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Post by Ziazis on Jun 23, 2016 4:07:54 GMT -6
Whaaat are you serious? There was always ways like backdash, dodge, shield dash to move faster. All the speedrunners use it and I used it here already - it's so much fun to dodge around. Why would you want that to be blocked? 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 dm151 on Jun 23, 2016 4:37:26 GMT -6
Hi all, well a Little feedback here, I really loved the game so far it work fine, the only two things i found are a bit buggy are that you can move too much maybe into walls, and that after closing the game AVG anti virus says "Ron-win64-shipping.exe" is a threat xD Other than that is working perfectly, i really liked the movement, after using the unarmed kicks i missed a lot the dive kick we had in other games it can even point in that direcction while pressing down and kicking on the air, maybe it will come later Thanks for making this game posible ^_^
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Post by rytoex on Jun 23, 2016 5:13:24 GMT -6
I finished several runs of the E3 demo, so here's my feedback before I forget. This is not written in any particular order, so I apologize if this seems disorganized. I'm trying to get it out of my head and into the forum before I can't remember it. First, I love this demo overall! The music is catchy. The graphics and art look good. The UI is pretty clean. The gameplay is fairly solid. I'm looking forward to the beta and full release now more than ever. Great job! Bravo! That said, I do have some observations besides pure praise. Jump Disallows Attack (on Controller)It seems that if you hold the jump button, you cannot attack (the attack button does nothing). This is not true for shard abilities. You can hold the jump button and activate shard abilities just fine. This behavior is more forgiving with kicks than with the sword. Trying to hit those purple flame lanterns was required pretty precise timing with the sword (it was slightly easier to kick them). I'm not sure if this is intended, but since you can jump and use shards just fine, it seems like an input/control bug. After writing the above paragraph, I went back and re-tested. This problem occurs when using my controller, a Logitech Dual Action (an HID/DirectInput controller, not XInput). This same problem does not occur when using the default keyboard and mouse controls (space for jump and mouse left-click for attack). So perhaps this is simply an issue with using a non-XInput controller? I will try to re-test this later using an Xbox 360 controller or an XInput emulator. Edit: Everything seems to work fine on an Xbox 360 controller. Attack Direction (or "Range of Motion on Weapons")In the demo, we only have a few attack directions/stances: standing neutral (Attack), crouching (Down + Attack), crouching forward (Down+Forward + Attack), jumping neutral (Jump, then Attack), jumping forward (Jump, then Down+Forward + Attack - this one's a bit difficult to pull off because of Jump and Attack seemingly conflicting). If I want to increase my attack's height, I have to use jump. I'd love to be able to attack upwards while standing (or possibly crouching). Or perhaps certain weapon types will have different range-of-motion characteristics? Of course, I'm all for keeping the weapon range of motion somewhat limited if other shards/abilities will compensate for it. Load TimesThere seem to be noticeable pauses when some game assets are loaded or processed for the first time, though this does not seem to occur every time. Some examples of this are shard ability animations, environment items/regions/walls breaking, weapon animations, or the transition into the boss room. The system I played on had specs above the listed system requirements, so I hope that's not the issue. Minor TypoThere is a minor typo in the text displayed after acquiring the Head Flail shard. It reads, "Uses the head of a the headless knight as a flail." The bold emphasis is mine to show the typo. The sentence should only use one article, either "a" or "the", here. Here's a screenshot: imgur.com/BCPJBoIi.imgur.com/BCPJBoI.jpgOut of Reach Map RegionsThere are two regions on the map that I could not seem to reach. One is the upper right portion (about 3x1 blocks) of the first "outside" room. The other is the upper right portion (about 2x1 blocks) of the last room inside the galleon that has a Dullahammer (lower right part of the map). For us map completionists, is there a way to reach these in this demo? A More Detailed MapSomewhat related to the previous item, I'd like to see a more detailed in-game map. Perhaps markers for chests, special items, or bosses? Maybe a display indicating if you've found all items, secrets, or treasures? Or perhaps make those options for the user to pick their map detail level? Shader OptionsThere was a lot of discussion about the shaders for the background and the character. Is it possible to provide an option, either in-game or out-of-game, to select which shader to use in the game? Keybinding and Custom ControlsOther have said this, but I will echo it: being able to set custom keybinds/controls in the final game is a must. Broader Controller Support
I know for this demo, it was noted in the Kickstarter's Update #40 that, "The demo only works with XInput-compatible controllers." In the retail version of the game, it would be nice to have in-game support for more controller options. Audio Output OptionsIt would be nice to have in-game options to set sound levels for things like Background Music, Voice, Sound Effects, and Ambient Sounds along with Master Volume. For an example of a game that I think does this well, see Final Fantasy XIV's audio options. An amazing added bonus would be having the ability to select the sound device to use for audio output. Phew! I think I had more, but I can't recall it at the moment. If any of these needs to be moved or restated in the E3 Demo Bug/Glitch Reports thread, let me know, and I'll repost the bugs there. Sorry for the absurd length of this post... Thank you all for the feedback so far! We're loving all the positive energy we're getting. From my side, we'll probably fix a lot of the translations and of course, the spelling errors too. There's a set letter count for each menu/description so some of the wording is very awkward. The final game will be localized by a professional, so it'll be much more natural! Psst.... is there anyone who got the Amy shard? If you did, lucky you! It only has 1% drop rate in this demo. Amy has a shard?! Welp, guess it's time to go back and farm!
