Ciel
Executor of the Church
Ancient Legion
じーっ
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Post by Ciel on Jun 23, 2016 0:37:01 GMT -6
3. I could not find any walls that are breakable by using regular attacks. Will there be any in the final game? There are though. If you see the video I posted last page, at the 1:58 and 9:55, I broke two walls using normal attack.
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yoshi9048
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Post by yoshi9048 on Jun 23, 2016 0:37:18 GMT -6
1) A quick one is that I'd like to see a reduction in the swing recovery of the head swing attack (shard). Perhaps a quarter-second drop in recovery time. It's a stupidly powerful attack; so increasing it's mana cost seems appropriate as well. 2) The animation for shard acquisition is great; but make the animation flip based off of Miriam's direction. 3) First boss is a tad bit too easy; timing windows for telegraphed attacks can be tightened to make it a more entertaining challenge. Making the tentacles immune to damage during the beam attack also seems a good idea. 4) You have a jumping straight attack and a jumping lower attack (30 degrees down), jumping upper attack (30 degrees up)? 5) Love to see extra animations for sword swing and kick. Like a 1-2 animation combo for kicks. The timing/damage/hitbox wouldn't change; and it wouldn't combo up; just create some diverse animations for Miriam to kick ass in. Example would be a sword swing with a quick spin before another swordswing. Again, it would not have any bearing on actual gameplay; just cosmetic additions.
Overall, incredibly fun playthrough and great first impression. I'm thoroughly impressed with the level of polish and detail that went into a project so young!
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Post by Blazbaros on Jun 23, 2016 0:38:40 GMT -6
Just finished the demo, pretty great so far.
Two things that I'd noticed was that the controls feel a little delayed, especially when you're jumping and Vedar's colours seemed really. . . slap dash. There wasn't really a unifying colour on her and it was quite odd to look at.
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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What a wonderful night to have a curse...
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Post by Astaroth on Jun 23, 2016 0:41:33 GMT -6
suggestion for menus, love that you can quickly switch between equipment and shard from within the equipment submenu, i think looking into having shard as a main menu option may help ease new players into where and how to change shards until they get the hang of using the x button to quickmenu, the tabs however are great, theyre easy to figure out what they are from the little icons, looks like there may even be some special ammo/modifier type weapons if im reading the icon right (which makes me wonder if there wont be dual wielding/shields if that is a modifier slot just under the weapon instead of the 2nd weapon slot), i do hope yall find some way to include a second weapon slot if im right so that shields and weapon combinations can make a comeback but im interested in how the current system is actually set up ^_^ using win 8.1 and an xbox 360 controller with the windows usb dongle Pure Miriam , heres a list of the weapon types as of the demo swords throwing swords daggers rapiers great swords katanas spears maces footwear whips guns
loving the animations, especially that miriam has a ready stance she moves into between attacks where you can actually see the weapon and the fact that shes effectively ambidextrous like the sprite animations used to be while keeping her left and right discernable through the asymmetrical outfit
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Post by Nienu on Jun 23, 2016 0:51:08 GMT -6
Just played through the demo. Gotta say it feels very solid so far. I felt like the delay when kick was different from the sword. Thats can be ok, but it felt more like a heavy weapon vs a light weapon. And DMG was not really that different between the two. Other things I liked are that when I equiped Kung Fu shoes, they showed up in the cut scene @ the boss fight. Very nice touch!
Some button presses did not feel like they were immediately recognized. Could be beta, could be polish. Multiple versions of Morte (cannon) were interesting. Fighting Amy's was annoying. Probably by purpose! Heavy Weapon enemy was gorgeous. But ulitmately very easy to observe his pattern. Maybe he should have more than one? Hrmm.. It is early in the game though.
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SamXala
New Blood
Forums... Long time no see!!
