Pure Miriam
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Post by Pure Miriam on Dec 3, 2017 17:49:07 GMT -6
It has been quite a while since i wanted to post a thread about suggestions i have for Bloodstained. I know that the game is close to being finished, and i really don't know what can still be done and if some suggestions can still be made ( Angel-Corlux can confirm if suggestions are still possible at this time?), but i do have some simple ideas that has been pestering me and i really wanted to post them out and see if it is still time to take them in consideration. Some of these may already had been suggested by others, i don't really know. Here goes: 1) QUICKER GAME OVER
In all Igavanias, when you die, you get a Game Over screen, then the game loads to the title screen, and then you need to go and reach the file select screen, select your file and load your last save. That's quite a chore for today's standards. Bloodstained could have a simple "continue from last save" and "Exit to Title Screen" options when you die. Simpler, easier and more elegant for today's standards. 2) LIBRARY OF TERMS
Both Dawn of Sorrow and Order of Ecclesia had libraries, an option at the main menu, where you could check the most important terms and information about the game's plot and Castlevania overall story. Bloodstained is a new universe, a new IP, and that requires a whole world building, specially if Bloodstained ends up turning into a franchise, so, it would be great if the game also had a Library of terms, explaining things like how alchemy works at it's universe, character's profiles and stuff like that. 3) AREA AND SONG NAME
In ALL Igavanias, when you enter in a new area, that area's name shows up. Some games did that in a really elegant and beautiful way, such as Lament of Innocence. I'm sure Bloodstained will have that too, but it would be good if the song's name of the area also showed up. So, when you enter at Galleon Minerva for the first time, the game could show, in big and beautiful font "GALLEON MINERVA" and down to the right, in a smaller font "Voyage of Promise".
4) MAP MARKERS
Bloodstained will be a huge game, Iga's biggest castle. At least 1600+ Rooms. I'm sure it will be easy to get lost in such a huge castle (i expect that, by the way). Lament of Innocence and Curse of Darkness had "Map markers". You could, at any time, enter in the map and put a marker exactly where you are. Each marker had a color and the idea was to make you remember important things where the maker was placed. Bloodstained could level up that even more, by offering the player the option to have a cursor at the map screen and freely move that cursor to put markers anywhere at the map screen (a limited number of markers, of course) if the player wants to remember that something exists in a certain place. I could suggest to add a comment tool to write something for you to remember at the marker (that you could look by pressing the button with the cursor at the marker) but that would require a ton of resources to implement at all plataforms, so, that isn't need. At Lament, the markers were items you needed to find around the game. Bloodstained could either give them as a tool right from the beginning, or make the player hunt for them. 5) ITEM CAP AT 9
This one is probably harder to implement, because the game is probably already balanced to something else. I think one of the best ideas for Igavanias, was to cut the item cap from 99 to 9. That made the player carry much less healing items, increasing the game's overall difficulty and that was a good move. It seems Bloodstained's cap is 99 but i think the game would benefit if the item cap was 9, to make it a bit harder and more challenging, but still doable for anyone.
As a weapon. A costume. A familiar. Anything. that's all folks!
