BloodyTears92
Loyal Familiar
[TI1]It is time for darkness. It is a blood banquet.
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Post by BloodyTears92 on Jun 27, 2016 19:23:31 GMT -6
I had one thought, and if someone else already had it maybe I'm just parroting, but I have to wonder if the "Effective" shard category will cover abilities like "Winestained" and her "Conjure Magic Throne" for MP regen, more of an "active buff" in addition to her raw passive buff shard. It could even include things like the "Stances" Jonathan had in PoR.
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Mana
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Post by Mana on Jun 28, 2016 0:41:41 GMT -6
Mana i saw that the plan was to make the tutorial more cinematic or something from the Kickstarter page. Is that true? This is true. We don't intend to keep those pop up tutorials since this was solely for E3 demonstration purpose. We're planning to replace it with more cinematic, and/or use NPCs to guide through it.
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Elfina Ashfield
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Post by Elfina Ashfield on Jun 28, 2016 0:44:03 GMT -6
Mana i saw that the plan was to make the tutorial more cinematic or something from the Kickstarter page. Is that true? This is true. We don't intend to keep those pop up tutorials since this was solely for E3 demonstration purpose. We're planning to replace it with more cinematic, and/or use NPCs to guide through it. Using NPCs for tutorial seems very OoE-ish to me, I like that touch.
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Post by hghaleon on Jun 28, 2016 0:58:21 GMT -6
I did love the direction of this game so far. For a prototype, it's very good. Some stuff I wanted to bring up that probably was previously mentioned: 1) Overall graphics are good but I believe need a bit more polish. Textures could be higher resolution and a bit more detail. 2) I noticed that cosmetics from specific pieces of armor (headband, boots, weapon, etc) appear on your character depending on what you equip but not for the body armor. Will this change? I would like it where every single piece of gear in the game reflects visually on the character directly. That would be very awesome. 3) Volume levels of music/sound affects seem low but this I'm sure is easily adjustable. 4) I had one glitch where my character kept moving left by itself after getting hit in the air by an enemy with a specific attack. It only happened once. I had to unplug the controller, pause the game, replug the controller and unpause it for it to work again (specifically in that order). 5) Please put in an awesome Game Over music/sound feature like Castlevania did. That to me by far is the best Game Over piece of all time in video game history. 6) Buttons on demo seemed to be mapped wrong when I was using my Xbox 360 controller. Not sure why. Was a 3rd party Xbox controller. Hoping the controller support will be fine tuned near release. 7) To me, maybe the visuals/overlay of the screen seems a bit zoomed out too much? Maybe could try different levels of zoom or maybe have a feature to adjust the zoom? Just a thought. Overall, great work so far. Please take your time and put all the love and care into this game as I don't want to see this become another Mighty Number 9 dud. Don't rush this gem. I know Iga is leagues better than that .
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genemag
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Post by genemag on Jun 28, 2016 1:04:35 GMT -6
Mana i saw that the plan was to make the tutorial more cinematic or something from the Kickstarter page. Is that true? This is true. We don't intend to keep those pop up tutorials since this was solely for E3 demonstration purpose. We're planning to replace it with more cinematic, and/or use NPCs to guide through it. I'd like the tutorial messages to simply pop up in the background or when you walk over a certain spot. Then the window goes away by simply walking past it or have it fade after a certain amount of time. At least this way you can see the tutorials and have the option to walk/dash past them without breaking game flow. Then for shards that require further explanation ( or screengrabs/videos ), we can have the text windows with a manual exit button like in the demo.
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Post by CastleDan on Jun 28, 2016 1:14:35 GMT -6
Eh, I think that's immersion breaking. I actually like the button prompts popping up. At least with stuff like that you can turn off in settings in games. Video game characters telling me how to play a game just pulls me out of the world. I'm probably the oddball out with this though. Save the energy and work for something else Inti/art play
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Mana
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Post by Mana on Jun 28, 2016 4:10:14 GMT -6
Phew. I've actually went through this whole thread to pick up common suggestions. I'll be sending back what we have so far with the team. Although all of us here at ArtPlay and Inti Creates value IGA's vision for the game, we often go through a push and pull process to get anything fixed or improved. With any sort of collaboration, there's always going to be some sort of disagreement. That's where the backers, everyone on this thread, will voice their opinion to help us get a broader image of what's best for this game and the community. It helps us gain confidence when we share the same opinion as the rest of you. Here is the top 5 that I tallied up out of the 40+ I sent to the team. This is only based on this thread, but I've separately mentioned other sources as well. 1.) Vepar's aesthetics (34 mentions)- Overly saturated
- Breast shape/size and physics need to be improved
- Detail on texture and model needs some more work
2.) Miriam's animation (17 mentions)- Animation looks slower than her actual speed.
- Some animation frames skip over (this can probably be improved with optimization/better PC specs)
- Miriam's turning issues
3.) Boss and enemies were weak/too easy (16 mentions)- AI needs improvement
- Not enough movement
4.) Framerate stability (10 mentions)- Some high spec PCs could only run at 10-15 fps
- 30 fps drops to 15 fps in some areas
5.) Environment perspective (10 mentions)- Entrance and exit are hard to see
- Difficult to notice/see platforms (hammock esp.)
