Post by EBBenjy on Jun 28, 2018 19:35:54 GMT -6
I loved what I played. I have high hopes for this game.
Here's a few things I noticed that I think should change:
When I get hit by an enemy during my Claymore attack, the swooshy visual still shows, despite there being no hitbox.
I feel like these sword slash effects should only exist if there actually was a damaging attack associated with it.
The katana special attack (input: forward, back, forward, attack) when used on an elevated platform sometimes crosses gaps, but sometimes instead snaps Miriam to the floor, depending on where you do it. I'd prefer it if it always moved perfectly horizontally, crossing over gaps, because snapping downwards feels awkward.
I felt that using the right stick to aim the fireball was cool, but using the trigger to launch it was a bit iffy in some cases. For aiming attacks like this, it would be cool if clicking down the right analogue stick could ALSO fire the move. I don't want to get rid of the trigger button, though, because sometimes firing without specifying a direction is useful as well.
I felt that some animations looked really bad during conversations. Miriam's mouth opens and closes strangely, and Johannes breathes too heavily. He looks like he's just finished running a marathon.
I noticed that Johannes still appears in the first room of the Galleon when you backtrack, even when he's supposed to be in his workshop.
The save rooms aboard the Galleon should have a wooden decor, because these stone rooms don't really fit the area.
Some interactible elements such as the pushable box and cannon are highlighted, yet some others such as the drawbridge lever are not as noticeable. I actually did not notice the drawbridge lever for a long time - I guess I just didn't see it amongst the scenery. There was also at least one treasure chest I didn't see for a long time in the Galleon, because it was not brightly-coloured like some of the other chests were.
It would be great if all interactible items were highlighted or otherwise instantly noticable in some way.
I recently played Hollow Knight, a game where enemy item drops don't disappear at all unless you leave the current room. In Bloodstained, it felt bad to see goodie bags and coins disappear because I didn't reach them in time - please consider removing the despawn timer, because I don't see the benefit of item drops disappearing.
The interfaces for Lindsay and Johannes were annoying and could do with some tweaking. It can get really bothersome for the game to start an entire conversation interface just to have Johannes tell Miriam "are you eating properly?", and "Come back any time"
when starting and stopping alchemy.
I feel that these small lines of dialgoue should instead just be voice clips that occur as soon as the alchemy interface opens and closes, with no preceding conversation window at all.
Dominique's shop is also a little annoying. It would be nice to be able to specify quantity of many items at once, and then simply press the purchase button once to buy everything in one go.
After getting through all of Lindsay's regular dialogue, I can no longer see her face when talking to her because the quest information window covers it up.
I have a Dullahamer Helm that increases my "ZAN" by 1, yet I had no idea what ZAN was supposed to mean at first. It's not one of my ATK DEF STR CONT INT MND or LCK stats, and I didn't know which word "ZAN" could even be an abbreviation of.
I'm taking a guess, but is ZAN actually supposed to stand for "斬"? Because the helm perhaps increases Slash effectiveness? If this is the case, please don't call it ZAN in the English version.
"Bat Feather" should really be called Bat Wing. Feather makes no sense, because bats are mammals without any feathers at all.
I couldn't get the Giant Rat shard to drop no matter how many I killed. I might have been unlucky, or it might not have been implemented yet. I do know that Morte does not have a shard at all, so I know there are indeed enemies with no shards. Because of this, it would be very nice if the game somehow could let us know when an enemy does not have a shard to offer, in order to avoid futile grinding.
The blood fountain is such a cool environmental feature, but it loses some of its impact because of the camera angle. Consider changing where the camera is positioned when Miriam is swimming inside it so we can see the pool of blood better.
It would be cool if we could rotate Miriam's model with the right stick while equipping items that change her appearance.
Also a few bugs:
I encountered a bug where I was able to initiate a new conversation with Lindsay while already talking with her, during a small gap between text boxes as I was selecting quests.
I encountered a bug where Miriam would land on the ground in her falling pose and would not respond to movement input. I could only get out by being hit or by trying to back-dash.
