak point' and she has an animation where she lounges back with both of them in full view while the player is man-handling sea-cocks. Spending days of your life animating a scarf on a characters neck would drive me to try to have some dumb-fun too. Honestly though, It'll just trigger the annoying sort of people and drive the other vocal sort to waifu-shipping. Neither are a healthy fanbase for a game. Ultimately, it's the team's decision, but I just cracked a really stupid smile the moment I saw Ol'Mother-Kos at the front of the boat. It's a memorable design but not very intimidating.
For other feedback?
The demo is drenched the up-beat gothic feel I've been wanting since OoE ended. The soundtrack was fantastic and ultimately stood out from all the other sound effect except Miriam's landing sounds. So perhaps tweaking the other sound effects could help them live up to that great soundtrack.
The animations on Miriam's face could also be a little more expressive. There's a rough cutscene where Mother-Kos is introduced. Miriam dodges some tendrils and has a look at the challenge ahead, but our heroine's face appeared kinda dead and blank. Probably by adding some expression of apprehension it could assist in making that boss 'feel' more intimidating. If our avatar is nervous about fighting it, we by extension feel a bit nervous.
I could also watch that scarf fly around for hours and it'd never get old.
Lastly, that little blood-drop on the hud is a nice flair but the color looks a bit plain to where it clashes with the environment.
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gunlord500
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Hyped for Bloodstained 2!
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Post by gunlord500 on Jun 24, 2016 2:11:42 GMT -6
Gunlord’s Bloodstained Demo Playthrough:Here it is, my friends, me making my way through that delightful demo I just received! To repeat what I said in the video, though, I was paying more attention to finding the glitches and bugs other people mentioned rather than just going straight through the level—so this definitely wasn’t a speedrun! At the end, I note some of my own little critiques and suggestions, but until then, here are timestamps for all the serious issues I found, along with, of course, the link to the video itself! 1: As I started off, I noticed that the game takes a little long to initialize, but I’m sure that will change as It’s optimized. 2: 4:20: Clipping issues 3: 8:45: Morte grabbed me from a little far away, I think. 4: 9:30: Some complaints about jumps, clipping issues, and my desire for the platforms to sag under Miriam’s weight a little. 5: 10:25: Fairly important – I get stuck between a platform and the entrance to an upper level. 6: 11:00: Some complaints about her turning animation. 7: 12:10: No sound when sliding. 8: 13:25: Issues when pressing attack and jump at the same time. 9: 15:00: Issue with jumping right after falling off a ledge. 10: 24:55: Momentum and backdash jumping. 11: 28: 15: Major clipping. General beginning thoughts: 2: (mentioned at 2:30) The game of course could use an opening cutscene or introduction like SoTN had. Again, I’m sure that will be added in eventually, though. 3: More importantly, the coloration of the startup animation strikes me as a little displeasing. 4: (mentioned at 3:00) We need “change control” options ASAP, of course. We could also use an audio control option for music, sound effects, etc. 5: A nicer font for “Now Loading” would be appreciated, and voice acting too. 6: Throughout: Miriam should say something when she swings her sword, gets hit, or dies, but don’t go overboard with it, it can get very annoying. However, making her say something once when she swings her sword, silent the next two times, then once again (like a grunt or “take this!” or something) might spice up the action and satisfy demands for more diversity. Again, don’t go overboard with it, I think order of Ecclesia did it well. But in any case of course this will be addressed when we have voice actors 7: Personal pref, but I’m not so fond of the chests. The way they’re colored or outlined makes them not fit in so much, at least for me. 8: It looks nice, like a dreary ghost ship, but dolphins and lightning in background might be cool. 31:30. 9: kinda dislike teal highlights. 10: 36:44: Dislike fire animation. 11: 43:00 – Did morte’s head get stuck somewhere for a sec? 12: 46:00: “Trigger” and “Directional are confusing descriptions. 13: 46:30: I think the animation for the Dullahammer shard leaves a bit to be desired. 