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Post by hiratafabio on Jun 23, 2016 6:01:56 GMT -6
Thank you all for the feedback so far! We're loving all the positive energy we're getting. From my side, we'll probably fix a lot of the translations and of course, the spelling errors too. There's a set letter count for each menu/description so some of the wording is very awkward. The final game will be localized by a professional, so it'll be much more natural! Psst.... is there anyone who got the Amy shard? If you did, lucky you! It only has 1% drop rate in this demo. Another (possible) mispelling. I suppose this enemy should be called 'Seaman' instead of 'Seama': Apart from that, I really liked it. Felt like playing SotN again. Great job, guys!
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Post by thrashinuva on Jun 23, 2016 6:08:55 GMT -6
Psst.... is there anyone who got the Amy shard? If you did, lucky you! It only has 1% drop rate in this demo. What really? I finished the demo with every shard in 29 minutes. Amy was the last one I got, but I only really bothered to try in that last 5 or so minutes. Does the drop rate increase depending on how you kill it? I was using the Seama's water ability since it was low cost and killed it in one hit.
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Post by thrashinuva on Jun 23, 2016 6:10:29 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 is at least one wall that can be broken with a regular attack. I think it was actually two.
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Post by Noiry on Jun 23, 2016 6:13:09 GMT -6
Hi all! Newbie here. I got my demo this morning and I couldn't be happier The scenery looks superb, the textures and depth are amazing and Miriam is lovely. I pretty much concur with many suggestions posted here (back-dash needs some improvement, 3D model in the menu should reflect the changes in the outfit, water attack might need some special fx) so it's not really necessary I repeat them. Personally what I liked the least was the boss, it does feel a bit too colorful and the desigh a a bit... cheesy? The enormous boobs didn't do it for me xD Maybe this is the feminist in me being annoying but it kind of broke the feel. I don't have anything against boobs or nudity, Castlevania games always had some nudity either as background elements or enemies, but never used it as fanservice. It would be fun (and would make actual sense) if those gigantic boobs would deflate as she throws the water beam, otherwise I don't know, they feel unnecesary and cheesy. I always appreciated the serene beauty (if many times grotesque and disturbing) of the vania games and the occasional absurd elements (the chair room in CoD, the rubber duck or waiter skeleton in AoS, etc etc etc) It's not like the boss ruins the fun for me nor it's the biggest flaw, but, since the game is at a stage where it can still be improved and everybody pointed the major bugs already, there, I say it xD Can't wait for the real thing!
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Post by Mysttic on Jun 23, 2016 6:13:37 GMT -6
From what I played there were only a couple of issues I had seen.
Game Map: I noticed when one ALT-TAB to a new window and go back the players marker aligns itself off the map, no longer able to tell which room you are in: but no doubt this will get fixed.
I hope to see more variable outfit changes, so far I only noticed the boots change when I put on the Ninja Shoes.
Ninja Shoes should feel exactly that - how about a combo button press to do a ninja move? In fact it'd be nice if we could get combo presses for most weapons.
