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Post by shoryusatsu999 on Jun 25, 2016 1:26:19 GMT -6
I would really like to see a confirmation prompt appear when the return to title screen option is selected in the menu. A couple of times during my playing it, I accidentally pressed up or down too many times and ended up having to start the demo all over again. I've also encountered the already mentioned glitches where the sword seems to pass through enemies most of the time (though I managed to get it to hit occasionally) and the RT button has to be mashed in order to use the Flame Cannon. Everything else works pretty well, though, which is awesome for a first playable demo. Can't wait to see what will be brought to the table next.
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Post by purifyweirdshard on Jun 25, 2016 1:40:32 GMT -6
Oh, one more little thing from me... For the item icons (i.e. the leather breastplate, potions and so on), I was kind of hoping that these would have more of a pixel look to them as kind of a throwback to how they have appeared previously. I know the game can't have very much in the way of pixel art in it, but thought it'd be really neat if the item icons retained some of that. An example of what I'm talking about is attached, if someone isn't familiar with what I mean. I used a subweapon icon rather than an equippable SotN item as an example as they were a bit larger res/more detailed.
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Post by LeoLeWolferoux on Jun 25, 2016 1:48:58 GMT -6
I think that the demo was AMAZING. It looked really solid. Just a few minor pieces that I want to add: 1. Concerning the pause screen, I think that Miriam's model should either be a portrait image, (Meaning something hand-drawn) or the model should be more lifelike. Maybe...have Miriam blink or something every once in a while. 2. The enemy responsiveness to attacks when using the sword seems to be abysmal at best. It seemed like 50% of the time when I went to hit an enemy with the sword it didn't even work! Though the issue lessened some when I switched to a lower quality so this may be part of the issue. Pretty low frame rate, at the highest quality as well. (for me anyway) 3. Put Miriam's name on the pause screen somewhere. All of the previous IGA games had the protagonist's names on the pause screen SOMEWHERE. PLEASE try to to find a way to sneak it in there. (Don't know why this bothers me so much ahaha) But yeah, I am so stoked for BLOODSTAINED. It literally looks like SOTN and AOS/DOS had a love baby together... ...and I am LOVING every part of it!
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Post by tommills83 on Jun 25, 2016 1:49:51 GMT -6
Overall, I really liked the demo. It shows a lot of promise.
A few suggestions:
Graphics/design issues: - Each room should feel more unique. This would also aid in exploration because it would be easier to differentiate each room. How about: A kitchen area (with pots and pans hanging from above that sway as the ship moves) Captain's quarters (pictures on the wall, various trinkets) etc.
- The ship feels like only Miriam would actually be able to move around inside it, and there are no signs (as far as I remember) of how the crew would have once moved around (stairs, rope ladders etc). Although level design in terms of gameplay is important, it didn't feel like a believable environment to me.
- The first time I saw the boss's monstrous head peeking through the side of the ship I immediately felt it was out of place. The garish colours clashed badly with the earthy tones used elsewhere, and I thought the boss was comical rather than imposing. Maybe just a tentacle reaching through would be more interesting, as not seeing the boss's face until the boss battle would increase the tension.
- We never really get a good look at the boss, so the fact that it has two heads is somewhat lost due to one head always being out of shot. This diminishes the impact of what is actually quite a creepy design. I think the half woman/half monster thing could be played out a little better, maybe with the sound of her singing in the distance at various points during the level, so that the player is expecting to encounter a beautiful siren. When the player reaches the boss area and the cut scene plays, they view her from behind, and she seems fairly normal, but then she turns around to reveal a hideous face. THEN the rest of her looms out of the water, revealing her monstrous torso and extra head. Making the humanoid part smaller (same size as Miriam) would help make it more creepy, and perhaps she can undergo a transformation before the final stages of the boss fight, increasing in size to use the mouth-water-cannon thing.
- I would also like to see a wider variety of attack animations, or an expansion of the standard attack system. Tapping a single button and having a single attack animation repeated is a little bit lacking by today's standards. I don't expect full-on combos, or to have her moving forward while attacking (could be available with certain weapons), but maybe directional inputs could be used to expand the number of attacks.
- All of the standard enemies seem to share the "turn into orange embers before disappearing" part at the end of their death animation. It would be more interesting to have a wider range of death sequences, as this will get old quite quickly.
- The Dullahammer is obviously based on a sea urchin, but a lot of western gamers not used to eating/looking at sea urchins will miss the reference. Perhaps he could roll onto the scene, and "transform" into his humanoid form? I like the idea of the gooey innards being his weak point, and just making contact with the spiny exterior being enough to cause damage. Cool enemy.
