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Aeoleone

1
Posts
A member registered Jul 04, 2020

Recent community posts

Heya!

My spouse directed me to this, and I was happy that they did. I understand that this is a huge, work-in-progress style project (at least, if you're planning to re-create the whole game), so I'm not going to give 'you should add this or that' feedback, 'cause, well, you're not done yet.

The biggest things that I saw;

The bullet system was very meh, to me. I don't know if I didn't spend long enough practicing, the windows were very tight, or what, but I wasn't able to successfully parry a single enemy in the game. Not only that, but the flow of combat meant that it was relatively unappealing to pursue. In Bloodborne, you care about parrying because it stuns an enemy, provides an opportunity to do a lot of damage, and depending on runes provides a return on resources. By the end of my playthrough, my weapon was at +2, and all of the normal enemies died in <4 hits. The biggest example of this are the brick-punchy guys; ordinarily you care about their big windups because they're a dangerous slog to just spam down, but if I can drop them in relatively few hits, why risk trying to parry? I'd recommend either some animation additions (putting another animation frame or two in to provide keystone 'this is when you should be shooting' moments, sort of like the rear-up you have on the swamp crawler guys), or a visual / audio cue specifically for parrying.

Tying in to this; translating this kind of combat to 2D is difficult, and in its current form, I guess my feedback is 'why do anything fancy when you can just dodgeroll and spam?'. The dodgeroll is incredibly forgiving with its positioning, mainly because there isn't an enemy you can't just stand in front of, smack, and then roll behind. Maybe adding roll-catches to some enemies swings could help combat this being the 'ultimate solution'? This might just be a function of having a relatively limited number of enemy types. 

If we're going to be able to perform stat upgrades at any lantern, I feel like you should add the functionality for upgrading weapons, as well; that or return to the 'lantern warps' system. I don't know how feasible that is in this game engine, though. 

Getting enemies stuck on stuff was the fastest, easiest way to trivialize tougher encounters; I'd also suggest adding some kind of AI point (if possible, again I'm not familiar with this game engine) to say 'if I'm trying to move forward and not moving, move to one side to get around this obstacle'. Even if it makes the enemies predictable, it'll avoid the 'I walked in and cheesed father angry axe by standing on the other side of the gravestones directly across from him when you walk in' problem. 

Lastly - Great work! I've always loved Bloodborne, and it's exciting to see extra content in any format. I think this idea has a lot of potential, and can offer a new, unique approach to a game that I've loved for years. You're doing really well, and I can't wait to see where this goes.