- Hard to see what's in front and what's behind
Feel free to post more feedback!
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purifyweirdshard
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Post by purifyweirdshard on Jun 28, 2016 7:50:42 GMT -6
Thanks Mana! Well...to me, it would appear that the main bulk of these comments by tally relate to things that either were stated to be planned for improvements in the update or aspects that I would assume would automatically improve besides. And what Vepar looks like is #1, that's what I have the least problem with =/ A lot of people just now getting into the game/have not seen it since the KS and/or haven't read the update may be giving a lot of the feedback, but their voices are indeed no less important. I don't know how better to communicate all of this than a quantity-based system that wouldn't require a bit too much of staff. Keep the feedback rolling in, everyone! In a way, I also suppose it's a good thing that what the team is already working on is what people want to see. Add one more for command-input special attacks for me, if I'm not already tallied in that ;p ...I've posted so much elsewhere already of what I want in the game that I couldn't begin (and you wouldn't want me lol) to recall it all now, but that and perhaps the return of holy relic subweapons/attacks are my big ones.
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Post by crocodile on Jun 28, 2016 9:50:21 GMT -6
Huh. I obviously didn't count but I can't say those are the issues I expected to rise to the top (or at least not in that order). I dunno if that is a priority list either 'cause like purifyweirdshard I would think the first issue would probably be the least important in the grand scheme of things I also wonder if mentions is "All mentions" or "All mentions to take action on Topic A in direction B" or what happens when a topic doesn't have a consensus opinion on it (which I assume must be true for some topics on this list since it looks to be true of a few points on the Top 5). Anyway, I'm sure the data must have been a pain to assemble but its important to collect and interpret. Thanks for the hard work and sorry we are all so chatty and made your job harder.
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Post by Kaika on Jun 28, 2016 10:06:49 GMT -6
Weird thing, but I think the hands that Miriam wields her weapon need to be switched, it'd look better, I think so anyway. Magic should be used from the hand that's more in the background, rather then the foreground. Seems odd.
Another nitpick, is that Miriam has an animation for holding her weapon, but it ends and goes back to the normal weaponless Miriam. Maybe have her holding the weapon at all times, as long as she has one equipped.
She also doesn't exactly put much emotion into the casting animations, she just lifelessly holds her hand out and shoots. Maybe give it a bit more life?
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JeffCross
Shadow of the Night
Ancient Legion
[TI0] Die monster!!!!!!
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Post by JeffCross on Jun 28, 2016 12:24:51 GMT -6
Oooh another thing, the Morte demon, I think when we kill it while its upside down, it should "drip" down as part of it's death animation. Did the Morte demons on the ceiling ever attack you? I tried to get one to do something to me but it just walked across the ceiling nonchalantly. Again, early demo, so they'll probably get ceiling-based attacks down the road if the devs decide to keep that facet of them in the game. I don't know if this was answered yet but yes Morts attack, when I bumped into it (which I never did before) like six arms (or four) came out of it and tried to attack, I'm not sure if it can actually grab you. I need to do a death run to see what the enemies really do and I've never seen the death animation. so I'm gonna play the demo again EDIT: ok I found out it doesn't matter if you bump into them you just have to be next to them and yes they do grab and choke the life out of you. it's kinda cool.
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Post by khelarald on Jun 28, 2016 15:34:35 GMT -6
How about shard equipment combos? For example. If you equip the morte cannon shard with another shard that gives fire resistance, you have a permanent fire aura that damages enemies around you.
It could be like gear sets that could change your playstyle in some way.
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Mehve
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Post by Mehve on Jun 28, 2016 16:42:17 GMT -6
I don't know if this was answered yet but yes Morts attack, when I bumped into it (which I never did before) like six arms (or four) came out of it and tried to attack, I'm not sure if it can actually grab you. I need to do a death run to see what the enemies really do and I've never seen the death animation. so I'm gonna play the demo again EDIT: ok I found out it doesn't matter if you bump into them you just have to be next to them and yes they do grab and choke the life out of you. it's kinda cool. Hey Jeff I was actually talking about the Morte that are walking along the ceiling specifically. I think I've also been grabbed by the normal Morte walking along the ground, but I just haven't been able to see the ceiling monsters do anything to me aside walking from one end to the other. If they attacked you, then awesome! Maybe the rate at which they do attack is just very low. Also thanks Mana! It's awesome to know this is being combed through and I can definitely agree with your top five. I know I've already stated this before, though, but I really hope the team also takes into consideration the "hit confirmations"; the video/audio representation of character/monster interactions in the game. The action itself feels fine, but the game's reaction feels weaker than it should be and needs a little extra punch. I'm sorry if I sound like a broken record. Thanks!
