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Post by Nobutron on Jun 29, 2016 8:59:23 GMT -6
In my opinion, having the controls explained to you is preferable to having none of them explained. Just look at Mighty No. 9, that game does a really poor job of telling the player what they can and can't do and use. I've seen lots of videos where people didn't know you could use these health refills from the pause menu because the game doesn't bother telling you about them; another example is Dynatron's stage, where you learn about crouch-dashing only when it becomes relevant in that stage, for a section filled with cheap instant-death obstacles.
Anyways, onto other things. I really like how nuanced the gameplay looks in the demo; how the weapons seem to differ in effectiveness based on different types of enemies, like the Kung-fu shoes are more effective on the Dullahammer than on the Seamas, or how there's different weakspots on the larger enemies. Same goes for the shards, as seen with how Whirlpool is super-effective against the Amys (almost sounds like I'm talking about Pokemon here). It really opens the game up for experimentation, which I find really enticing.
It's all these little touches that really help in making me excited for when the game comes out, as it shows that this game is a real labour of love.
And I love the enemy designs, so much personality to them. I have no problem with the Vepar's huge knockers, as when you look at it from a profile view, the big stomach(-face) and hanging breasts give it a resemblance to a pregnant woman, and considering Vepar at some point during the level spawns some enemies, I find it very fitting. (Plus I like them big, I'm a pig like that, not gonna deny it). The boss could do with some changes to the colours though, make it blend in better with the other enemies, that bright blue really sticks out.
Other than that, music's great, graphics are great, overall a very pleasing appetiser for what's to come.
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LeoLeWolferoux
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Post by LeoLeWolferoux on Jun 29, 2016 12:43:02 GMT -6
The possible positive returns of accessibility are greater than our own niche preference for lack of a feature, in this case. We should prioritize the game being received well. Yeah, her nap is a great narrative opportunity to do this. I would be for the button/input information being separate text from what the NPC says, though. Dan does have a point about it always feeling weird hearing a character talk about your controller. I'm with the croc on that idea, so long as Johannes doesn't end up like Barlowe entirely lol ;p I -want- him to be a good guy! A good guy with a horizontal whip attack...and crosses and holy water...maybe he puts on a headband... Yeah...I bet he'd look good in a headband...yeah... *drools*
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Post by purifyweirdshard on Jun 29, 2016 12:45:33 GMT -6
I have moved the back and forth about the tutorial possibilities to croc's Game Suggestions tutorial thread. It was made to discuss these things, we shouldn't clutter up the process of the staff compounding feedback with a debate. bloodstainedfanforums.com/thread/1179/tutorials-bestcrocodile CastleDan jboogiegAny member that wants to include this topic as part of their overall feedback can give their input on it, but otherwise if you have already expressed your opinion, discuss your preference further in the mentioned topic. Thanks guys!
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Post by Selo on Jun 29, 2016 14:43:49 GMT -6
I actually dont think there should be ANY 3d cutscenes. Cellshading already looks really "flat" and it doesnt do to well when panning around the camera. The older Castlevanias had "cutscenes" from the same view as you play and it worked great. The famous "what is a man" Dracula cutscene in SOTN was done excellently in 2D. My biggest concern with the game is the shiny bright graphics, it looks kinda like a android/ios game. Its way to shiny for a Castlevania game. MN9 had the same problem and got alot of hate becouse of it. To bright and shiny. I havent liked cellshading since they ruined my favorite series Breath of Fire with it
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Post by reltats on Jun 29, 2016 16:01:10 GMT -6
So finished a second run through of demo and found that my big issue, like at least a few others here, was the difficulty. Though the big thing I would point to is that most the enemies moved extremely slowly, especially the boss. That boss should have moved at least double the speed it did in my opinion.
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Post by Overlord on Jun 29, 2016 17:11:24 GMT -6
I just want to throw my name into the "too slow" category. Obviously I don't expect to start off with the "black panther soul" and the "valmanway", but something about the game feels too slow when comparing it to the start of games like Symphony of the Night and Dawn of Sorrow.