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Yän
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Post by Yän on Dec 3, 2017 18:34:59 GMT -6
Fully agree with all your points here. 1. Giving players an easy way to restart after a game over will surely make dying a less frustrating experience and keep more players in the loop (as opposed to just closing the game and potentially even never coming back) 2. Lecarde Chronicles 2 did this in a way that I liked quite much. There were actual bookshelves in the Castle library as well as in certain other key locations revealing more about the world and its story and sometimes also giving you warnings and hints (like the warning about the death room). This worked very well for me and it would be a cool way to sort of collect the information as you go. It'd be extra nice if the library pages were then collected somewhere in your inventory so that you could read them again whenever you'd like to. Another cool thing were the info-pages in the Lords of Shadow games. They had these super well done masterful drawings to illustrate whichever story or information was written on the page. If they have some concept art illustrating some of the Bloodstained lore, why not put it here? 3. I really like this idea. Done well this could give you some little clues on what this next area is going to be like. That way, the songs' titles could serve as a kind of subtitles to the main area title. Order of Ecclesia did something similar in its Castle I believe. 4. Markers will indeed be very helpful in Bloodstained. Given that we are no longer constrained to the resolution of handheld screens, they should definitely make it into the game. I also like the idea of writing down your own notes, although that really only works for PCs with keyboards or Touchscreen devices like the Vita. Controller setups could use onscreen keyboards but that's quite clunky. I didn't like that markers (or marker colours for that matter) were collectibles in Lament of Innocence. That didn't make any sense to me at all. I see markers more as a utility function rather than some gameplay advantage to collect. It felt similarily silly to something like "Hey, noticed that your main menu sucks? Well, collect five of these thingies hidden somewhere in the Castle to make it work better!" I think there is a reason why they dropped that idea and just gave you the markers upfront in Curse of Darkness. 5. Again, I totally agree on this one. I'm pretty sure that the game won't be so hard that you have to use 99 of anything at some moment in the game. So it's probably not balanced around needing the 99 cap. I'd like to think that in the demo, the 99 cap was just a temporary thing. 99 potions in your inventory just remove that feeling of tension when you're on edge fighting your way through a dangerous area to the next save room. 6. I think he shouldn't be a familiar because of the community vote which should be respected. However, he could make some kind of cameo appearance still... Who knows
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Enkeria
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Post by Enkeria on Dec 3, 2017 19:11:38 GMT -6
The 5. Nightmare Difficulty could cap it at 9.
Some other suggestions.
Old idea: Saveroom = Multiroom Combine Saveroom with anything else, make it a multi-used room of some kind. If not for reading up on monsters or listen to music, then perhaps have a teleportation chamber in some of these saverooms.
Boss Rush Tiers Bonuses Every time you finish a round of Boss Rush Battles, you gain tiers, these tiers will represent as a level or on a gauge meter of some kind. Every tier will give you a reward, this reward can only be used once during a Boss Rush and could give Miriam infinite flight, added stats or double attack skills. Higher dodge or faster movementspeed, during a set period of time. It would stash in Boss Rush mode only.
Costumes for Miriam. Color Palette for the extra characters. To save time, why not give the other two playable characters the option to change color on some of their clothes in stead of (if possible) more complex clothing? By finishing the game once with one of the characters you unlock a fade color feature, allowing you to cross two colors on one or more pieces of clothing, to make them a bit more personal. When finished the game third time with THAT character, unlock a pulse effect, which could be similar to the cape we got in SotN (forgot the name) which changed between two colors like it was pulsating. We also had the effect of changing colors similar to the SotN for Saturn with the " Rainbow Mantle". Imagine now much a little color can do, with effects applied! If they use only 1 weapon, it would be cool to unlock some additional effects on them too!
#GoofballforPresident
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Galamoth
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Post by Galamoth on Dec 3, 2017 19:55:12 GMT -6
I'm all for both the Library of Terms and Map Markers; mostly because I'm anxious to finally learn about the new setting (for the former).
For the latter, Map Markers are unquestionably useful for helping to remember sections of the Map that you can't quite progress through yet (or at the very least; there's a certain Item you still want to get that's currently out of your ability to reach it). I'm not sure they'd be different colors, though, considering that markers in PoR & OoE were all the same color.
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Post by m0nkf15h on Dec 4, 2017 9:28:20 GMT -6
I'm in agreement with most of your points with the exception of the one regarding the item cap, who knows if i'll need 99 of an item in order to craft something. Perhaps the Item cap should only apply to consumables like potions etc and not craftable drops because i can understand that having an abundance of healing items essentially removes any challenge from the game, it's really something only the devs can balance.
Regarding our old friend Goofball it might be fun to have him as Gebel's "pet" - because it's a useless creature Gebel would take out his frustrations on the Goofball when thing's don't go to plan (comedy violence is always funny). I can imagine Goofball getting stamped on, crushed, thrown against walls etc and always bouncing back to shape with the same derpy expression none the worse for wear and always happily orbiting Gebel whether he like's it or not.
