Thank you for the feedback. I recently updated GameMaker (v2022.5.0.8 to 2024.14.1.212), and that resulted in a few things breaking. So, IF I continue developing with the most recent update, I'll probably end up recreating the engine, so I wouldn't expect an update to the demo any time soon unless there's a major reason to.
- The Subweapon design approach takes more inspiration from Bloodstained: Curse of the Moon, in which sub-weapons have different costs -- while also allowing the cheap cost of the knife to be a selling point. But finding the right balance for resource availability has been a consistent challenge - I am cautious about making them too plentiful, but I might also use them more conservatively than many other players do, making it much harder to balance.
- The Rope Section is only as challenging as it is because the reward for completion is a bonus upgrade. The caverns were originally intended to feature more ropes across the entire level, but they were cut, so the bonus area's concentrated challenge feels much more abrupt as a result. The real purpose of this challenge was to create novelty by dis-empowering the player and making the challenge about navigation rather than combat, as most of the game is otherwise a "hold right and press attack" experience.
- The Demoness is consistent with CV1's Axe Armor (the blueprint; and their attacks were immediate). But I DO plan to improve this in the future, I was just trying to keep the scope simpler for now. But as a tip, you can dodge the high attack by crouching, making them easier to deal with.
- The Cheap Shot room background was previously more detailed, but later intentionally simplified so that it was easier to see the enemy on the black background before it jumps. But it is an understandably unsatisfying obstacle I should reconsider in the future.
- The "Four Demoness" room spawns them infinitely to be evocative of the Death Hallway in CV1. It is meant to be hard, so there is a checkpoint before it. One of the problems I've dealt with is that Elayne is far more powerful & versatile than the classic CV Hero, so there's definitely a bit of power-creep with some of these encounter designs.
- I assume this problem with the Bone Pillar is occurring in a room near the end of the castle? Definitely an oversight, but I can see it. My apologies.
- The final Castle Level has many minor checkpoints, usually only a few rooms apart. Perhaps they were not being triggered for some reason. Unless you are referring to the major checkpoint locations you respawn at after losing ALL of your lives
- There wasn't a natural place to include the Motorcycle Skeletons in the current castle design, but I'm glad I managed to squeeze them in before the end.