14: 51:00: Might be important, I couldn’t hit or be hit by an enemy for a little bit. 15: 54:00: Remember to give Vepar a more elaborate death animation XD Vepar generally, I think, is a little unsatisfying visually. Her lower half looks fine, I suppose, but her tentacles and upper body seem too bright. Garish was the word some other folks used, and I agree—she seems kind of “neon,” if that’s the right word. Neon blue and neon purple. I would tone it down a bit. Maybe give her drab green textures to make it seem like she’s rotting. On the animations: Generally excellent, aside from the glitches I’ve described above. I do wish Miriam had an animation for holding her sword while crouching. Damage and Death animation: I think it could be improved. The damage animations are great, I wouldn’t change them, but maybe little touches like blood dripping faster from the HP bar when Miriam’s health is low, or have her breath heavily and hold her arm when she’s low health, would be both small, cool touches and help the player gauge their character’s status with a glance. For her death animation: Like folks in the forums mentioned, the way she spirals around in the air like Alucard did is a nice touch, but Alucard’s color changed to red while he was spinning and his body also disintegrated into blood. I think something similar for Miriam would be appreciated. Also, don’t forget multiple death animations! Remember, in SoTN there were separate ones for dying of fire, electricity, ice, and other elements, make sure Miriam herself has such diversity in her demise too. I also personally like what Order of Ecclesia did, where if Shanoa died in air, she would explode in blood, but if she died on the ground, she would crumple over like the Belmonts used to do. That’s a nice little touch I think we could do well to see again. Also, for the game over screen itself, remember to have the bosses give little taunts if they kill her, as they did in Symphony, and also some nice artwork (as Symphony, Aria, Dawn, and most of IGA’s games, in fact) would be very nice as well. But I’m sure that will be added in. 58:55: Miriam’s scarf kinda wanders. Finally, after the 1 hour mark, I think my friends Beezee and Kishi gave a very valuable critique of IGA’s level design. Mana, if you could translate this to Japanese and show it to IGA I think the game would greatly benefit. “There's a video of some Double Fine people playing SotN with IGA, and he talks a little bit about his level design philosophy, and it's really telling. His conception of level design mostly seems to be rooted in visuals, and in little superfluous details. I don't think he really thinks about it in mechanical terms, and that shows in his work. I LOVE the care he puts into aesthetics and little one-off worldbuilding details. I don't love that, mechanically, almost everything he does turns into a flat hallway with random monsters haphazardly strewn around. Bloodstained's demo is no exception. It's absolutely gorgeous, but there's not much going on otherwise. Flat hallways, monsters mixed in without much care as to where they're placed, no obstacles or environmental stuff to meaningfully interact with. I want careful enemy placement. I want rooms that aren't flat hallways. I want real platforming. I want real obstacles.” And Kishi said, “It's the hallways that are flat and exactly one screen tall, the vertical shafts that all zig-zag the same way and are exactly one screen wide... Compare it to Symphony, which features expanses of open air, claustrophobic tunnels, and all kinds of different room shapes in between. Enemies in Symphony are also placed specifically to obstruct your progress, like the Ukobacks rebounding off the walls and trailing flames everywhere in the catacombs, or the birds and other flying enemies that knock you down as you try to scale the chapel towers. Granted, even Symphony has some flat hallways, and we've hardly seen any of Bloodstained yet (and there is one room in the demo—the bottom-center area of the hull—that has a more unique shape), but this first impression calls to mind the shortcomings of the DS games' architecture.” Bluntly stated, I agree with all of this entirely. As nice as the demo was, it already started to seem a little repetitive in the horizontal hallways and vertical shafts, they look and play very, very alike wherever they’re located. This was one of the most forceful criticisms people had of Portrait of Ruin and Order of Ecclesial, and I hope with all my heart that when he gets to designing the castle, IGA avoids this. Put in obstacles like blades and spikes, floating monsters to bar the player’s progress, many “unnecessary” platforms for the player to move about it, slopes, stairwells, and other diverse features that not only add to the ambience of the level but make it play differently as well. Another friend of mine, Destil, recommended this article to me, and it’s something IGA should read as well: kayin.moe/?p=372If you could convey all this to IGA, if nothing else, I think this should give him a boost. Well, that does it for me today. Until next time, brothers and sisters!
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Post by crocodile on Jun 24, 2016 2:23:21 GMT -6
As an amendment to gunlord500 's post on level design, I'd ask IGA to recall the Training Hall he designed from Order of Ecclesia. IGA can do real platforming and traps without endless pits or other nonsense. I think a lot of people would appreciate seeing more of that in Bloodstained and not just hallway after hallway after hallway ad infinitium (though some of that is fine from time to time). We know Galleon Minerva is only the first level but I think this is still worth mentioning.
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Post by Val En on Jun 24, 2016 2:29:30 GMT -6
I played the demo twice already, the feeling is castlevania like so obv I like it. I'd like to have the same directional spell possibility with the Y button.
I like the monsters so far, a less sexualized boss would be appreciated though, I don't like those puddings at all.