I'll leave it at that for now.
I'm really looking forward to seeing more of this game in months to come!
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Post by kronfarfar on Jun 25, 2016 4:35:48 GMT -6
It definitely has that Igavania vibe, I like it! Everything is great as it is except for a few things:
* The popup windows and font for enemy names and items need to be bigger.
* I don't think the standing pose for Miriam is fitting, I was really hoping for a more "cooler" stance.
* The soundeffect for the kick sounds "sluggish".
* Music is too low compared to the sound effects.
Other than this you guys really are on the right track! Oh and please add a cape of some sort =)
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Post by Kaius on Jun 25, 2016 7:17:13 GMT -6
Hi everyone, At first, I would like to thanks IGA, Mana, IntiCreates, FanGamer and everyone in the forum who made this demo possible and I enjoyed it a lot ! The hype was real, though I learnt my PC is too weak to handle Bloodstained properly (I will talk about this point in the other thread about bugs and glitches). I won't talk about good points because I think all has been said. The gameplay is fun, the music is entertaining, the game itself is beautiful... GOOD JOB !
About the 'negative' feedback : INTERFACE• HUD deserves a little more of work to improve it, make it better, soften it... Place it more on the upper left corner. Give it a little more thing that makes us think 'Oh ! This is Bloodstained !' • MENU same thing, I think it can be improved, being purer, clearer, prettier, more classy, more gothic, more IGAvania... I am satisfied, but not absolutly, I think we can have more / better. GLITCH / FEATURE ?• See screenshot in spoiler : As another user pointed out, when Miriam sticks to a wall, she kind of get through with that blue shade (I will note it in the other thread as well)... What's wrong with this :
- It doesn't look good or legit. - You can actually hit a monster through walls and I think it's important that you fix that because I actually killed an Amy behind a wall. - Feels like a flaw in the game. MONSTERS / BOSS
I agree with most of people here : • Morte is quite abstract and maybe need a clearer form though it has to keep its muddy shape. • Dullahammer is way too weak according to its appearence. It should be a lot tougher : - More HP - More CON - More STR - More range to fit its weapon • Vepar looks good, but is not as strong as it looks... Need to be a tougher first boss. Same as Dullahammer, except for the range. - More powerful spells with another look when close to death ? Glowing water balls, injected with poison... It's up to you ! DIRECTIONAL SPELL / SHARD (FIREBALL FROM MORTE CANON) : Miriam looks very very rigid when using it. She deserves to be more flexible, having anoter, fiercer, posture, IMO. SUGGESTION • Equipping the leather armor doesn't make any change. Miriam can keep her cloth, but can she have a tweak like a leather part on her belly / chest / shoulders when equipping this armor ? Here is my overall negative feedback. Please note I'm very happy and satisfied with the music, the graphics, the gameplay, the aesthetic, the character and monsters, the level, the sounds, etc... I love it ! I just think it's more useful for you to know what bothered me. Cheers ! Congratulations, you made an excellent job so far and I can't wait to play the full game. Thank you everyone and keep up the good work ! The road is still long to go !
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Post by Tue on Jun 25, 2016 7:45:35 GMT -6
Nice demo, felt a bit odd to play it on a computer monitor though. But besides that the only thing I could really put my hands on, is that it felt rather long. As in "Are we there yet" long. If this is supposed to the entrance to the game, I do hope you add more lines in between the start and the boss (and possibly a lifebar for the boss) - even if it is just her commenting on it bashing through the ships hull. Or possibly more enemies to kill. At least as it is now I personally didn´t feel a major reason to replay the demo - though probably reason enough to give the final game a try.
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Post by Yän on Jun 25, 2016 8:16:39 GMT -6
So I really liked most of the demo, here's just my two cents on what I think needs to be improved:
I totally don't buy the rope nets. They don't feel like they're physically in the game world as they act just like any other platform. They should physically go down a bit when jumping on and off of them. I've noticed something similar with the diagonal hanging mast which you can walk on. The collision on the ends of the mast should really be spot on. Right now, Miriam hovers above the mast when standing close to its edge. These things are immersion breakers for me as I am reminded that I'm just playing on a low poly grid map with graphics on top of it. Please update the collision map to represent the environment more closely. Objects with different physical properties should feel different while playing.
