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Post by m0nkf15h on Aug 15, 2016 11:15:00 GMT -6
The only problem i see on Vepar is that it's too easy, even for a first boss. The creature is huge and menacing and you beat it too easily. O hope it returns for you to fight it again later. But i like Vepar's looks, appearance and colors and see absolutely no problem with those things. But...that's me I would not worry about Vepar's lack of challenge, i'm sure it will be beefed up for the release version. The Demo fuctions simply as a taste of whats to come, difficulty curves will all be to a standard that we expect - if they are not a lot of people will be annoyed.
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Torabi
New Blood
[TI0]
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Post by Torabi on Aug 15, 2016 13:15:38 GMT -6
I don't have a problem with cancelling as long as it's deliberately implemented, and doesn't trivialize the game. Accordingly, I still think there should be actions that can't be cancelled, so that there are tradeoffs. Do you take the "safe" action that can be cancelled out of, or the riskier but more effective one that can't?
The animations can be justified as moving too quickly for the eye to see, but I'd rather see it more explicitly visually justified, rather than just looking broken. Afterimages or speed lines are ways to accomplish that.
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Busterific
Hairy Old Man
Loyal Familiar
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Post by Busterific on Sept 2, 2016 12:12:38 GMT -6
Personally I think the backdash / cancel chaining (bug, glitch, feature, whatever) is goofy looking and should not be included simply because it was present in previous Castlevania games. I like the idea previously mentioned of having a sprint ability, and I remember seeing that in previous games being used by double tapping in a direction and then holding.
I tend to agree with previous comments that the bosses color scheme is jarring and additional texture detail could be added. The one attack the boss did from the background felt kind of like it was attacking with a squirt gun, or laser. Widening that somewhat may give it a better aesthetic and make it more difficult to dodge as well. Other than that I don't have any problems with design in general.
I also think the idea of some platforms blending in with the background to a degree to not be a bad thing in all cases, especially if they're leading to a secret area. The instances in the demo where this is happening may be a bit too early in the game for that though.
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