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Post by silentsanctum on Jun 29, 2018 20:17:45 GMT -6
I don't have a PC so I'm not able to play the demo, but I did quickly skim through a video to take a quick look.
The visual upgrade is great, but one thing that really irked me was Miriam's scream when she absorbs a shard, it just feels so loud and obnoxious, did anyone else feel this way?
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Post by A3GISMKVII on Jun 29, 2018 22:38:54 GMT -6
Hide headgear option!
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Post by Spaced on Jun 29, 2018 22:42:22 GMT -6
The game itself is really fun. I find myself bothered how some weapon animations cancel when you land given how slow they are, bigger weapons just aren't going to be used as much if this remains the case.
The game is too washed out, I liked the ship and it was a bit jarring when you got off it and the village looked like a placeholder. It's clear there's a focus on visibility because the models all look fine, then in the background a lot of stuff looks far worse, and the backgrounds also look very bare. I can see myself having a lot of fun with this game, there's a couple of cool looking areas and they are closer to the gothic aesthetic the game should be aiming for (save room is really cool, I tried not to touch the beta demo or this too much so I can't recall if it's new). UE4 just looks like a big mistake at this point, which is disappointing because I know the plan is to reuse a lot of assets and it's going to be kept.
But the mechanics, crafting, cooking all of it is really cool. I was trying not to use the sword and kick too much because weapons I think are cool like the rapier and spear feel a bit boring to use compared to them. I hope there's effects like charges or a counter eventually for them.
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Post by chilling24 on Jun 30, 2018 0:11:13 GMT -6
First of all that was a good demo, i was impressed overall and it surpassed my expectations, i was worried at first but after playing curse of the moon and later this demo, i see that the finished product will not disappoint. I was very happy and felt at home with the gameplay, the movement and the attacks from every weapon felt just right. I overall didn't have any glaring issue that absolutely needed to be removed but there are a couple of things that need improving. It's fine for this demo but when the full game comes out, the bugs HAVE to get fixed, there are many bugs. The ones i found most troubling were the following: Bugs 1- In the area after the iron maiden with the poisonous insects, at one point when i tried to jump to the right side while fighting three of the insects, Miriam was stuck on the floor in a stiff falling animation in which i could not attack or move until i was hit by one of the bees. i could still pause and change equipment but it wasn't until i got hit that i could move again. 2- when killing enemies on the wall , they dropped items and it got stuck on the wall and it wouldn't land of the floor. When i touched the item it had no effect until around 5-10 seconds where the item was seemingly taken by me although i was not near the item anymore. 3- whenever i used any gun weapon the first time i equipped it, the frame rate would drop.
Although i might be repeating other backers i have these suggestions in order: Suggestions 1- Improve on the facial animations of every character while they are talking, Especially on Miriam. 2- Improve on lip-syncing the voice lines with the characters lips and facial expressions. 3- Add a Bestiary, in which after you kill an enemy a couple of times, more information on the monster is acquired. 4- When on the equipment screen, just like how you can preview the headgear on Miriam, i would like if you can add the weapons on the preview as well. 5- This may be odd but i feel that the font used in the chat dialogue boxes is plain and boring, there must be a more interesting font to match the style of the game. 6- There should a little, not intrusive, notification message or something following the progress of sub quests. Example if the quest was to kill 8 Mortes, then whenever i kill a Morte a little message should appear in a corner or above the screen that says something along the lines of "Slay 8 Mortes (1/8)" and continue to update until you finish and a new message says "Quest Complete" or something similar. I am well aware that you can check the status of the side quests on the pause menu but it would be better if it was added. 7- Whenever a side quest has finished a little bubble or something should appear on the menu as to notify you that a quest has finished. 8- When Miriam was swimming on the blood fountain, i would have appreciated if you added some blood on her dress when she got out. It can disappear in a couple of seconds and that would be fine but if you show that the environment has an effect on her it would be great. Just like in the boat if it is raining it would be better if Miriam looked wet. 9- The Shard power gained by Vepar, while it looks cool, it occupies too much of the screen and it makes it hard to see during it. 10- The boss Vepar should have a little more health. 11- In case it is not in the full game, a warp point near the shops is a must.
Overall is was a very good demo and i am happy with it. if there is something i would not want you to change at all is the following: -How quick it is to save in the safe areas.
I feel like i might have left out a couple of things but please let me know anything else my fellow backers would have also liked as an improvement.
Edit : One more suggestion: If there was at least one whip weapon with the same attack animation as the Vampire Killer whip used by the Belmonts from the classic Castlevania games i would be very happy.
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Post by abaddon on Jun 30, 2018 3:49:08 GMT -6
Just a thought on the graphic's could it be that the filter's are turned off? I mean the backgrounds are just plain polygons with no textures I've seen mountains that are just white/crappy grey as the castle. And maybe what we got is a work in progress or forgot to turn on the graphic's perhaps?