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Post by SamXala on Jun 23, 2016 0:51:18 GMT -6
Too bad you can't change the graphic settings, the game is running at 5-10 fps for me (ip B960 @2.20 GHz, 8gb RAM and Intel(R) HD Graphic), but still, I manage to see some details of the game and it's looks really good (but I can't do much progress with my pc)
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Phonomancer
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Post by Phonomancer on Jun 23, 2016 0:51:57 GMT -6
Absolutely love the menus, I feel like some of the tutorial stuff (which might be only during that first tutorial level, perhaps) is a bit excessive... Things like constantly showing the indicator when there is a treasure chest near you. Assuming there is going to be a "I've never played one of these games before" difficulty, I feel like that would be the appropriate place to put them. Also, as has been mentioned, there are some shader issues (with Miriam 'going through' the walls at the edges of some screens, and the boss looking... unfinished, I suppose?). As someone who ground to max level (1 exp per kill at that point) in SOTN, I'm so excited to get even so fleeting of a taste of this game.
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darkodin7
New Blood
Hello Everyone! Glad to meet you all. $100 Backer!
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Hello Everyone! Glad to meet you all. $100 Backer!
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Post by darkodin7 on Jun 23, 2016 0:54:42 GMT -6
Hello everyone, glad to meet you all. Big fan of the Castlevania franchise. Really looking forward to this game. ($100 backer) Like most people I could not attend E3 but im glad i could play the demo. Now I've played the demo twice already, Im going to play it even more so don't worry. I play a of Castlevania Harmony of Despair on my ps3. Mechanics from that game transitioning into this one. A lot has maintained the same but could use some work. I realize its still in early adaptations of the game.
Now onto the details i wrote down while playing the demo. Sorry I don't have a recorder on my computer yet. The Blood Drip on the health icon for Miriam has low frames. As a nice touch i would like that to be as smooth as possible or when health depletes I would like more blood drips to show rapidly to symbolize her death is near.
The hit boxes from my attack "Long Sword" is very tiny, short hopping and attacking has very tiny frames. The animation of the attack and even smaller hops and attacks cancel it.
Hitting the curb on the ceiling inside the boat makes Miriam drop faster.
Rapidly pressing forward and down: the animation start up is slow and could use some work. Walking/Squating
Sliding animation is kinda sloppy. Pressing jump while sliding sometimes cancels the animation of the slide and just moves Miriam while standing. Also sometimes no sound of the action is played.
Really really short hop-attack hit box is too small and high in the air for "Morte's" using Long Sword.
Drop of frame rate when Morte's spawn.
Back-dash is very long, b-dash down-cancel moves faster than regular walking speed. Consider what to do here as some players will utilize this mechanic for speed running. I my self love speedruns fyi
Back-dash-down-cancel-attack could be smoother. The attack animation comes out very slow.
The sensitivity for diagonal mid-air attacks is very low on ideal ps4 controller. I play with dualshocks as the D-pad is at a more comfortable position for my thumb and less distance from the triggers so i can combo attacks. Back-dash momentum is stopped by jumping.(in previous works from Iga, momentum stayed with character while jumping, this can be seen in all his works) This is ideal for keeping distance from bosses AS ATTACKING BRINGS ME FORWARD INTO ENEMIES ALLOWING ME TO TAKE DAMAGE and cancelling my attack.
Walking while back-dashing and pressing attack and jumping cancels everything and nothing is happens.
Using Magic: Aiming and jumping is difficult as it required my right thumb. Please consider button mapping. (i understand i can map the ps4 controller to have "A" as a "LTrigger" but on consoles most people can't do that"
From Iga's previous works, please add double jump and glide abilities. As well as diagonal kicks to get a higher reach off of enemies head's.
Red Crystals could be mapped with button inputs such as holding UP or Down and pressing Triangle/Y button for multiples trigger attacks. As seen in Castlevania Harmony of Despair.
Trigger Attack "Head Flail": Sound effects get cancelled when landing.
After attacking(long sword or kick)>animation for aiming with magic (right thumb stick) doesn't appear until after 4 seconds.
That is all i could find for in-game mechanics. As of tonight, im sure i can find some more tomorrow.