How am I actually supposed to use the directional shard in mid flow? My thumb is on the four buttons all the time because I need to jump in order to get around so I have no finger to spare for the direction control. I'm not sure if this is a problem that can be solved through simple re-mapping as it would require something like jumping on shoulder buttons which would feel odd for the rest of the game. If it's a shard type that should be used only as a stationary thing I believe that it still disrupts the game flow and pacing as I need to stop moving normally, move my right thumb away from its regular position and think about a new thing to do with my right thumb. After using the attack I have to reconfigure everything again... You get the idea.
The water in the background needs a rework I think. I'm not really convinced of the blurry, low detail look of it. The Fog in the far background shouldn't just be a solid colour either since that kind of looks like Ps2 era fog.
Overall I think this was a fantastic demo. Most of the time I totally got that IGAVANIA-feeling and I quite liked the way you creatively used the new 3D aspect for interactive backgrounds, enemies crawling onto the ship, Vepar destroying parts of the environment from behind and so on.
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Post by Wally on Jun 25, 2016 10:23:31 GMT -6
I am aware this is just an E3 demo, but the level felt too easy and Igavanias have typically be criticized for being a bit too on the easy side (with the exception of Order of Ecclesia). After recently replaying some of the older Castlevanias, it seems like a strategy used to make fighting enemies more difficult was to receive dramatic knock back when getting hit by an enemy. Part of the reason Dullahammer felt too easy was because Miriam stayed in place and was overall unfazed after just getting hit by a massive ball and chain. She could just continue attacking and there was no real sense of danger.
Symphony of the Night had knock back that scaled with the amount of damage taken. If Alucard got hit hard enough, he would fly across the room (kind of like losing a stock in Super Smash Bros). Speed runners would take advantage of this tick by skipping entire rooms that had cut scenes.
To summarize, don't be afraid to make us die a few times and force us to study an enemy's attack pattern. I also believe that the game's difficulty doesn't only need to stem from enemies. It would add to the variety if there were some platforming challenges (and not just in the Clock Tower sections that feature none other than the Medusa Heads). Hopefully is as difficult as Order of Ecclesia or even harder!
I loved the demo regardless. As a huge fan of Igavanias, I felt it necessary to be hard on the game.
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Post by Kitsune Inari on Jun 25, 2016 10:24:36 GMT -6
One thing that irked me is that it doesn't have support for Fake Fullscreen (AKA Windowed Fullscreen, AKA Borderless Windowed). You see, I like my games filling the screen; windowed is ok, but a full screen is 20% cooler. However, Fullscreen mode and Windows machines just don't get along: best case, alt-tabbing out of the game or back in will lag and be an usability nightmare; worst case, it has a sad tendency to glitch or even crash, depending on the program.
Whereas fake fullscreen has the main advantage of fullscreen and none of the inherent problems. It's sad that there still exist games in 2016 that don't support it natively.
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Post by Sindra on Jun 25, 2016 10:42:13 GMT -6
Just jumping in with my 2 cents. All of the technical criticisms and compliments have pretty much already been covered. It's hard to judge where a game will go based on such a small snippet of the game being previewed, but as most have said, everything is pointing in the most promising of directions.
I will say that, from a "feel" perspective, Bloodstained leans more towards the DSvanias (particularly Ecclesia) than it does to SotN for me. SotN still stands as the pinnacle of diversity of style, design and content for me of all of the IGAvanias, even to this day. As someone already mentioned, the stage design and complexity of SotN always felt like each room was slightly different. There was no cut-n-paste feel and each section of the castle felt hugely unique. With the demo, there's still a lot of same-y areas that, while the overall design is still very beautiful, can still seem boring. Another thing I'd like to see come back from SotN that I really don't remember seeing as much in the DSvanias was the number of different enemies on screen at the same time. In SotN, you could have 2-3 different types of enemies (skeleton, bat & Ouiji Board or TinMan, Lion & Scarecrow....all as examples) all on the same screen trying to kill you at the same time. Here, as with the DSvanias, you're getting pretty much one at a time. Now, again, this is likely because DEMO and just showing off where things are headed so far, so I'm hoping this enemy diversity aspect from SotN is really exercised more especially given the fact it will be a console game rather than limited to handhelds.
With these two immediate observations aside, everything looks great and I can't wait to see how the game shapes out. The demo is almost like a tease.
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Post by rafaelvamp on Jun 25, 2016 10:42:18 GMT -6
HI everyone. I loved the demo, I found the game very fun overall. Love the art and the environments. I have two suggestions: 1. I agree with a previous comment about Miriam´s face feeling too stiff during the boss cutscene. Hopefully it´ll be better animated on the final game. 2. I really missed having some voice effects for her. When she takes damage, when she attacks, and when she dies. That would add a lot of emotion to the gameplay. Kepp up the great work everyone!