Otherwise to me the game looks beautiful and handles well; I am eager for the next update and appreciate the opportunity to give feedback, so thank you.
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Post by endarion on Jun 23, 2016 6:35:07 GMT -6
sorry i'm currently downloading the demo right now but something bothers me....you can only play with a controller? PC demo and no keyboard??
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Post by Immanuel on Jun 23, 2016 6:35:24 GMT -6
Oh, man. I was reading the Kickstarter e-mail and there was this link to a questionnaire that asked "Does Morte have a Shard?" So I went back and farmed and farmed and farmed and no shard. Got up to level 7 even. Then I go back and read the rest of the Kickstarter e-mail and it says "Morte doesn't have a shard"! >__<
Well, on the plus side, the Amy shard did drop. Amy is just a very slow homing missile. Best place to farm is in the room with the second cannon. Just jump up the nets to go up to the next screen, fall back down and there's one to either side. Seama's shard attack kills them in one hit. You can farm the Dullahammer at the same time too.
I haven't found anything really jarring about the game itself. Just that the jump is really weird now. You can actually do this really super short jump if you just lightly tap the button. This lets you get off two attacks really quickly since landing automatically cancels your air attack animation. You can get off a third attack if you do a backstep and then press attack.
Oh yeah, voices! Hope to hear some voices in the future!
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Post by Shax on Jun 23, 2016 6:36:53 GMT -6
sorry i'm currently downloading the demo right now but something bothers me....you can only play with a controller? PC demo and no keyboard?? There is a thread in General Discussions that has the keybindings for the Demo. The controller was just the recommended controller, in fact, I think it is the only controller that works with the demo.
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Post by endarion on Jun 23, 2016 6:38:23 GMT -6
sorry i'm currently downloading the demo right now but something bothers me....you can only play with a controller? PC demo and no keyboard?? There is a thread in General Discussions that has the keybindings for the Demo. The controller was just the recommended controller, in fact, I think it is the only controller that works with the demo. i see, thanks
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Post by Valento on Jun 23, 2016 6:56:14 GMT -6
Ok, my feedback is based on gameplay experience, disregarding visuals and out-of-the-game glitches: First, the physics when falling from a jump feels a bit too heavy, but I'm sure this might've been tweaked in an internal build. The ascension when you jump, and the landing animation (specially from high heights) is beautiful! It really feels like SOTN. The jump height controlled by how much you press the jump button is really charming. So, my final word is that the jump feels a little too heavy when falling and it could use some tweak. Differently from Mighty no.9, where Beck is a robot and this specific behavior is expected, Miriam is a human and the way we're used to these games it feels a tiny little bit out of place to land so heavily. Maybe it has to do with animation, maybe it has to do with physics, but I'd further analyze this aspect. Second, the background is confusing at times. It took me a while to understand certain platforms. It would be worth reevaluating how physical platforms interact with the background, so we can further distinguish them, but it is ok to trick players in a later phase, specially when you want to deceive secret places (it's a really cool strategy). So, to be brief: rework a little bit the platforms/background so we can distinguish them, but it's ok to trick us when you want to achieve something special. Third, the moves are very nice thus far. It's by far the most similar aspect from SOTN in my opinion. I didn't feel the kick being to out of place so I'm going to hold my opinion on that, but the sword slash is just awesome! It mimics perfectly the sword weight, as in the way how often you can use it and the animation length, and it's very pretty that it looks so similar to SOTN. I smiled when I attacked with the sword for the first time. The spells are cool aswell. Nicely done! Fourth, the monsters are somewhat too "light weight". Maybe I just forgot how 2D works, or how SOTN embodies weight, but the monsters felt like they are made of paper. Not sure why I had this impression, maybe their animation? How they interact with background? I really think something is off with them but honestly I can't point what it is. Hopefully someone will help better in that regard. I noticed this mostly with Seama. They jump too weirdly, and when they climb on the galleon the animation make them look weird aswell. The blue wisp is one of the best mobs I came across, shortly followed by the spinning lion monster. They brought back sweet memories. Fifth, I see a lot of potential with the shard system, and I love how you're sticking with such similar status concept as you did for SOTN. The shard system is borrowing a very compelling mechanic from Aria of Sorrow/Dawn of Sorrow, so a lot of things can be done, specially when they behave differently as you did. The creativity for this system is endless. Maybe with the way you did it might be a bit too much to have hidden spells besides the active shard spells, but that requires evaluating how they will scale in power and how they'll behave with the scenery and situation. All in all, it's good to see it back. Small things worth mentioning (it includes critic/feedback to visuals): - Level-up animation! I saw that before (*hint hint*), and yeah I loved it! (love the concept, needs visual tweaking tho haha)
- A breakable part of the galleon on the uppermost part; just wooooooo!