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kyozaber
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Post by kyozaber on Jun 29, 2016 20:59:01 GMT -6
The e3 demo was fun. It currently shows that the development team appears to be moving in the right direction with Bloodstained. -- The art style looks spot on. The boat feels like a dank place that should be avoided. Maybe below deck could benefit from being slightly darker. Not too much, just a little in the background. -- The control felt a little weird at times, but mostly was solid. It just needs some tightening in spots, but is a great foundation. Mostly I found myself accidentally ducking or trying to slide instead of moving like I wanted. Admittedly that may just be my controller. -- The music wasn't super special, but it was enjoyable. It felt like a good "Level 1" song for the beginning of a long journey. Maybe some more instrumentation would be nice if possible. I do want to stress though, that if the song is any indication, I think the music is going in the right direction for this game. -- The various enemies were all interesting. They each had their own otherworldly dark charm. I look forward to seeing them fully implemented. -- The interface looks like it is coming along nicely. The menu system is easy to navigate, and familiar. The map system is a little rough, but I'm not that worried. It did what it needed to do for the purposes of the e3 demonstration. -- The length actually surprised me. I wasn't sure what to expect, but was pleased with how long it was. -- I'm not bothered by the difficulty at this time. This was an e3 demo, so I'm not upset that it wasn't hard to get through. I'm sure in due time all the teeth, claws, axes, and other deadly abilities of the enemy horde will be sharp enough to give new adventures slight pause to just rushing in blindly.
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Post by fashionisdanger on Jun 30, 2016 2:51:20 GMT -6
The demo is really wonderful IMO My only issue with it is that I find the jog animation a little bit too realistic. I would prefer seeing more snappy and with less frames. That would deliver a more retro/metroidvania feel.
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JeffCross
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Post by JeffCross on Jun 30, 2016 4:37:42 GMT -6
Mehve so... yes they do attack, I was grabbed... but I think the mort should try to look at Miriam before it snatches her.
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Post by Selo on Jun 30, 2016 10:47:26 GMT -6
Mehve so... yes they do attack, I was grabbed... but I think the mort should try to look at Miriam before it snatches her. tentacle hentai incoming
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JeffCross
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Post by JeffCross on Jun 30, 2016 11:01:53 GMT -6
Mehve so... yes they do attack, I was grabbed... but I think the mort should try to look at Miriam before it snatches her. tentacle hentai incoming yeah it is inevitable... let's hope the artists wait till the game comes out at least.
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Post by Arjan Zweers on Jun 30, 2016 14:12:16 GMT -6
When I played the demo at home (100$ backer ^_^) the first thing I noticed that was missing from this game and previous Igavania games is the ability to use items while playing. Currently you have to pause the game, select and item and then use it for the effect. This greatly hinders the flow of the game when you play it. In Castlevania: Lament of Innocense and Castlevania: Curse of Darkness you had the ability to quicklink up to 5 items in a seperate window you could activate and select the item you want to use using the right stick. This function was incredibly useful and really improved the experience of the game, I do hope something similar will be implemented in Bloodstained. I noticed that currently both the D-pad and left stick are both used for moving your character, using the left stick to open up an item window would be really nice. Moving it up and down for recovery items and possibly left and right for shard or armor sets and using the D-pad only for movement. Any comments on this idea/suggestion?
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Post by Mr.Deef on Jun 30, 2016 15:42:53 GMT -6
Some stuff may have already been mentioned, but...
Difficulty seemed way to easy. I know SotN was also pretty easy, save for maybe a couple boss fights but any chance we can make this one a little more challenging? Also, I really found Miriam and the other sprites WAY TO BRIGHT compared to the backgrounds. Especially the color pattern of that final boss.
Otherwise, controls were great. Music sounds stellar. Backgrounds and map looks amazing. Menu system looks perfect.
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Post by solana on Jun 30, 2016 16:08:48 GMT -6
I feel really weird offering feedback on a game that's obviously very very far from being done, but I'll do my best.
Just from what is captured in the demo, the game is generic. It feels no different than if you took one of the more recent DS Castlevania games and gave it the Dracula X Chronicles treatment. The environments are neat, but it doesn't feel like the 3D actually did it any favors at all, and could have been better just with well shaded and polished 2 dimensional assets using a different engine. There's no aspect to the gameplay that is pushing the envelope, it is exactly the same in every conceivable way to any other earlier Castlevania game. This isn't a bad thing, I adore the genre, but if you're going to make a new series it should explore the space, prove to the industry that there is that space.