I think we're on the right track.
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Noiry
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Post by Noiry on Jun 24, 2016 3:07:59 GMT -6
As an amendment to gunlord500 's post on level design, I'd ask IGA to recall the Training Hall he designed from Order of Ecclesia. IGA can do real platforming and traps without endless pits or other nonsense. I think a lot of people would appreciate seeing more of that in Bloodstained and not just hallway after hallway after hallway ad infinitium (though some of that is fine from time to time). We know Galleon Minerva is only the first level but I think this is still worth mentioning. I don't think we should worry about level design at this point. Most first levels (if not all?) from other Igavania games are pretty simple and the difficulty increases as we keep going. Don't forget (can anyone?) the Clock Towers or Labs. Also we can't visit all of Galleon Minerva in the demo so maybe be encounter other difficulties in the finished version. I trust on this
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Post by crocodile on Jun 24, 2016 3:25:58 GMT -6
As an amendment to gunlord500 's post on level design, I'd ask IGA to recall the Training Hall he designed from Order of Ecclesia. IGA can do real platforming and traps without endless pits or other nonsense. I think a lot of people would appreciate seeing more of that in Bloodstained and not just hallway after hallway after hallway ad infinitium (though some of that is fine from time to time). We know Galleon Minerva is only the first level but I think this is still worth mentioning. I don't think we should worry about level design at this point. Most first levels (if not all?) from other Igavania games are pretty simple and the difficulty increases as we keep going. Don't forget (can anyone?) the Clock Towers or Labs. Also we can't visit all of Galleon Minerva in the demo so maybe be encounter other difficulties in the finished version. I trust on this I agree with you. I just figured since gunlord500 was using the demo as a jumping off point for level design in Igavanias in general, I felt I had to shout out the Training Hall. Igavanias have often been criticized for their level designs but I felt the Training Hall was one of several spots where IGA SMASHED it out of the park and that it should be remembered and referenced frequently. I'm hoping in trying to recapture SOTN in a bottle, some of the triumphs he has done since then aren't forgotten <3
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Post by JeffCross on Jun 24, 2016 3:30:01 GMT -6
The demo was awesome XD just a few things. - The magic replenishing rose should glow and give off the same kind of blue energy that comes out of Miriam's back.
- The shadow when Miriam "goes through the wall" (most likely they will fix this)
- and please bring back the button combination spells
Oh and will the shards that you already have do anything when you collect them again? it would be cool if they: - Refill your health
- Rifill your Magic
- Or we could use the extra shards as ingredients in weapon, armor or Items
But I know whatever you guys do it will be awesome XD. Thank you again for the demo again. it was AWESOME!!!
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Post by Noiry on Jun 24, 2016 3:34:40 GMT -6
I don't think we should worry about level design at this point. Most first levels (if not all?) from other Igavania games are pretty simple and the difficulty increases as we keep going. Don't forget (can anyone?) the Clock Towers or Labs. Also we can't visit all of Galleon Minerva in the demo so maybe be encounter other difficulties in the finished version. I trust on this I agree with you. I just figured since gunlord500 was using the demo as a jumping off point for level design in Igavanias in general, I felt I had to shout out the Training Hall. Igavanias have often been criticized for their level designs but I felt the Training Hall was one of several spots where IGA SMASHED it out of the park and that it should be remembered and referenced frequently. I'm hoping in trying to recapture SOTN in a bottle, some of the triumphs he has done since then aren't forgotten <3 True, good point. Training Hall was a nightmare but had an incredible level design. Harmony of Dissonance had some fantastic levels too, it's a shame that game is so underrated :_D
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Post by Zucriy Amsuna on Jun 24, 2016 5:22:32 GMT -6
I have a question for those saying the boss is sexualized. How is this in any way sexy? You can't slap big boobs on a grotesque monster and claim it is sexy. It has a hideous demon belly mouth. Tentacles too. This is a horrifying beast, Having an exaggerated female torso only makes it more disturbing, not sexy. This boss is the stuff of nightmares, not wet dreams. Who's saying it's sexy? Oversexualized does not mean sexy. Instead, it's too silly. I don't see any disturbing factor in it; the bouncing blobs are too huge for me to take the boss seriously. xD
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purifyweirdshard
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Post by purifyweirdshard on Jun 24, 2016 7:09:27 GMT -6
Here are my thoughts so far: The attack animation has a bit too much lag afterward, but that's a gameplay design decision that would distance the game from something likeSotN. I do like how the quick two-hit combo exists: attack while falling and immediately attack again after landing. Actually, you can do 3 hits by extending this a bit. Short hop slash, slash when you land, backdash cancel that, and then cancel the backdash into another slash. If your timing is right, the third attack should only be just a bit behind the second, resulting in 3 attacks on the same monster if you're within a close enough range (within the middle of the sword's hitbox, I think). Going even further, you can do more like 5-6 by repeatedly attacking, backdash canceling that, and then attacking again xN. There's a gif of that in the update thread.