- When parts of Miriam enter a wall... it shows it shadowed? Felt weird, but it must linger from an internal physics testing.
- I like that the UI is somewhat standard, but secretly I wish that you might want to switch the UX art style for something more painterly like Guild Wars 2.
- I loved the back dash! (wooooooo!)
That's it for now. Hope some of this is useful. Thanks for the demo! I really enjoyed it.
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Post by Hilgrad on Jun 23, 2016 7:16:09 GMT -6
I'm just off the back of playing the demo - might go back and play it again as I really quite enjoyed it and go through and finish it later (if I wasn't so pressed for time now). I'll try to not be as verbose as I usually am and keep my observations as concise as possible here.
Miriam in Menu: I'm personally not a huge fan of the Miriam art used in the game menu. I'd have personally preferred her concept illustration (i.e. the art in the forum header above, or the art used in her HUD portrait in the top left), over the... "semi-rendered", for lack of a better term, one used in the menu. Note that this is just my opinion: it could be that others really like that art, but I personally greatly prefer her other art.
Backdash, Aerial Attack Cancelling, etc: I've read a little of the feedback discussion regarding backdashing, attack cancelling... I can't really say which stance would be better for either. In my own observation, as soon as I began playing, I immediately (actually rather subconsciously) attempted to do a mini jump, air-attack, land-cancel and ground-attack and it worked just like I remember. It just felt right (probably from playing a ton of Castlevania Harmony of Despair but I digress...). I'm personally in favour of keeping that in, if this was a matter of contention.
With the backdash, I really don't know. Other people would be far more qualified to talk about chain backdashing than me, as my prior experience is rather limited. I DID notice it was rather fast: noticeably faster than just walking. One could argue it makes movement more interesting - you have something to do, and accelerate your movement instead of just holding right or left. And it's a 'skill' you can learn, or something. I can see the appeal there. On the same note, part of me finds it a little... strange that the backhop is fastest way to move rather than just... moving forward. It's counter-intuitive in a way. But these are just observations, I'll leave this discussion to others more qualified to consider the topic.
Shards: I'm liking the shards so far. I'm hoping we can continue to 'level' our favourite shards by getting duplicate drops of them ala certain other Castlevania games in the past.
Health Drops: This is more an observation than anything, but I was surprised to not get any health drops through any standard item breaks (e.g. breaking lanterns, etc), instead relegating them to purely fixed potion drops. I honestly don't know if this is a good thing or a bad thing: my original perception is that sometimes enemies or objects drop small health boosts as part of their drop tables, and potions are rare items that you use in desperate situations to heal yourself up immediately. I understand that this could also be a design decision to have players avoid just running around breaking everything in sight to try and heal up. Again, I don't really know if this is a thing or not, but just something I noticed while playing.
Level Up Animation: I personally don't like how the game stops immediately after a kill to go through the level-up animation. It can mess up timing if fighting multiple enemies, and takes you out of the action of the game for a couple seconds. Animation itself is fine, I feel you could just have the level-up animation happen while the game continues.
Jumping and double jumping (and sliding): Jumping felt... a little weird to me. I don't know why, but holding it felt like it gained a little too much height, and tapping it felt like it didn't give enough height. Might just take some getting used to on my part though. I hope that a double-jump is also unlocked later for better air control. Also, the slide to me felt like it covered a bit too little ground - it might be nice to extend its distance slightly.
Those are the things I noticed the most - I enjoyed the game as a whole: mechanics feel tight and combat was fun. Hopefully it's a good sign of things to come.
