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(1 edit)

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.
  • On Subweapons: my comment is based that I kept running out of subweapon uses in the late game.
  • Rope section: I maintain that it’s too much. This is going to become “that section” for many players. Maybe it’s because this is basically the only place with ropes beyond the first use. And it’s weird that your reward for intuiting that there’s a secret passage behind that waterfall (risking losing a life to try it) is the most frustrating sequence I saw in the game. I observe that the difficulty is caused by the fact your arc coming off a rope is mostly downward. It just seems fiddly and too precise. I like that bats come after you during it though! Maybe make the rope jumps easier, but make the bats slightly more common, or adding the occasional platform to land on?
  • Cheap shot: While I fell for it multiple times, I kind of like it? This isn’t supposed to be Ducktales after all, and finding good ways to challenge the player is, itself, a challenge. I think all it needs is a memory aid.
  • What you call the Death Hallway in CV1 is one of my favorite parts of that game! I’ve played through it many times, and it’s one of the few places that challenges me any more. And the mixture of the demonesses and the fire-dropping eyeballs is a good changeup from the axe knight/medusa heads of CV1. I still think there should be a little more of a tell (just a few frames) for the heights of the fireballs though. If there was that, it would make the enemy much fairer, and that in turn would make the hallway better.
  • The Bone Pillar thing isn’t really huge, since I expected to lose a life after getting knocked down there anyway.
  • On the Castle, I was talking about the level checkpoint. The Castle could stand to be split into two levels maybe, although then maybe each of them would be a little light. It feels like one-and-a-half levels in length.

On wrestling with the engine, I had a situation like that with Gamemaker long ago. You’ve done so much with it to get to this point, it seems a real shame to throw away all that work. Maybe you could figure out what broke the game? I’d offer to help, but it’s been so long since I worked with Gamemaker I don’t know how much help I would be. Maybe I could still do something though?

(1 edit)

So far, the only problem I've noticed is the player character sliding across the ground after a jump attack - which is a fairly small issue. But...

There were already a lot of problems with some of my foundation, so I planned to recreate portions of it anyway. I started working on this as a fairly inexperienced developer, and much of that is evident in my early code. The Player's collision system is outright broken in every demo, so it might benefit from a clean slate without the rest of the game system's baggage cluttering things. The Classicvania collision system is very complicated because it uses various different collision points across different player states, and editing that has always been very messy.

Fortunately, I can always refer to the original code, so it's not all gone. This project was already more ambitious than something a first-time developer should've taken on, and with how few people actually care about the game, I don't think too much of value is being lost.

Aww, well I care about it at least. It’s cool!

If you’re looking for inspiration, there is an old PC-98 game with a similar premise (Castlevania but with hot girls) called Rusty. It’s gotten some increased buzz lately.