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Vampire Hunter Beaumont Prototype

A short videogame prototype about a vampire hunter with big boobs and a whip. · By brellom

Feedback on November demo

A topic by rodneylives created Dec 13, 2025 Views: 112 Replies: 5
Viewing posts 1 to 3

That you’ve gotten this far is terrific! i am impressed by the effort and I think the game is definitely worth finishing. You’ve gotten so much done with this. I think it’s worth playing, even without bosses. Given the longer length of the levels than in a Castlevania game, I actually don’t think you need a lot more content, other than bosses (it could use some bosses).

Here are my observations, which are those of an obsessive Castlevania player, regarding fine-tuning the game.

  • The game is much more harsh with subweapon uses than the Castlevania games. Arguably Castlevania gives out way too many hearts, but then they’re also intended to be a source of bonus points, which isn’t the case here. Still, it feels like major subweapons should consume two units instead of three, or else (preferably) the game should give out slightly more.
  • The rope secret area in the caverns is too much. The purpose of a challenge like this is for the player to demonstrate that they recognize how the mechanic works, and stick around just enough to demonstrate competency. After doing something like that, the player should be thinking, “Wow, I did it!” and look forward to doing it again, instead of “Ugh, that was a hassle,” and dread the repeating the experience.
  • Demoness monsters need a tell for which height they throw fireballs, and a slight delay, because the player is likely to have to close in to destroy them and they take so many hits. I refer you to the wind-up of the axe knights in Castlevania
  • The cheap shot jumping monster just after the first two demoness room in the castle, should have some memorable background element at that point. Cheap shots are a time-honored element in games like this, but the player should have some assistance in remembering they’re there. Here, the player needs to build up a flow to get across the jumps in this area, and this enemy disrupts that flow. That’s okay, but the non-descript nature of this area makes it easy to forget that the enemy is there, and makes the player prone to dying here again and again.
  • The four demoness room seems a bit too much, considering reducing to three
  • In the bone pillar (I’m going to call them by their Castlevania name, I’m not sure what they are in this) tower area, it’s possible to get knocked back onto the platform behind the pillar on the left side at the bottom. This spot is inescapable.
  • Castle level is much too long, consider adding a checkpoint in the middle

That’s as far as I’ve gotten so far, good work!

P.S. the motorcycle skeletons are great!

Developer (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?

Developer (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.