The boss. Just everything about the boss. She's generic, she's cliche, she looks like Heath Ledger's Joker with comically large breasts that become the focus of the camera. I get that early bosses aren't supposed to be tremendously difficult but they should at least be 'fun', and there's nothing interesting about this encounter.
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Viftech
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Post by Viftech on Jun 30, 2016 16:11:06 GMT -6
When I played the demo at home (100$ backer ^_^) the first thing I noticed that was missing from this game and previous Igavania games is the ability to use items while playing. Currently you have to pause the game, select and item and then use it for the effect. This greatly hinders the flow of the game when you play it. In Castlevania: Lament of Innocense and Castlevania: Curse of Darkness you had the ability to quicklink up to 5 items in a seperate window you could activate and select the item you want to use using the right stick. This function was incredibly useful and really improved the experience of the game, I do hope something similar will be implemented in Bloodstained. I noticed that currently both the D-pad and left stick are both used for moving your character, using the left stick to open up an item window would be really nice. Moving it up and down for recovery items and possibly left and right for shard or armor sets and using the D-pad only for movement. Any comments on this idea/suggestion? Well, it's a decent idea, but I feel like it could better if you had to hold down a butten or trigger and then use the left stick to choose an item since I like using the left stick when playing casually and the D-pad for precise movement. Then holding down the butten or trigger and push down left or right stick to use the item. That's my suggestion to improve your idea. I would probably have replaced the D-pad if it wasn't the most responsive and accurate method to move around, so if they majorly improve the left stick movement then I would have no problem. I still like pausing to use your item so you can use them in a pinch without worry a lot better, since I think having items that can be used immediately will probably go the Dark Souls way of having an animation to go along with it, due too you not being in the menu. Which would make you defenseless for a short period of time and makes it possible for enemies to knock you out of healing yourself since the animation didn't complete.
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Post by JeffCross on Jun 30, 2016 16:18:51 GMT -6
yeah I agree, I would rather pause and get instant healing than wait for the healing animation not finish and I get killed (this happend too many times to me). but I did like the catching the peanuts for a lot of health in SotN.
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Post by akira on Jun 30, 2016 16:36:25 GMT -6
Mirriam's backdash is broken and needs to be fixed. Similar to Alucard's backdash on SotN or dashing on Harmony of Dissonance where you can do it in quick succession giving little to no reason to actually walk. Miriam's backdash is more broken than Alucard's, more similar to the HoD one where you can repeatedly backdash cancel, just not able to do a forward dash. There should be about a second or so delay like with the GBA games starting with Aria of Sorrow and still allow the character to backdash cancel but not allow any repeated use of it breaking the game and making it too easy. This is just based on what I saw from the demo being played on the show floor, but is a very glaring flaw if it makes its way into the main game. I completely agree with you on this. I'd prefer if there is a hidden item to speed the character up a la Super Metroid rather than give away a speed run helper. I wouldn't mind an item to allow you to do unlimited backdash. It's more fun finding an upgrade rather handing it on silver platter.
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Post by akira on Jun 30, 2016 16:46:33 GMT -6
Loved the demo. The only thing that really bothered me was the animation. Although I liked the overall animation, I feel it can be a bit more snappy and responsive. Alucard's animations were fluid but the initial frames were snappy and it felt more responsive than Miriam. Keep the smoothness but accelerate the transitions a bit. Also there is no sense of weight. Every step or running step feels too floaty. Not very convincing. Take a look at Alucard's (using something familiar) animation when he suddenly stops. His body moves back using gravity to help him stop. It may be worth the effort looking at real reference of filming someone running and stopping, turning etc.