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Post by ChucklesTheJester on Jun 23, 2016 7:28:49 GMT -6
I'd like to say one little thing concerning animations. It's not a bug, so I'll post it here. Miriam doesn't seem to have an animation for standing while not running, so she does the full running turn even when turning in place, and it looks weird. I'm confident this will be addressed. Also, if you keep holding down when falling from a great height, Miriam seems to play the crouching impact animation, then starts standing up, and then immediately goes back down to the crouching position again. Not a game breaking bug or anything, but again, it looks weird.
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Post by Mattrex on Jun 23, 2016 7:29:50 GMT -6
I'm very, very happy at what I've seen so far. The demo was a lot of fun and gave me the exact same feeling I've always had playing the other Castlevanias--which is just the way I want it.
A few notes:
1.) Miriam's movement seems slightly sluggish to me. Attacks and recovery is a little slow, though I was really happy to see that I could use the jump+attack trick to get a faster attack (or even a double attack), just like in SotN. By the end of the demo I had gotten used to it, but it felt a smidge too slow overall.
2.) The moments where something would happen on-screen that actually changed the room's appearance or layout were really great (like the mast falling down on the deck of the galleon). I'd like to see more of that in the final version of the game. Not so frequently that it becomes expected or commonplace, but it makes for a nice surprise every now and again.
3.) Please add support for borderless windowed mode and 1920x1200 resolution. In fact, the more resolutions the final game supports, the better.
4.) The boss of the demo was too garishly colored to my eyes. I wasn't really sure exactly what visual effect you were going for when I saw the multicolored monstrosity on display: to me it just looked like someone dumped a few random buckets of paint over a sea monster. Perhaps the biggest issue there is that it looked like it didn't fit in with the rest of the stage and the other monsters, which were all shaded more naturalistically. Was there a particular reason why the boss was so brightly colored in comparison to everything else?
5.) A form of toggleable, on-screen help for the menus would be nice in the final game, something like you see in Dark Souls where you can scroll through the various UI elements and see what they mean.
6.) Speaking of the menu, I LOVED it. Very clean and detailed. Lots of different statistics and effects and elements and numbers and all of that stuff that really lets you know that there is going to be a great deal to discover and work with throughout the game.
7.) Visually, the Seama's and Morte Cannon's shard abilities didn't have much punch to them. One was a plume of blue and one was a plume of red. This could be justified on the basis that they're relatively weak, common, early-game shards, but a little bit more visual flavor would be nice for the final version.
8.) The rope platforms had a habit of blending into the background. One of them I missed for several seconds before realizing it was even there and that I could use it to jump up to a new area. Maybe there's a way of more visually distinguishing them while still making them look like an organic part of the stage.
9.) Music knocked it out of the park. More of that, please.
I can't wait for more. Great job so far!
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Post by jestermaduin on Jun 23, 2016 7:33:48 GMT -6
I'm gonna post something mostly aesthetic, but still: 1. Hitting an enemy with the Dullahammer Shard should carry more oomph. Right it feels as heavy as hitting with the sword. 2. Similarily with dealing the final hit to a boss - there should be some additional thwack when eliminating a monster of that magnitude.
I like the scarf.
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fatihG
Devil Forgemaster
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I am the morning sun, come to vanquish this horrible night!
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Post by fatihG on Jun 23, 2016 7:35:13 GMT -6
Demo is pretty cool! Some small issues, game plays smooth on my machine (55-60fps most of the time.)
Ive got 2 minor things I would like to see based on the demo.
The character portrait in the pause menu seems to be a 2d image. It would be nice if a 3d model could be used instead and it showing the equipment changes you equip. (For example when you equip the headband, it shows up on the 3d model inside the menu)
When doing a backdash and you jump right after, you just jump straight up. I think SotN, DoS, OoE had it so that right after pressing the backdash you jump, you would keep the momentum of the backdash during the jump. (a backwards jump, essentially.) This would make the combat a bit smoother in my opinion. For example if you need to jump away from an enemy that is in the air, but you still want to attack it, you would irst need to jump to the left then turn to the right and then do an attack. If your timing isn't spot on, you would simply swing to the left. Doing the backdash jump, means you will always be facing the direction of the enemy, so when jumping away from it you can easily hit it as well.