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Post by cidrei on Jun 23, 2016 0:55:04 GMT -6
A bunch of good stuff, go read it. Just finished up the demo. genemag nails a lot of the things I was thinking, so I won't restate all of that. The animations look good, although it feels like there should be more transition animation between states (sword out to normal stance, etc). Additionally, although the look good several of them felt slow, turning in particular. On the ground Miriam feels heavy (see edit at bottom), always moving a little slower then it feels like she should. I'd personally like to see the turn speed increased and the slide lengthened. The jumps and landings also seem a little slow. Airborne movement felt nice and responsive though, and I had no problem dodging attacks or around Amys (Amies?). Graphically I'd like to see a little more distinction between things I can interact with and the background/foreground. While Miriam and the enemies both seemed clearly delineated, I wasn't initially sure which crates and lanterns I could interact with and which I couldn't. This doubly applies to platforms and passageways between rooms. I had to backtrack a couple of times because I'd run clean passed a platform that blended into the background, or run away from a horizontal entry I didn't realize was open. This also came up during the boss fight as I wasn't sure which tentacles I needed to be worried about versus which ones were in the background. I agree with an earlier comment that chests need more visual feedback when they open. Having to watch the lower left corner to see what I actually got isn't all that great when I would be able to recognize most items or class of items at a glance. The map is HUGE (in that it takes up too much space for the size of the rooms), although I'm not sure if this is a product of having relatively little explored, being stuck on the ship itself, or by design. Finally, I'd like to see passages that aren't currently open or can be opened indicated (at all, or differently) on the map. I spent a while trying to figure out how to get through the one section you have to blow open with the cannon from the other side. I'll reserve judgement on tuning and technical issues as I'm unsure how representative this build is supposed to be in that regard, so I'll just list my observations. As many have mentioned the demo was very easy, even with control quibbles. I got the Fatal Error bug after fixing the resolution on the first attempt to start the game, though it worked fine on the next boot. There were several minor fps hitches, and while the frame rate never seemed to drop down past the low 50s, you could definitely feel it. The demo most assuredly does not require 5 GB of space (clocks in at 801 MB for me). (Quick edit for this bit after re-reading the system requirements: I currently am running an i5 @ 2.8Ghz with a GTX 960. I'm below on CPU, above on GPU. That said, the game generally ran fine outside of the above mentioned fps drops.) All of that said, this demo is an excellent foundation for what the game will hopefully become. The whole of it felt right, even if several of the smaller components weren't where I would like them. It's very promising, and I can't wait to play the final version. EDIT: Did a couple more playthroughs. I retract what I said concerning Miriam feeling heavy. In terms of actual movement she's quite responsive, it's just that the animations are slower than you're actually moving. There's also what feels like a long delay after a back dash, but only if you try moving horizontally. You can immediately hop after one. Personally I'd increase run speed just a smidge, lengthen the slide, increase the speed of the turn animation (though not the actual movement thereof), and remove the movement delay after a back dash. I also miss things like a dive kick or the sliding jump, but those may come in time.
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
Posts: 1,213
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What a wonderful night to have a curse...
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Post by Astaroth on Jun 23, 2016 1:06:14 GMT -6
i like the little tutorial popups, theyre short, sweet, and to the point, they only show you exactly what buttons you need to do basic move x and then puts you right back into the action, no 3 minute cutscenes telling you how to jump and shoot(man), and it doesnt tell you everything about the game so there is plenty of room left for new players to discover as they get better at the game, im not sure how much better the chest indicator could be done, perhaps the icon pops up in the corner rather than above miriam, but its never bothered me since im usually aware of the chest beforehand and simply use the icon to know im in the right spot to open the chest instead of relying on the icon to find said chest
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Post by kiosk on Jun 23, 2016 1:13:57 GMT -6
Was really enjoying the demo though after a couple of minutes the motion of the boat swaying like a boat was giving me motion sickness. Had to shut it off and sad to say I couldn't finish the demo. I'm sure I'm a minority when it comes to this symptoms while playing though would be nice to have an option to not have the screen sway.
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Post by hayagin on Jun 23, 2016 1:40:19 GMT -6
I ran through the e3 demo two times tonight. I definitely had a lot of fun with it, that's for sure! It appealed to the nostalgia factor of SotN or Dawn of Sorrow, but was still a fresh spin on things.
My first run was fairly simple. I moved from room to room clearing all the enemies and didn't bother exploring more than obvious areas you could get to. I was lucky enough to get most of the shards on this run, excluding the one from Beur. I cleared it in around 20 minutes, and I believe I hit level 6 when I killed the boss.
In my second run I explored the ship extensively. Revisiting each room multiple times, attacking every possible wall, sliding/back dashing across every floor available, and collecting every shard available(To my knowledge.). I spent the better part of two hours on this run, and ended at level 8 or 9 when I killed the boss. (It's nice to know that the drop rate on Amy is 1% I guess I got fairly lucky on my first run!)
