yeah that is kind of disappointing but I feel like somehow no amount of nerfing will keep this game from being completely broken, idk
Looks like the NMG route uses Flame Cannon and the MG route uses bunny so we were both right
The NMG runner heard about the nerfs during his WR run today and was really pissed
Why nerf a single player title idgi
Anyway, thinking back on the OST, a highlight is the train level theme:
Found a fun end game combo. In true CV 1 fashion, if you throw Ruinous Rood and trigger Standstill when it connects, itāll do damage for as long as time is frozen. You get to use two of the other subweapon homages to recreate the holy water.
's a good rule, I usually develop on the hardest difficulty for this reason. It exposes the tiny windows of unfairness like invulnerable periods ending out of animations that just get brushed past when the player can tank hits.
Seems like a good principle, might be too weak if anything though. Bloodstainedās bosses arenāt exactly the height of fairness and the overall design (from the point of view of a player not interested in challenging the boss 100 times) did strike me as leaning on potion guzzling.
I also wonder how this principle was applied to the Hard difficulty-only attacks. They are especially unfair ā were they cut from Normal to meet this concept?
can you link the interview this comes from, if itās publicly available?
Whatās the best version of the game before nerfing?
I saw that the 3DS version of Bloodstained: Curse of the Moon (aka the 8-bit looking one) is on sale for $5 and I was curious if anyone here knows if it is a good port. I know, it looks like a NES game but itās a portable port from a smaller company and those can very easily go well off the rails.
It isnt a port, it is its own game. Its also quite good
arguably better than the full game for what it is
I know it is its own game a la Bionic Commando Rearmed compared to Bionic Commando 09, I just was asking if anyone knows if the 3DS version of it is fine or if it is a thrown together version with some issues.
I know a lot of Inti Createsā recent multiplatform games have been 30fps on the 3DS while theyāve been 60fps on other platforms. No idea if that applies here too, but Iād guess so.
On switch this game is now playable but with occasional one second freezes, a Blighttownesque Tower of Twin Dragons and ugly character models (backgrounds look fantastic though)
Iāve vastly enjoyed Portrait of Ruin and Ecclesia on harder modes as slow games where Iād dip into a level, explore a few new rooms, get a few items, then hurry back to the save point in to heal, repeat. That Wizardry gameplay loop
I got straight into hard mode hoping this one would work that way and while exploration is perfect, but bosses sort of ruin it.
Each one takes like half an hour because learning how to avoid their attacks takes so much time! I mostly blame the lack of readability brought by the switch from 2D to 2.5D without enough effort by the devs to compensate (and long load time to get yourself back to the boss)
Especially insulting is how you can go find the same bosses in the other Bloodstained game but with perfectly communicated and telegraphed attacks
I had a similar experience in Hard with the first two bosses (especially the first, my god 3D does a number to its design), but I became powerful enough after that that it didnāt matter.
Also,
playable but with occasional one second freezes
Iām forever sympathetic to devs failing to wrangle the Unity garbage collector, but I thought they moved to Unreal? Did they do something like maintain the Unity branch for Switch because it didnāt support Unreal 4 (added May 2017)?
The one second pauses were on the PS4 version whenever you entered a new area and killed the first enemy there. Felt like it was loading a loot table, ha. Donāt know if these are the same on Switch.