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Post by Nosferatu_mi_amor on Jun 30, 2016 17:10:03 GMT -6
Hello there, THANK YOU ... thank you all, thank you IGA, thanks all devs, thank you fans who made this possible (with my small contribution) etc etc... can't say how glad I am to see this game coming but I'm pretty sure you already share this excitment ... so I'll stop with the gratitude here and go straight to the point. The demo was great, we can feel the gameplay his already set and what's needed now is just MORE CONTENT, MORE MORE MORE, A LOT, SECRETS ETC ETC. Now I have two main complains. The way the main character moves feels a bit slow in my opinion. I know classic castlevania games have had this reputation of being a bit sluggish and that Iga's previous games had their load of tricks to go around this with a lot of spells, transformations, etc... to move faster. I SEE THAT COMING HERE TOO, but please, spare us this running gag, I think it would be a nice move to make the game just a little bit faster and punchier. I know it CAN be done, JUST DO IT, YOU DAMN VAMPIRES !!! On a handheld console the action must feel clear and comfortable due to the small screen and controls and the bad conditions we can play the games in, here you've got a huge screen and a nice REAL controler, people will play at home in a comfy chair and be fully focused on the game, it's not the same experience, so just make it harder than on nintendo DS and GBA ! Most of us who backed the project are old 2D fans and we want some top notch 2D classic "arcade" action so don't hesitate to strengthen the rythm and ask from us more skills than patience. My other complain is about the looks of the game. I'm pretty sure it'll evolve and I'm glad you made a demo this fast, so ... forgive me, if I sound ungrateful ... I think you should add details, lights and various effects (bump/normal mapping, etc...) to make the game more impressive on the graphic side. The game is nice ... but feels a bit hmmm ... "made for psvita" ... it's ok, but sincerely, at first I was hoping for real 2D with the best cartoon graphics ever, then I admitted that 3D would be a nice option, especially since it allows cutscenes with great art direction (that's already visible in the demo) ... now ... hmmm something seems to be lacking ... don't know what exactly ... to say it in a basic way ... it's not nice enough (sorry). Maybe we're too far from the action, maybe it still lacks details ... maybe it's something with the lights ... I don't know, my guess is that the best cure would be to use the lights A LOT MORE ... maybe even thinking about punishing the players for whipping too much candles since it could dim the light ingame for a change. It's a bit of a stab to old castlevania fans who like to whip candles, but it would also be a funny joke if it's done properly. The main character could also have a lantern or use candles etc... it would be great to see the night and the dark really used for once in a castlevania game. Last time I can remember was in castlevania 4 just after the fight with the grim reaper and before dracula with the corridor and the candles lighting on, thanks to ghostly powers ... it's one of the whole franchise's BEST spooky moments ... so ... man ... I can just beg for other light tricks like that here. Hey, isn't castlevania connected to cinema, universal movies, hammer films, etc... use that heritage, it's light tricks, it's spookiness and foggy atmosphere, please ... bring us back the old Elizabethan clichés, we just LOVE IT. Best regards ....... a VERY OLD CASTLEVANIA FAN.
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Post by Hertzila on Jun 30, 2016 17:44:19 GMT -6
The demo was great. Rather rough, but that is the nature of game development, so it doesn't really cast a negative light. It's also a great show of progress, so thanks for that. It was nice to play through it.
I want to comment on the backdash, though. I don't think it should be the preferred navigation movement method. The backdash chaining ("backdash - cancelling action - cancelling backdash - cancelling action - cancelling backdash..." etc.) is rather counter-intuitive and just silly. It just seems odd to design the game to work according to the old glitch rather than just designing a gameplay mechanic to replace it.
Why not just put proper sprinting in? Make it noticeably faster than just backdashing everywhere and discourage blind sprinting by making Miriam take a second to brake and stop from a sprint (kicking up dust/water/<particles>), essentially making her slide for a bit which might very well leave you open for attack. The utility and downside of backdash (you need to know the terrain so as to not get hit) while being more intuitive and looking a lot more natural than just backdashing everywhere. If the devs want to go the extra mile, there could even be an Enchant shard to allow essentially speedboosting and maybe something akin to shinesparking from Super Metroid. Not identical, but say, an Enchant to allow much faster sprinting and then an Attack to allow boosted jumps through the air. Combo those around and you'd go very fast, at least as long as you know the route and have mana for the attack (or the boosted sprinting, if it would cost mana too).
I'm wary of actually modifying the backdash itself. It's important for combat movement and the fluid feel of fighting so, besides stopping the backdash chaining, I think the better solution would be to add sprinting to make backdash obsolete as far as navigation movement is concerned. If not, though, maybe make the end of the backdash a bit sluggish as Miriam regains her balance and not allow that to be cancelled until the animation ends, or don't allow proper cancelling while in the backdash or while Miriam is regaining her balance but do allow attacks and casting while backdashing / regaining balance so she can still fight. Maybe as a special backdash attack?
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