As far as feedback goes, a lot of people have already addressed issues that I liked, or felt concerned about. But I'll go ahead and echo them in this post: I really enjoy Miriam's design! She's very pretty, and her design really lets her stick out from the background and I think that's great! The effect and animation for getting a new shard is great! It's very elaborate and it feels rewarding whenever you get one. I was also surprised to see Miriam's outfit and accessories change slightly when she changed her equipment. I'm definitely looking forward to seeing all of her different armor and accessories.
I'm not much of a speed runner, so I can't offer much of an opinion on the validity of the back dash canceling in this game, but it felt very fluid to me. I enjoy the mechanic from my casual point of view. Doing short hops and attacking still proves to be a good way to take care of foes, I was surprised when I got a different attack animation holding down while attacking in the air, I thought that was pretty cool! I enjoyed using both of the weapons in the game, ultimately you couldn't tell the exact difference of power between them, though. Some of the animations seemed to string together, oddly. For example, pressing jump while sliding sometimes cancels the animation of the slide and just moves Miriam while standing. But I understand this is a demo and small things like that will get touched up in the future. As for difficulty, it's a demo so I didn't expect it to be hardcore, I would say it's about right for an e3 demo. I look forward to fighting harder monsters and bosses in later releases.
I appreciate that the game has keyboard and mouse support greatly! But it would help if there was some form of command list, to help those that don't use a game pad. I had to randomly press buttons and mouse click until I figured everything out. I still wasn't able to aim the fire spell using keyboard and mouse commands, sadly. It would be amazing if you were able to add that function to keyboard and mouse users.
In the end, though. I had a blast with this demo! As a big fan of the other Igavania games, I'm look forward to the completed product. And I hope to give lots of feedback in the future!
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Post by T. Cheek on Jun 23, 2016 1:49:04 GMT -6
Good so far. runs like trash on my computer. Need a friend with a better computer.
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lai
Loyal Familiar
Professional lurker and OOE expert
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Post by lai on Jun 23, 2016 1:52:12 GMT -6
apparently amy has a weakness to doorways, theres a spot where if amy moves into a doorway it will take 4 damage like you hit it, trying to figure out if this is a property of all doorways (like an anti mob barrier to keep weak enemies from accidentally hitting you during a screen transition and knocking you back into the previous room) or if that particular doorway has gained some wierd power and will join you in the fight against the demons >3>/ (ill post where i found this later, curious to see how long before someone else finds/confirms this) I actually have recorded a video of this happening. I'll probably have it up on Frida.
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Post by Scars Unseen on Jun 23, 2016 2:00:39 GMT -6
Okay, so just played the demo for the first time. Some initial notes: - The team definitely captured the feel of IGA's Castlevanias. That above anything else makes me excited for the final product.
- The visuals are also fantastic. Although it's obviously not a 2D sprite-based game, it never looks like toys on a stage like some other 2.5D games do. Lots of praise for that shader.
- Some may disagree, but I think the movement animation is great. That moment where Miriam moves backwards a bit as she changes directions is a nice touch, all the more so because it doesn't actually decrease the responsiveness.
- Not really thrilled with aim on the Right Stick. I use the same finger to manipulate that stick as I do hit the Y button on my Xbox controller, making it very awkward to use. If no Y shard abilities are directional, then it might be okay, but it seems more intuitive to aim with the normal directional controls than to have a separate control just for that purpose.
- This is probably an early build thing, but currently Miriam clips through the walls.
- Some of the platforms, the nets mostly, aren't immediately obvious(I had to check my map to realize I had missed the way forward). Maybe a bit more contrast would be good for some of those. On the other hand, it may just be something I get used to.
- Speaking of platforms, when Miriam jumps through passable platforms, she currently passes behind them. It's nothing major, but it does look slightly peculiar. It may be worthwhile to try a build where she passes in front of them and see if that looks better.
- Finally, thanks to IGA, Mana, ArtPlay, Inti Creates and everyone else who helped to bring this demo to us. I haven't been this excited for a new game in a long time.