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Post by mightymo77 on Jun 30, 2018 4:44:37 GMT -6
I don't have a PC so I'm not able to play the demo, but I did quickly skim through a video to take a quick look. The visual upgrade is great, but one thing that really irked me was Miriam's scream when she absorbs a shard, it just feels so loud and obnoxious, did anyone else feel this way? Yes that whole animation should be: 1) Shortened - from the point where Miriam gets stabbed by the Shard, to the point where you start reading about the new Shard, is too long 2) Lowered - her scream is too loud
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Post by venat333 on Jun 30, 2018 13:11:43 GMT -6
My pc has been broken for over a year now I wasn't able to play the demo on steam this time. Registered my copy for ps4. I was able to watch other people play on youtube and here is the small amount of changes id like to see.
- Character artwork displayed instead of 3D models in dialogue side by side scenes.
- The design of the save rooms needs to look like they belong with the location there in. All save rooms are castle rooms.
- Outside of the town could use music.
- Some empty rooms could use an enemy.
- Most enemies don't attack fast enough or there engage range is too short.
- Not enough enemy types. Get to see a lot of the same enemies over and over.
- Too many weapons at the start of the game. Not that it's a completely bad thing but I feel you obtain too many options where the damage values are so small between all the weapons. Maybe lock some of the shop weapon options behind boss or story progression.
- Flying pigs could use hog sound effects for both charging towards you and death.
- So when the player has the ability to summon the flying pigs it be a nice add on if the flying pig enemies fall in love with the summon and dash it instead of the player.
- Some of the doors seem to be sticking out into the foreground and I personally don't like the look of the thick doors.
- Dulhammer enemy. Didn't know that he was swinging his head at you until I played the 8bit game. Maybe you could have it rip its head off and swing it at the player.
- Zone title, could use some glass shattering sound effects.
- Title screen could be much better. Hopefully, that's just a placeholder.
- Quests. Not a fan of going out to kill trash enemies. Maybe you could spawn in harder versions of enemies in their places. It can be the same enemy model maybe with a different texture of glow effect with increased health and damage.
edit:
- Alfred and Zangetsu 3D models look off. They could look much better or you can simply just add artwork to quick fix it.
- Axe enemies are too static. Need to move around more.
- 3D platforms on the golden pillars for example clip into the lion knight models. Can make the platforms not stick out as much so they clip into other things.
- Arrow enemies are too floaty when they back jump.
- Is there an option to turn off the display of headgear? If not please add it.
- In some parts, the art style looks downgraded from what been shown off.
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Astaroth
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What a wonderful night to have a curse...
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Post by Astaroth on Jun 30, 2018 13:20:36 GMT -6
im loving it, the return of the special commands, the responsiveness of the controls, the little puzzles and things to discover scattered about, IGA and team have a truly entertaining game in the works, and i nearly lost it when id do things like id find a certain item and make a comment that id never posed so hard before, and like an hour later find out you can actually pose that hard by accident, it set off this entire quest to find out if posing in certain rooms with certain equipment would cause an even more obscure easter egg to trigger, sadly no luck yet... as for the animations and lighting, im looking forward to what yall can show going forward with some polish and mood lighting/accents as well as seeing these areas in tandem with others so we can see the uniqueness each stage brings to the whole
couple suggestions, if theres 2 buttons free in the control scheme (kb/m this could especially be doable) perhaps add in a way to set and quickly open a specific menu in the options (ie completionists like me may do archive and bestiary, progression this can be equipment and shard, or a mix, having a doppelganger-like ability may render this request moot), this could alternatively be mapped to the trigger buttons while map is open
since ammo is limited perhaps give guns a special move that uses your ammo and the normal attack uses the infinite ammo, mp cost could be set to 1 or 0 since you already have a limit in the ammo itself
an opacity slider for miriams foreground overlay
seperating battle grunts from cutscene dialogue in audio options so you can turn miriams ingame voice down a tad but still have cutscenes playing at full volume, also the pregame hayter intro is a little low in volume compared to the music
the ability to hold the attack button down with dagger weapons in a guard position similar to sotn, it gave them a neat little bonus ability for farming weak enemies that came at you constantly (cough medusa shield drop rate cough)
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Astaroth
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Post by Astaroth on Jun 30, 2018 13:23:29 GMT -6
Yeah totally fine with a toggle as I said maybe there's a specific reason for them but for immersion sake I would love to be able to turn it off because those areas could look even more pretty without having Miriam's shadow ruining it. Also I'd like to mention I'm loving all the weapon variety but I've noticed a lack of unique sound effects for them. Like for instance the Gram visually looks really cool ( big arse red sword ) but it sounds like any other heavy sword. I'm sure there will be weapons with unique sounds but it'd be cool if more of the unique looking weapons had a tonal change in some way. perhaps have an option to change the opacity similar to how you can with the minimap? this would allow someone who needs it to have it turned up and someone who doesnt to have it turned all the way down and everything inbetween
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Post by Yu Karasu on Jun 30, 2018 13:26:12 GMT -6
- The special portraits should be in a hidden room in the game, like easter eggs present in other games. Currently they kill immersion and feels goofy.