Here's a few things I noticed that I think should change:
When I get hit by an enemy during my Claymore attack, the swooshy visual still shows, despite there being no hitbox.
I feel like these sword slash effects should only exist if there actually was a damaging attack associated with it.
The katana special attack (input: forward, back, forward, attack) when used on an elevated platform sometimes crosses gaps, but sometimes instead snaps Miriam to the floor, depending on where you do it. I'd prefer it if it always moved perfectly horizontally, crossing over gaps, because snapping downwards feels awkward.
I felt that using the right stick to aim the fireball was cool, but using the trigger to launch it was a bit iffy in some cases. For aiming attacks like this, it would be cool if clicking down the right analogue stick could ALSO fire the move. I don't want to get rid of the trigger button, though, because sometimes firing without specifying a direction is useful as well.
I felt that some animations looked really bad during conversations. Miriam's mouth opens and closes strangely, and Johannes breathes too heavily. He looks like he's just finished running a marathon.
I noticed that Johannes still appears in the first room of the Galleon when you backtrack, even when he's supposed to be in his workshop.
The save rooms aboard the Galleon should have a wooden decor, because these stone rooms don't really fit the area.
Some interactible elements such as the pushable box and cannon are highlighted, yet some others such as the drawbridge lever are not as noticeable. I actually did not notice the drawbridge lever for a long time - I guess I just didn't see it amongst the scenery. There was also at least one treasure chest I didn't see for a long time in the Galleon, because it was not brightly-coloured like some of the other chests were.
It would be great if all interactible items were highlighted or otherwise instantly noticable in some way.
I recently played Hollow Knight, a game where enemy item drops don't disappear at all unless you leave the current room. In Bloodstained, it felt bad to see goodie bags and coins disappear because I didn't reach them in time - please consider removing the despawn timer, because I don't see the benefit of item drops disappearing.
The interfaces for Lindsay and Johannes were annoying and could do with some tweaking. It can get really bothersome for the game to start an entire conversation interface just to have Johannes tell Miriam "are you eating properly?", and "Come back any time"
when starting and stopping alchemy.
I feel that these small lines of dialgoue should instead just be voice clips that occur as soon as the alchemy interface opens and closes, with no preceding conversation window at all.
Dominique's shop is also a little annoying. It would be nice to be able to specify quantity of many items at once, and then simply press the purchase button once to buy everything in one go.
After getting through all of Lindsay's regular dialogue, I can no longer see her face when talking to her because the quest information window covers it up.
I have a Dullahamer Helm that increases my "ZAN" by 1, yet I had no idea what ZAN was supposed to mean at first. It's not one of my ATK DEF STR CONT INT MND or LCK stats, and I didn't know which word "ZAN" could even be an abbreviation of.
I'm taking a guess, but is ZAN actually supposed to stand for "斬"? Because the helm perhaps increases Slash effectiveness? If this is the case, please don't call it ZAN in the English version.
"Bat Feather" should really be called Bat Wing. Feather makes no sense, because bats are mammals without any feathers at all.
I couldn't get the Giant Rat shard to drop no matter how many I killed. I might have been unlucky, or it might not have been implemented yet. I do know that Morte does not have a shard at all, so I know there are indeed enemies with no shards. Because of this, it would be very nice if the game somehow could let us know when an enemy does not have a shard to offer, in order to avoid futile grinding.
The blood fountain is such a cool environmental feature, but it loses some of its impact because of the camera angle. Consider changing where the camera is positioned when Miriam is swimming inside it so we can see the pool of blood better.
It would be cool if we could rotate Miriam's model with the right stick while equipping items that change her appearance.
Also a few bugs:
I encountered a bug where I was able to initiate a new conversation with Lindsay while already talking with her, during a small gap between text boxes as I was selecting quests.
I encountered a bug where Miriam would land on the ground in her falling pose and would not respond to movement input. I could only get out by being hit or by trying to back-dash.