Anyways...regarding level design and gunlord500 's thoughts, I think it makes thematic sense for the ship to be designed how it is. Large, open and expansive areas with a lot of platform variety wouldn't be seen as much within a boat as it would be in the castle proper. I think they were conscious of that when they picked the Minerva for a demo area/place to work on first, because it made sense for it to follow the more "generic" level designs that are commonly used in these games. I think that's probably the main reason it is how it is now - they kept to what they know howto do well and used a level/location that made sense looking and playing that way.
To show their intent and that they can still do what they've always done in a generalsense to fans and to the world, that seems like it was a good call. That said, it is a good idea to point out this level design feedback to them because it is important. I'm more justthinking that it's not like they aren't aware that the level is how it is.
One last bit re: the music...I saw someone on FB say this, and I'd been kind of holding back on it haha. The Minerva track is good, it really fits and calls back to the old games' sound, but I'm not really in love with it. It's kind of catchy and more or less fits, but I don't know, I think something might be missing, too.
edit: Also, good stuff on linking Kayin's article, gunlord500 hahaha. He's the guy making Brave Earth, that game I was advertising in my avatar for a while.
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Post by wartortle1989 on Jun 24, 2016 7:16:20 GMT -6
Pros: -Graphics looked beautiful! -Combat felt really smooth.(loved her kicks.) -Movement felt good in general. (That's always important) -Music sounded great, albeit a bit too quiet. Cons: -Super easy. -Enemies didn't have many dangerous attacks. -Enemies were slow.
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Pure Miriam
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Post by Pure Miriam on Jun 24, 2016 8:17:36 GMT -6
Hi everyone! Wow, so many posts, i didn't read them all yet. I'm so happy that the dev team linked my humble thread to be their official demo feedback! Ffter playing the demo for quite a bit of time, trying to look at every bit and cranny, I can write my thoughts about it. A lot of people talked about a lot of things, so, this post will not be very large because i don't want to repeat everyone's thoughs. So...let's GO! ABOUT GAMEPLAY AND CONTROLS
The gameplay is fluid, intuitive and responsive. Controls are easy to use and i have almost nothing against it. Good: - Downard attacks.
- Shards with easy-to-use moves.
- Slide from the start.
- Starting jump is way higher than most Igavania games.
- Miriam's walking pace, not very slow, not very fast.
Bad: so far, i have nothing against controls. Suggestions: - Weapon skills with (quarter circle foward attack) like Symphony of the Night and Aria/Dawn of Sorrow and some other games.
- The slide appears to be a little too short.
ABOUT GRAPHICS AND MIRIAM ANIMATION
The graphics are gorgeous! I know they will get even better, but i do have a thing or two to say about them: Good:- Graphics are really nice. The overall 3d and cellshading have a good degree of work.
- Little details: Miriam's stance is cute, Jojo's style. And when you let her be for few seconds, she hangs her hand on her waist. Most Igavanias had some kind of idle animation after some time. Also, when you crouch, Miriam puts her hand on her bottom and the scarf goes down, hanging by her neck and body. She has quite a lot of hurt animations. Those little details are great.
- Attack animations are awesome. Specially her normal moves. When Miriam kicks, she stops, kung-fu style, for a while. After attack with the sword, she assumes a defensive stance, holding the blade by her side.
Bad: - That little jump Miriam do when she falls through plataforms are ankward.
- When you land on a plataform, Miriam kinda "snap" on her default position. It is a little ankward too.
- Miram's death animation (yeah, i died just to look how it is) could be more gruesome. She kinda spins around with some blood. It could have more blood and her body could spin on a more frenetically way.
Suggestions:- Give Miriam a "bored" animation if she stands idle for more than 2 or 3 minutes.
- Her crystal flower, on her back, can't be seem easily. At one of the first videos, we could see it better. Maybe increase it's size a little?
- She looks too "normal" during the cutscene. She should look surprised, challenged or angry.