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Post by agadrion on Jun 25, 2016 11:22:55 GMT -6
Hello!
The demo was good. For the moment, there was three little problems when I played. - The speed of the falling coins when we hit lanterns. Coins fall to slowly. They should fall faster so that we get it without obligating to stop just under the broken lantern. - Move actions and fight actions don't string themselves together well. Attacking (with sword or boots) takes too much time to be triggered after we have pressed the action button. We have to wait too much time before attacking when we reach the ground after a jump. So, the fight actions lacks fluidity (not much) whereas the provided weapons are quite "fast" weapons. - When Myriam takes damages the colour of the font should be different from the one which is used when we hit monsters.
It is difficult to do remarks on other aspects of the game (graphics, UI, ...) as we don't know what developpers plan to do to improve it. I think I will wait for the alpha, the beta or other demo releases before doing more comments. (For future releases, please allow us to rebind controls. Thanks.)
Thank you all the team for this E3 demo and good luck for the remaining tasks. I look forward to hearing future news of this game.
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Post by catastrophe on Jun 25, 2016 12:24:03 GMT -6
1st try with the demo: I could not figure out the keyboard controls. It turns out that playing with a mouse is required.
2nd try with the demo: I found the keyboard + mouse controls awkward and I couldn't get very far. It's not just that a gamepad provides a better experience (of course it does) it's that wasd + space bar is terrible.
The menus are too clumbsy. At the very least they should use the gameplay buttons and hide the gamepad controls if there is no gamepad plugged in. Show me what to do for the control scheme I'm using please.
I'd probably want the ability to reassign the controls to different buttons, too. I'd like to not use a mouse!
Is it just me or is there a lot of input lag on the attack animation? And just the attack animation. Miriam responds well for just moving and jumping, but her attacks take too long to appear. The problem is even worse in the air where you need a tall jump just to get the attacks out in the first place.
My sword was going through many monsters with no effect. The only reliable attack I had was the slide, which of course you don't want to use.
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Post by Selo on Jun 25, 2016 12:57:28 GMT -6
Played through the demo and quite liked it.
Some things im not a fan off:
1. The game right now looks a bit to "shiny/bright" Theres to much lighting. I liked the colourpalette in Symphony of the nights more. Grittier. It tends to look a bit to "metallic" when it gets so shiny. The wood looks shiny and metallic instead of dry and dusty. Even all the enemies looks shiny and metallic. Its a drawback of having cell shading and one of the reasons i dont like cellshading.
The game should be a bit darker with less colours. beeing set in a vania universe. Darker and more bloody. The old castlevania inviroment was pretty much mostly red, grey and brown.
2. Jumping sound and movement sound is not really satisfying. When you "land" on ground i liked the sound in, again, symphony of the nights. Alucard made a crouch when he landed from high, grunting. 3. In SOTN when you recieved an item there was a tune played, something like that should be added when you lvl etc.
4. More electric guitar gothic music Castlevania 4 and SOTN both had great opening songs.
5. More sounds by Mirian, grunting, swinging weapon etc.
6. Monsters a bit to static. In old Castlevania games, sure they spawned at areas, but they moved around much more. In the demo it was kinda like, walk 10 steps, fight a static placed enemy, walk 10 steps, fight another static enemy, walk another 10 steps firght the third enemy. Enemies should feel more like they "inhabit" and "guard/patrol" the ship/castle/forest etc. Right now the enemies feels to "placed". To planed out by the developers somehow.
7. More sounds for enemies ofc, the big armorguy should have more "umpf" to his walk, and when his cudgel hits the floor it should make a crushing sound, and make dust etc on the floor fly around. Enemies should also "scream" more. In SOTN most humanoids emies made a scream of agony when they got killed, adding to the dark tune.
8. Monsters are kinda meh. I dont know if bloodstained is supposed to be gothic and set in a universe like Castlevania. But going from Skeletons, bosses made of human corpses, abominations and other "undead/zombie/deformed" beeing, to jellyfish (way to shiny) is kinda dissapointing. The boss colourpallete was like a rainbow, again to shiny. Make the tentaclepart more "meaty", with blood.
9. Mirian hits should have a more "impact" feel. Right now its like cutting through air when you hit enemies, no "hit" feeling.
10. The world is very static. In other Castlevaniagames, there were chandeliers swinging, portait paintings with eyes moving, axes swinging, spears from floor, or whole rooms turning.