- Background should receive some work with textures and lightning - aka, post processing - since the scenario feels blank and without depth. To make it simple: Work with the contrast.
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Post by Unholygodn on Jun 30, 2018 13:28:12 GMT -6
Loving the game so far. Moving the box in the ship took too long, almost a minute to move it a few feet to progress, might also be nice to have an animation for when you move the box but it's not necessary. Personally it would be great to have a counter for quest progression as well as some kind of notification for when a quest is ready to be turned in.
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Post by lovelydumpling on Jun 30, 2018 13:41:55 GMT -6
- Dulhammer enemy. Didn't know that he was swinging his head at you until I played the 8bit game. Maybe you could have it rip its head off and swing it at the player. That would kind of make it not a Dullahan afaik. Dullahans don't wear their heads, they tend to always hold it in their arms. This one uses it as a hammer. The main clue to the fact that his hammer is a head is that he's called the Dullahammer.
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meruuma
Global Moderator
Here because the Kickstarter comments section is oh-so-awful.
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Post by meruuma on Jun 30, 2018 16:49:14 GMT -6
Random bugs I found playing through the second time, switched to Japanese Audio
1 - The part when Miriam and Gebel are talking, the sound of the waves takes over everything else and this continues on up to the point you talk to Johannes when the ship 'stops'. This didn't happen during my English voice play through, but not sure. 2 - Wandering through the castle, Zangetsu showed randomly in a hallway, does his chain to the ceiling and then dives off the screen. Couldn't replicate it when I tried to go back and forth. 3 - entering the Garden of Silence - area where the Morte Bees are, causes some frame-rate drop.
I noticed the 'lipsyncing' in Japanese looks a bit better at times (mostly Miriam) but not always.
Other side comments:
Are the mini-rats unable to hurt you? Lindsay is really loud when she angrily yells once you accept a quest. Miriam's cooking animation in the Alchemy section is kind of awkward when she suddenly turns around while 'preparing'. It would be nicer to see things zoomed in a bit more during the scrolling parts. Miriam looks kind of tiny and it's a shame to not look at her & the other models a bit closer during the exploration game-play. Dulla-hammerhead's death animations seem inconsistent on the boat. Sometimes it collapses onto the deck, and sometimes the parts go right through the deck and you can see the grey shadows. Item drops from Bone Morte on chandelier will sometimes go through the chandelier and then right through the floor, so it gets lost. The Bone Morte trigger feels kind of slow. The physics for it is good, but the range/speed feels kind of bad. Morte's death animations seem a bit more inconsistent. More often I get the 'melting' animation than the one when I chop his head off and it goes flying. The part when you need to 'fall' through the house seems kind of awkward - it appears I need a certain amount of air/height in order to break through the second floor and the ground floor into the tunnel. Door animations in the castle are kind of jarring when Miriam goes toward it, it opens up very fast and whips her back, and then she goes through.
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Post by lovelydumpling on Jun 30, 2018 16:52:23 GMT -6
2 - Wandering through the castle, Zangetsu showed randomly in a hallway, does his chain to the ceiling and then dives off the screen. Couldn't replicate it when I tried to go back and forth. This is intentional, it's to foreshadow your encounter with him. Always happens the first time you enter that room. Yes, they are unable to hurt you.
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Rixuel
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Post by Rixuel on Jun 30, 2018 20:03:12 GMT -6
I need to show the video trailer link so I can give my feedback:
In the Trailer, at 0:12, Miriam movement is stiff. It does not look natural.
During a conversation scene, there are 3 issues: the lips animation, the body idle animation and the pose. - The lips on Miriam when she is talking is awkward. It feels like she only has 1 or 2 articulations. I hope that not the case for other characters. - The body idle animation is moving too much, specially Johannes idle animation is moving too much. Then, Gebel. - I think characters need at least 2 different poses. When in conversation with Gebel, he always put his hand on his cloak. Miriam always has her hand on her waist. It's not natural.