ABOUT ENEMIES
The enemies are nice, and considering how short this demo is, it is good to see how large the variety is. Good:
- Some enemies have varying death animations. Morte's head can fall off or he can vanish on yellow ashes. Nice.
- Some enemies have specific weak spots. Dullahammer suffers more damage on his "head" than the rest of his body.
- Enemies combine dark gothic looks (Amy, Buer) with some little comedic ones (Dullahammer, Morte), in a really nice way.
- Enemies animation are fluid and surprisingly realistic, not cartoonistic.
Bad:
- Morte Cannon doesn't look like anything. It is a confusing design. It should look more like morte, or like a cannon, so it can look like something, but that is a really personal opinion.
Suggestions:
- It would be good if some enemies had more than one attack pattern or movement.
ABOUT VEPAR, THE BOSS
The first boss of the game, quite impressive one. Good:- Outstanding look. Vepar has a sexualized, horryfing and menacing look all at the same creature!
- Non-obvious weak points. She suffers more damage at her breasts and head. It is kinda obvious, but it is not a "flashing red light".
Bad:- Vepar has a Overwhelming look for a first boss. She looks like she is something way stronger than she actually is. But that can be fixed (look at "Suggestions").
- Yes, she is the first boss, but even so, she is too easy. Vepar needs at least a little more health.
Suggestions:- it would be good if Vepar doesn't die at the beginning. She just runs away, the Galleon hits Gebel's Castle and destroys itself even more, blocking the path to return to it. Later on the game, maybe the player could find something to open the path again and revisit the Galleon, that is now in ruins, with new enemies and passages due to the wreckage, with a powered-up Vepar waiting revenge!
ABOUT THE SHARD SYSTEM
Obviously inspired at Soul Dominance, the Shard System is fun and nice. Good:- Soul Dominance with a new name. And that's awesome! Soul Dominance from Aria/Dawn of Sorrow was, by far, the best magic system of all Igavanias ever created.
- The animation of Miriam obtaining a Shard is simply gorgeous!
- The large variety of Shards types (five).
- Most Shards so far are nice. Even considering that they are the first ones. I loved Dullaham's shard. And no, i didn't got Amy Shard yet!
Bad: - Cerulean Splash [Seamma] and Fire Cannon [Morte Cannon] have almost the same visual. I know it is hard to add variety, Soul Dominance also had shades of that. But i don't think it is a good idea to have two shards so look-a-like right at the first area of the game.
Suggestions:
- I already said that before, but it would be good if Shards could be leveled, like Dawn of Sorrow. Collecting the same Shard over and over again raises it's power. Since there is a "Quailty" info of sorts at the Shard meny, i'm guessing that this could be already a plan.
- Morte has no Shard. I DEMMAND that morte, and ALL enemies have shards!
ABOUT MINERVA GALLEON
A bold, but surprisingly good first stage for the first contact with the game. Good:- Logical decisions. Miriam start at the crew deck (there are beds and chairs at the background where she starts), right after the crew deck, there's the cannon deck. There's even some broken stairs to show that the crew doesn't need to "jump" to reach higher places. And after crew and cannons deck, you gain the outside. It is very close to how a true galleon works.
- Minerva details are very nice. From the water going inside the lower decks, to the outstanding rain hitting the main deck, to the Seamas crawling from the sea.
Bad: - It is not really a "bad" thing, more of a warning. Minerva has a very "blocky" layout. Rooms, corridors and some plataforms. it doens't have the ups and downs, broken and curved floors of most Igavanias, but i really think that it is to make Minerva, a more realistic Galleon.
Suggestions: - We should be able to revisit the galleon later (see "suggestions" at the Vepar section).
ABOUT THE MAIN MENU AND HUD
The functional, easy to handle menu and hud. Good: - The main menu has a beautiful overall look. It's windows and options are easy to handle.
- The hud looks like alchemist vials!
Bad:- The Hud (Miriam's health and MP bar), although looks nice, it is obviously pasted on the screen, the blood drop is clearly a flash with low framerate.
Suggestions:- Miriam's picture on the hud could be a 3d render of her face, looking around, showing her expressions when in pain, or afflicted with some status problems.
CLOSING COMMENTS
The kickstarter campaign started at may 11, 2015. On june 23, 2016, basically one year later, and we already have a great working demo. Things must be improved, of course, but it is impresssive the massive work on the game, where in a single year, so much has already been done. Great work dev team. Great work backers. Great work IGA. ADDENDUM
i was able to play on a i3 Computer and the game worked perfectly =) I hope it keeps that way. I want to update my computer but i have no money for that yet
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