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JeffCross
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Post by JeffCross on Jun 28, 2016 17:00:08 GMT -6
Cool, Mehve will check that out
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Post by jboogieg on Jun 28, 2016 22:08:34 GMT -6
Eh, I think that's immersion breaking. I actually like the button prompts popping up. At least with stuff like that you can turn off in settings in games. Video game characters telling me how to play a game just pulls me out of the world. I'm probably the oddball out with this though. Save the energy and work for something else Inti/art play I'd say it was done pretty well in Order of Ecclesia.
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genemag
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Post by genemag on Jun 28, 2016 23:13:51 GMT -6
I hadn't browsed the forums in a while, but was there any plan of a 'move set' archive for the game's pause menu? It might make more sense seeing these 'tutorials' as scribbled notes rather than NPC dialog.
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Post by crocodile on Jun 28, 2016 23:25:22 GMT -6
Not everybody who is going to play Bloodstained has played a Metroidvania/Igavania before. This game will also have its own unique systems separate from previous Igavanias that could need, if not a thorough explanation, at least an introduction. The important thing is to not make sure such tutorials are not obnoxious or intrusive. Delivering it in a way that logically ties into the game narrative is also preferred (so it doesn't feel too "gamey"). The best way of course is to just do it through level design (see the Mega Man X and Shovel Knight examples I posted before). If you can't do that, then using Order of Ecclesia is a good example of it done decently well. The narrative of the story basically goes Miriam starts the game after having woken up from a deep sleep right? Is it inconceivable that she wakes up, meets up with Johannes and then he offers her the option to do an OPTIONAL crash course of moves and techniques? "Hey Miriam you've just been asleep for a while and you may be both mentally and physically rusty. What to do some exercises before you head out?" Say yes and you do some tutorials; say no and you move on to Galleon Minerva. Simple, easy, people who need the tutorials get them and those who don't get to skip them wholesale. Win-win scenario no? A lot better than forced cutscenes or whatever.
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Post by gracidia on Jun 29, 2016 0:07:23 GMT -6
The only problem (if you could really even call it that) I really had with the demo was probably the aesthetics of the menu. Everything pops out too much and just looks sorta... cheap? Especially with the some of the FONT CHOICES (ALL CAPS! ALL CAPS LAZY ARIAL FONT FOR DAYS! DID I MENTION ARIAL SCREAMS LAZY?). It would be great if everything in the menu could be made to look a bit more subdued and blend into the background. Maybe dress up the exp, HP, MP bar a bit too. It might sound nitpicky of me, but hey, small stuff makes all the difference.
Other general suggestions would be control customization, different themes for the menu (probably too much trouble but what the hell) and maybe color changing for the menu (or brackets) like what was in SoTN (again, prolly too much trouble).
One change that I would urge strongly is differently colored damage numbers for dealing and receiving damage, or at least change it so received damage appears over your head like in SoTN. Sometimes dealing damage and getting contact damage at the same time makes it hard to differentiate how much damage was actually done.
Overall it's great. Looking forward to the finished product.
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LeoLeWolferoux
Wielder of Emptiness
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[TI0] ...an intellectual with no room for feelings...
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Post by LeoLeWolferoux on Jun 29, 2016 0:21:44 GMT -6
The only problem (if you could really even call it that) I really had with the demo was probably the aesthetics of the menu. Everything pops out too much and just looks sorta... cheap? Especially with the some of the FONT CHOICES (ALL CAPS! ALL CAPS LAZY ARIAL FONT FOR DAYS! DID I MENTION ARIAL SCREAMS LAZY?). It would be great if everything in the menu could be made to look a bit more subdued and blend into the background. Maybe dress up the exp, HP, MP bar a bit too. It might sound nitpicky of me, but hey, small stuff makes all the difference. Other general suggestions would be control customization, different themes for the menu (probably too much trouble but what the hell) and maybe color changing for the menu (or brackets) like what was in SoTN (again, prolly too much trouble). One change that I would urge strongly is differently colored damage numbers for dealing and receiving damage, or at least change it so received damage appears over your head like in SoTN. Sometimes dealing damage and getting contact damage at the same time makes it hard to differentiate how much damage was actually done. Overall it's great. Looking forward to the finished product. ...and put Miriam's name in the menu screen! LOL But yeah, agreed, it looks really solid. Maybe White numbers for damage the enemy has taken, red numbers for damage Miriam has taken, and when we get to see it, green or blue numbers for when Miriam recovers health? :3
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Post by ShroudedTraveler on Jun 29, 2016 8:21:31 GMT -6
I have to say that I lean toward Castledan's thoughts on tutorials. If I know how to play a game, I find myself rushing through the opening 'tutorial' dialogue. I'd also like to point out that a) manuals still exist, and b) digital content (on Steam at least) often has a 'view manual' option in the game library.
That being said, accessibility is important. But being able to skip that dialogue (or having it be in a nap or such, as purifyweirdsoul suggested) would be fantastic. Ultimately, though, I'll be okay with whatever.
On that note, while I was fine with the boss (seriously... aesthetically, the boss squicked me out. Good job), the overall difficulty seemed a bit easy. Realizing this was pretty much an intro level, rather than suggesting the difficulty be harder, I simply have a question. Will nightmare mode have increased enemies/harder enemy placement?
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