Characters need more facial emotions and animations
When Miriam is receiving new shard power, she groans too loud. Can we have a less louder groans? Or can we have different groans? Same when Miriam is attacking. She always screams all the time for each attack. Is it possible to make her scream less? (Like having 10% chance of scream when she attacks)
Miriam battle pose where she has her hand at the top of her breast is awkward. (In the trailer, you can see it at 16:16, 16:17)
Overall, coolness is the way to go. (Don't make the game cheesy please)
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Post by lovelydumpling on Jun 30, 2018 20:24:28 GMT -6
Same when Miriam is attacking. She always screams all the time for each attack. Is it possible to make her scream less? (Like having 10% chance of scream when she attacks) I have been trying to figure out how to talk about this but can't really think of anything super constructive but.... the dub line when she uses swords where she gives a loud HOH!I uh... I could really just have that line entirely removed from the game. It's so absolutely grating that I avoid using the weapons that have that voice clip, unless I'm doing the Katana tricks.
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meruuma
Global Moderator
Here because the Kickstarter comments section is oh-so-awful.
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Post by meruuma on Jun 30, 2018 20:29:18 GMT -6
2 - Wandering through the castle, Zangetsu showed randomly in a hallway, does his chain to the ceiling and then dives off the screen. Couldn't replicate it when I tried to go back and forth. This is intentional, it's to foreshadow your encounter with him. Always happens the first time you enter that room. Hmm. I didn't have it happen during my first run. Interesting.
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Post by Valtiel on Jun 30, 2018 20:30:21 GMT -6
I am very pleased with the demo overall. It plays pretty much exactly how I wanted it to. My only gripes are audio/visual stuff. The sound mixing seems off, and I've had instances of cutscenes with weird buzzing sounds interrupting the dialog. Pieces from broken walls sometimes wiggle on the ground due to what I assume is a physics bug. The blood moon room has the moon appear in front of the scrolling buildings. Being able to hit the boat boss while she's in the background makes zero sense and also makes the fight too easy. Swimming in the blood fountain looks pretty bad. Also it seems Miriam's run animation was altered since the last demo? I'm assuming it was due to complaints about her moving slow, but now it doesn't seem to loop properly so it looks like she has a slight limp. I thought the original animation was fine.
My biggest gripe, and one I'm sure has been repeated to death, is the cutscene animations. The lip movements during dialog scenes is jarringly bad. Considering how much time and effort it would take to get it looking decent in multiple languages, I think it would just be smarter to scrap the 3D models for these shots and replace them with static artwork. It would be faster and easier to implement, allow us to appreciate the game's great artwork, and it's already the genre standard anyway (see Castlevania, Shantae, Celeste, etc).
Anyway those are my thoughts for now. I didn't feel they warranted a new thread so I'm posting them here. If I find anything else I'll update my post. Overall I'm very happy with the demo and more excited than ever to play the full game. Keep up the good work!
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Post by themutator on Jun 30, 2018 23:55:51 GMT -6
1) Slow back dash. 2) Miriam always makes the same scream and that's annoying. 3) Sometimes she freeze when she get a shard. 4) Needs more textures and lightings, some places looks soulless and bland.
Overall im quite happy with beta demo.
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Post by Starsmith on Jul 1, 2018 1:43:39 GMT -6
I really enjoyed it. The music is great, the gameplay is good, and I enjoyed all the different shards and weapon styles. I’m disappointed there isn’t more!
There were a few things I found issue with, though. I found breaking certain lanterns that were on small platforms more annoying than I would like; I was expecting to be able to stand jump directly under them then press attack and have it work, but I needed to go on the edges of the platform to hit the lanterns.
I played with a PS3 controller and found the XBox icons confusing at times. Not only that, but the game picked up even the slightest motion upward on the thumbstick as a solid up, because it was actually difficult for me to walk by Johannes without ending up in a dialogue with him. Multiple times in a row. Which leads me to suggest a shorter time to get out of dialogue with shops—switching to the dialogue fade in and out and then a short chat on both sides of the interaction was just too long.
Some of the textures and models need work, such as the ground outside the castle entrance or the trees in the village background that had odd aliasing around the edges and a color that didn’t quite match the setting. Nevertheless, I can see where things are going and it looks to me like it just needs some polish here and there. I like the 2.5 D look of the game; in fact, that look was one of the selling points for me, as I backed very late and had a chance to see several development updates before I decided to go in. The red moon room was stunning!
A way to quick-swap weapons would be fantastic. Going into menues to change to small fast weapons on screens with bats only to change back to slower stronger weapons a little later was cumbersome. The whip is a bit too slow, but I like the handling of the rest of the weapons.
I ended up really liking Cerulean Splash and Straight Arrow shards. The tentacle shard was extremely powerful, probably too strong for the cost.
The translation needs another pass in places. Melting bones, bat feathers, and squares are all a little off. I do have a fondness for memorable goofy translations, though. A few odd choices here and there add to the nostalgia factor, so it is hardly a deal breaker.
All in all, the demo felt just like a modern take on Symphony of the Night, which is precisely what I was hoping for.
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