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Angel-Corlux
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Post by Angel-Corlux on Dec 4, 2017 13:50:35 GMT -6
Hey you guys, super busy so pardon the brief response, most things in the game are indeed lockin as of now, but I'm always keepin an ear open for potentail feedback, and whatever I deem valuable I forward to the team. So feel free to theorize and suggest things, if it may be possible or not, as long as it's a valuable suggestion that would improve the game you can know that there's a more than good chance it got in front of the devs.
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Post by m0nkf15h on Dec 4, 2017 14:21:04 GMT -6
Thought of another way that Goofball could be included for your pleasure. It could be a super-secret fashion accessory like a mascot head worn over miriam (or whoever's) head with the flappy wings being comedy ears and a dangling tongue, maybe it could have a (pretty infective) trident weapon to equip.
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Post by allooutrick on Dec 4, 2017 16:49:41 GMT -6
These are all good suggestions. As for healing items they may have Miriam take the time to use it. Like open a bottle and drink it, take a bite or two of wall meat, etc. Making it dangerous to heal mid combat can easily offset the high item cap. Or they could more simply use a timer so the player can't swallow a train of chicken legs.
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Pure Miriam
Legendary Comrade
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Post by Pure Miriam on Dec 5, 2017 1:14:46 GMT -6
thanks for the answer Angel-Corlux ! Specifically about Goofball, i don't think it will ever be in this game as a familiar. IGA seems really serious about respecting the community decision. Mana already said that, probably, some of the familiars that lost at the old voting would have "different versions of them" being crafted for the game, if i'm not mistaken. Due to the community "cry", Goofball may be in the game as a cameo of some sort. Maybe a statue somewhere, or, like m0nkf15h said, some kind of costume. It would be awesome if the game had a full Goofball costume, like Pure Miriam costume, where her whole look changes to match it.
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Enkeria
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Post by Enkeria on Dec 5, 2017 9:13:53 GMT -6
There are millions of ways to include Goofball, only thing it can't be is a familiar, and while I liked the idea of Gebel having a "pet", it would 1. Be a familiar even so, and 2. Goofball would deemed as possible boss battle material which we, the fans, would probably find cool, but stll stepping on a Terre tory that would upset many of us.
Goofball would be great as a common theme in the background, at inns / shops. The menu or as a piece of mythological creature with lore.
Goofball as a piece of clothing would be downgrading a potential identification of a living and breathing creature.
For me, personally, I would either ser Goofball as either a living being or a legend whigh at one point in history was alive.
It could be on writings, statues or in books. It could be a painting. But with tasteful treatment.
Edit; Sorry for spelling. Walking on treadmill at the gym..
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Post by DSLevantine on Dec 7, 2017 6:37:34 GMT -6
I like all the ideas except for the fifth. I find the restriction meaningless and it has nothing to do with difficulty. If someone needs 9 potions to kill a boss, then he must be doing it wrong. While I always restrict myself from using potion in castlevania, I don't want to stop other players from spamming pots.
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purifyweirdshard
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Post by purifyweirdshard on Dec 7, 2017 9:49:26 GMT -6
Well, as I've said previously, I'm more cool with 99 of restoration items when there's a start-up time or animation to using them. If it's 99 and you can use them instantly in-menu, then...yeah that's pretty lame lol. You will effectively be able to beat anything so long as you have enough money for items. If it at least has SotN's delay between use and restoration (or plops the item to where you have to grab it), then you at least have to use some amount of thinking ahead to use those things. I know many people complained about this "lag", but I'd say it's there for that reason. It also looks better, is more satisfying and makes more sense to have it happen in real time rather than mysteriously, time is stopped and you get life back with numbers on a stats page going up. Visually, that's just really boring. The sound and bright, bouncy green text popping up when Alucard ate/drank something was a satisfaction almost like actually eating something, which is something I'd like returning for food in this game. It would suuuuuuuck if we got all of the cool food items we're talking about and they're just consumed in-menu as numbers going up. No effects, no on-screen appearance, no sounds, animation, anything... ... Angel-Corlux lol
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