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Post by haive on Jun 25, 2016 13:08:14 GMT -6
-Miriam's normal attacks feel too slow. She lingers on the back swing of the sword for too long. It almost feels similar to when Alucard would swing a 2-handed sword in SOTN.
-It feels like there is a fraction of a second delay when making Miriam move left or right from a standstill, as though she begins her movement animation immediately, but doesn't actually move.
-Not sure if it's just my pc, but the sound effects of Miriam's footsteps go away if you hold the right stick in any direction while running.
-The description of the Head Flail ability has an error, both when first receiving the shard and when highlighting it in the equipment menu: "Uses the head of a the headless knight as a flail."
-This was already mentioned by someone else, but I agree that it would be a very cool effect if the nets that you can jump on as platforms actually moved when jumped on.
-I also agree that for the tone of the game, some of the colors/textures look a little too bright and "cheerful".
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Post by lastgunslinger on Jun 25, 2016 13:15:06 GMT -6
This was a great demo! My feedback:
- The environmental design and Miriam model design is gorgeous. I'll assume that the models and textures for some the enemies will be cleaned up later on--for the most part they're good, but some look a little washed out or flat, although that might be the effect of the shader. The boss design is interesting, but I'm not a huge fan of its colour scheme; it's not entirely "sea monster" like, and it also doesn't quite mesh with the environmental colour scheme.
- The sounds effects are also a little flat; I assume they'll be cleaned up as well, but as it stands jumping and hitting sounds like dull thudding.
- The movement animations are very fluid, but in terms of how attacking and jumping feel from the controller, they seem just a little bit sluggish compared with SOTN and the DS Castlevanias. The sound effects might exacerbate that feeling, since they make hits feel less "punchy," but I think in general they could be 10%-30% faster.
Otherwise, this is a great start!
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Post by sercullhor on Jun 25, 2016 13:36:50 GMT -6
If I reiterate what others have already said, it probably means it's worth looking into. Most of the demo was good, some great Castlevania polish on it from SotN and AoS - Being able to aim in any direction with a spell feels really strong for me in a Castlevania game, since a majority of the combat in this game is based on positioning
- I love how the Seema crawl up the side of the ship or the boss breaks in through the background, it's a great way to break the tedium of backtracking. Special events similar to the Skyfish from Aria of Sorrow would be fantastic.
- Damage is fine, I would argue for making the enemies hit a tad bit harder but for the most part it feels right killing most things in two hits. Hopefully this trend stays in the harder difficulties.
- Enemies have different death animations depending on what killed them, Mortes will bubble up then explode when killed by fire. Very nice.
- OST is solid
- Cosmetic items like the headband or Scarf are fantastic, you might want to expand on it by letting people change their appearance regardless of their current equipment to avoid clown suits.
The bad things, leaves a bad taste in my mouth even saying them. Most of these are geared towards the overall lack of impact in the game or overemphasis on it. - Being hit by an enemy feels very dull. I suggest lightly flashing the edges of the screen red when hit, or making Miraim cry out depending on the severity of the damage, the health bar would also benefit from having it chip away rather than instantaneously disappear. Furthermore make the color of the damage toward the player red to more easily differentiate.
- It might be intentional for Vepar to be weak for testing but rather than making her tankier why not make her harder to approach? Make it so that her weakpoint is only the upper body so jump attacks or ranged spells are encouraged. Also drastically shorten the windup time for the boss, the telegraph for the rare upperbody laser was too long.
- Leveling up is overemphasized, it shouldn't take the player away from the game. Have the message pop up with a bit of fanfare near Miraim's status bar while the game is still running and it will serve it's purpose.
- Cerulean splash sounds weak, change it to a louder splash it's on the lower scale of spells but it shouldn't feel bad using it.
- Make the effect for the backdash more flashy, Alucard's is one of the best examples to take from-it's fast and it even shows how fast it is with the afterimages and dust kicked up.
The foundation is strong and more polish would do wonders, but so far it's just a fairly average AoS. I understand Bloodstained's purpose as a throwback to Igavania but a bit more innovation in mechanics to make the game more distinct would serve.
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Post by rrzero on Jun 25, 2016 13:59:41 GMT -6
Is there a keyboard and mouse button mapping guide? I can't seem to find the what all the 1:1 buttons should be from a controller.
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JeffCross
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[TI0] Die monster!!!!!!
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Post by JeffCross on Jun 25, 2016 15:39:48 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!!!
Played the demo again (actually multiple times) but got some more feed back: - the sound when walking on water does not sound natural
- the sound for getting the magic power up should sound like breaking glass (just a thought)
Iga and his team is doing awesome keep up the excellent work.
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