After playing the demo more I will probably have some more suggestions! =]
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Post by thisguy on Jun 23, 2016 7:39:09 GMT -6
First off before I begin, I must say you and your team are doing an absolute fantastic job with this game so far. I got hit with a huge amount of nostalgia just playing this demo last night. It truly felt like what SoTN would of been if released today and more.
Apologies if I say anything that is already in the works to be implemented
~~~~~~~~~~~~~~~~~~~~~~~~~
What I loved:
+ The game feels very smooth and felt like I was in full control of the character at all times.
+ Bringing back the ability to learn abilities from monsters like Aria of Sorrow is a welcome return. It is what definitely made Aria/Dawn of Sorrow stand out compared to your previous titles. Also opens a wide variety of play styles and preferences for people. Very good decision to bring this back.
+ The back dash feels amazing. Again with full control, there was no lag to the back dash, making it a very strong mechanic for dodging and getting right back in. I felt very confident taking on bigger enemies knowing it was there.
+ Transition from the artwork to the game itself is very spot on. I was worried at first with the decision to go 2.5D, but similar to the most recent Guilty Gear, you are taking that 2.5D and using the right shaders and color schemes to keep the art style in check. Very good job to your design team.
+ For what little the demo gave, the soundtrack was very good and captures the same feeling we got with your previous Igavania games. Soundtrack has always been spot on in each of your games and glad to see that has not changed at all.
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Now to what I think would be good improvements:
- We really need a mini-map preferably at the top right of the screen. This was something you were able to come across in your previous titles with the DS having two screens, which naturally worked itself out. However, we are back to a one screen game again, and I believe adding a mini-map to the top right of the UI feels necessary at this point. It starts breaking pace when you constantly have to check your map for only smaller details within your area. This was something that was a flaw in SoTN also.
- I noticed when you jump into the next room via vertically, when you jump up into it, it got annoying that you jump up into the next panel and your character does not have much time to gain some air to get to the next platform. It was only a minor annoyance, but a small boost to keep the flow going would be nice.
- This is only a nitpick, but the animation for when you level up is a little longer than ones you have done in the past. Cutting the animation by maybe 1/4 at least so you can keep the flow going. That is assuming we hit levels pretty quick throughout the campaign.
- Miriam does feel a tad heavy. I certainly don't want to see her too floaty, but she does drop to the ground very fast like gravity is against her sometimes. Its no deal breaker or anything, but I think it would be better if she did feel a tad lighter and more agile similar to Shanoa from Order of Ecclesia. Her style of fighting and moving around seems like someone who is more agile, so perhaps this may be a better way to go. Of course don't go too far on it, it feels right for the most part, just maybe a tad hair less heavy.
- I see small graphical hiccups whenever I get up against a wall. Its a demo and to be expected, I just wanted to point it out just in case.
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That is all I have for now. I am definitely going to play the demo again a few more times and if I catch anything I will post it. Again, incredible job team and now I hate even more that I gotta wait till 2017 to play this game.
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JoJo
Most Bizarre Adventurer
Master Alchemist
[TI1] I'm Fabulous!!
Posts: 693
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Most Bizarre Adventurer
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Mar 3, 2020 19:00:29 GMT -6
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JoJo
[TI1] I'm Fabulous!!
693
May 28, 2015 8:45:14 GMT -6
May 2015
maximusz09
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Post by JoJo on Jun 23, 2016 7:43:09 GMT -6
After I have holding myself back of not watching the demo E3 video We finally got the demo, I'm so happy right now So my thoughts on the demo:
- The movements is really good, I enjoyed exploring the demo, even though I feel that the transition from animation to animation feels a bit slow there (the movement speed is fine for me)
- This demo confirms it for me, the scarf is really too light there for my liking, and I don't like it where the scarf are actually stats locked, so without the scarf, the defense will go down as well (just minor complaints)
- The music... It's the best, especially for a game like this, though looping the same music over and over....., can make you dislike the music (I'm not hating the music, no worries)
- THAT shard animation , it's made from heaven is it? so beautiful
- I'm staying neutral regarding the boss in the demo, I like the design of it, nothing more (not because of boobs)
Overall, if you show this demo to people that don't know about Bloodstained, they will think it's a full game CHEERS
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