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Post by MogMans64 on Jun 23, 2016 2:25:40 GMT -6
I'm just gonna list out some thoughts and some ideas. No particular order, just throwing them out there~
- I really love the way Miriam handles and the way she moves. I don't think very many things should change in this regard, but the slide feels a little bit off. Perhaps maybe too short of a slide range?
- Health, I think, could use a bit more work as far as indicating to the player that she's dying. The dark blood red is kinda hard to distinguish (to me at least) with the dark background of the health bar, so I'm more reliant on looking at how much numerical HP she has instead of having a quick glimpse at her overall. Also, I feel like she should have some sort of indication that she is in low health. Maybe changing the aura around her to something flashing red or an audible sound as she's taking damage while in low HP?
- Fire Cannon aiming is good with the RS, but I also think that we should be able to aim it with the d-pad/analog stick for combat purposes. Many times I tried to implement it into fights and it does get a bit tricky to hold the RS while I move around with the D-Pad to dance around in melee range as I jump in and out of it. At the very least, I want to be able to aim diagonal-down with the Fire Cannon without being forced to use the RS and play some hand yoga in the process.
- I feel like doorways/exits need to be emphasized more. It's a bit hard at quick glance to determine if it's an area you can walk through or not.
- I'm not sure if you intend on doing something akin to Castlevania where she will have sub-weapons or not... but even if she doesn't, can she still have some sort of pose by holding up on the dpad? Just... because? Even if it doesn't do anything? Just something to idly pose with, because that's just a bad-ass thing to do.
- I feel like her melee/kick animations could use some work. Like the short ranges are fine, but perhaps something that feels like more of a harder swing than what we have currently going on.
- This will be different per weapon, but I almost feel like the short sword (which I assume is a weapon you're going to start off with early game anyways) wind-up frames are a little bit too long. Like maybe 4-5 frames too long. I keep expecting it to be faster as I try to backdash cancel it. Maybe it's just me with other similar games.
Otherwise, I'm loving what I've played and I feel super confident about this product. Keep up the good work!
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Post by darkbrotherhood on Jun 23, 2016 2:30:58 GMT -6
My two cents playing this demo
1. I would like to swing my sword in all direction, not just diagonaly down. 2. I would like to cast the water blast in all direction just like fire, I dont understand why water isnt this way. 3. The flail head knight swing stops if your performing a midjump, making you waste mana for basicly nothing. 4. The armor or items you wear should reflect on your avatar in the inventory menu, the headband is cute but from far away its hard to see, seeing it in your inventory menu character would be nice. 5. More thunder and lighting effect in the enviroment would be nice, as for the inside of the ship it should also be darker, its to bright. a ocasionaly flash of the thunder would make the boat enviroment awesome.
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Post by ryanzb111 on Jun 23, 2016 2:53:07 GMT -6
Hey, I just finished a playthrough of the E3 demo, and I have to say I enjoyed it a lot! Here's some feedback: Being able to spam back-dash in order to move faster shouldn't be allowed, I think - While jumping in the air and pressing forward while colliding with certain angled edges, Miriam immediately starts falling towards the ground (ignoring the jump physics).
Several times throughout the demo, the game paused momentarily, then resumed. - List item 2
- List item 3
Overall, I like the design and the feel of the gameplay, and I'm looking forward to the full release!!! My system specs: FX-8350 GTX 960 16 GB RAM G-Sync monitor The game played very smoothly, and I was able to run the game @ 1080p, no problem (besides the stutter issue I mentioned above.) -Ron
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Post by T. Cheek on Jun 23, 2016 3:01:30 GMT -6
Anyone reach max level?
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Post by Ziazis on Jun 23, 2016 4:05:12 GMT -6
Just finished playing the Demo. And I have to say, DAMN it's amazingly fun. I want to continue to quickdodge around collecting shards finding the secrets (found 2 by the way don't know if there are more). It just feels so good fighting all these monsters exploring and in general having fun. The controls are responsive, feeling alright. The only thing I would mention there are the attacks in the air - sometimes you can't cast a spell while in the air if you didn't jump high enough which is kinda weird. Enemies - well awesome designs, annoying flying around thingys, wheels what else do you want. All the components to having fun. Music: Damn just the first seconds of the game and I was fascinated by it. Well done! I would have loved if there was a little tutorial boss to see how they would look like but I'm fine as is Edit: Haha silly me missed a jump up xD.... Can't wait for the release!
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