Vampire Survivor and Friends

I didn’t play a ton of Vampire Survivor back in the day, but I played a decent amount. I just got back into messing around with Vampire Survivor with the new Castlevania DLC (it looks like it has an absolutely ridiculous amount of “things” in it) and one thing I’ve noticed is that I rarely felt like I was in danger of dying. The only really limit to exploring the castle was the 30 minute timer.

Is this all because of the Power Ups? Do map difficulties not scale with the anticipated power increase you get from Power Ups? I don’t even have any of the maxed out. I want to add some challenge to the game but I also don’t want to balance test the entire game by playing around with different combinations of Power Ups. The castle is so large that I don’t think it’s probably practical to go in with no power ups (at least not unless you’re really familiar with character builds), but it’s kind of boring to just simply be exploring leisurely and not really worrying about enemies very much.

Or maybe I just keep lucking out with my character builds.

What’s the game difficulty like for other people? Also, anything cool in the Contra DLC other than that one boss at the end?

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I stopped because its a time hole. What I mean is time goes in and I don’t know where it went. I got the last set of DLC and its pretty fun. I really like the new mode and challenge stages.

Does the castelvania DLC change the game other than power-ups? Is it still top-down?

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Earlier this week I decided to peek at the Contra DLC at 1am before bed and suddenly didn’t not go to bed until 2am.

Castlevania DLC seems to come with a ton of characters (advertised as over 20 characters but I saw someone say there are 80 characters), and over 40 new weapons (think it’s actually over 100), but the Castlevania map is huge. It feels fundamentally different in design than the original stages in the way it’s built explicitly around exploration of the Castlevania. Large halls and winding corridors, hidden pathways leading to new regions, and lots of unlocking doors and fast travel points by beating bosses along the way.

And it does some fun stuff, like one boss suddenly turned the game into a side-scrolling action game.

It’s just- I absolutely walloped all those bosses on the first try! And I didn’t even know what I was doing!

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My experience has been that your power level varies wildly as you unlock more items. Some are flat power upgrades, but a lot are just options. The most expensive upgrades in the game are the ability to remove items from the roulette so that you can push the odds towards good synergy.

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did they make the mobile version comparable at all when they added more castlevania characters to the castlevania game or is it still dogshit

I did another run in Castlevania and died shortly after 20 minutes, so I guess maybe I was just getting lucky in my first few runs.

What makes the mobile version worse?

oh actually i didnt realize that the desktop version of the game wasnt free so nevermind the mobile version is better

but mobile version doesnt have maps or beastiary, and has ads all the time for extra lives and gold like all mobile games do, and i hate the controls. i think i just hate playing games like this on my phone haha. but its free so i take it all back i thought all versions were free

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No game has made me feel my mortality and the pointlessness of games like Vampire Survivors. I hate it.

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I’ve only gotten into this game since this week so my honeymoon period is still going strong with it. I didn’t know there was a mobile version. I just spent almost an hour playing it. It’s more playable on a phone than I would have thought.

It’s so easy to lose time playing this it should probably be illegal.

Going to try sharing a clip I took earlier on Xbox of me almost clearing stage 2.

Spending years of my life on videogames still hasn’t prepared me for Vampire Survivors. I don’t understand the meta-progression at all. Am I really supposed to aim for 1 unlock per 30 minutes run? Should I use Hyper mode? What’s with the cards? Why are my characters sometimes pulsating damage and sometimes not? I have no idea. Feels like a lot of the appeal would be lost if I understood it more.

In runs I win most of the time by going for the holy water and bible and their evolutions, which just seem a ton better than every other weapon, to the point that every run feels similar past 2 minutes. But I can’t leave my crutches behind

I dipped my toes into the Castlevania DLC early on and it was very difficult to progress TBH, probably in part because I’ve done very little progress in the main game? Enemies were durable and xp was lacking compared to the main game

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HMMMM

garlic + pummarola is my #1 generally speaking, fantastic defensively and a garlic will axe trash immediately for the first several minutes even if you don’t really upgrade it. laurel is really nice to have but don’t expect to evolve it until you’re a way into unlocking things

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Oh it’s not garlic! I get this effect from the start of a run, sometimes. Don’t know why. It makes actual garlic completely useless

You probably picked the card that causes healing to cause a damaging knockback to nearby enemies, and you have upgraded your passive regeneration (or picked up pummarola).

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There’s a Power-Up to get permanent heatlh regeneration, and that first Tarot card causes damaging knockback to enemies whenever you heal, so that combo gives you a permanent Garlic-like ability. I only just noticed that recently too. I have played for almost 23 hours and still don’t have whatever the SANTA water (not holy water!) evolution is.

Vampire Survivor is not unlike an idle game (Cookie Clicker-likes), which are kind of not unlike engineering efficiency simulators like Space-Chem. The appeal to me is seeing just how efficiently I can make my damage-per-second using the tools/random drops I’m given over the course of a level. If I hit a point where I can put the controller down and still win, that’s me having created the perfect machine.

Going back and exploring the game after all the updates, I think the long-term appeal is as a collectathon. Collect all the characters, discover all the evolutions, complete all the challenges/achievements. There are so many weapons I need to unlock, and so many of them seem to require me to unlock a character, but those characters also have their own challenges to unlock them. So that’s given me stuff to do. But if the Castlevania DLC is really hard to progress for you, whereas I am finding it really easy, I guess the game-wide Power-Ups actually are important to long-term progression. Huh! But I guess that also means the holy water/bible strat has hit its limit and you need to discover some new items combinations.

It is a bit of a time sink though. Twice in the past week I’ve told myself “Let me quickly check this new character/stage” right before going to bed and ended playing a full run or two. I’ve unlocked that ability that lets you end a run at 15 minutes, but I know a lot of stages have events that happen periodically through the original 30-minute run. Do all of those still happen in the 15-minute version, or do you still have to play the 30-minute version to get the full level? Are there challenges that require you to play more than 15-minutes in levels?

Edit: Oh, I also want to say- Vampire Survivor is so rigid and repetitive structurally, in large part due to the length of each level, that it’s very cool when it breaks it’s structure unexpectedly. I was playing Moongolow and man, what a wild ending! From the disorientation of the boss to the teleportation and the chase, it’s one of those moments where it feels like you’re suddenly playing a completely different game. Though it took me a bit to realize that Holy Forbidden is way easier if I turned off the Curse Power-Up.

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And if my previous post didn’t give it away, I’m smitten with Vampire Survivors. I love the meta-progression, the need to find characters through exploration or unlock conditions, and how the the trickle of new characters provides a constant search for new evolved abilities.

I constantly want to break the maximization limits by filling up my attack inventory before picking up any attacks that pre-populated in the stage, but this is starting to become a liability, because I’m getting so many attacks and items that I can’t level them up fast enough to evolve before enemy scaling kills me or I hit the time limit.

I finally hit a bit of a plateau in the base game where I’ve got hundreds of thousands of gold more than I have upgrades and characters to spend it on. I could have just started aggressively pursuing specific characters and other unlock goals, but I decided to spring for the DLC. By which I mean… all of it.

The first one is based on Japanese folklore, so you’ve got various oni and tanuki and kenku besieging you. All the attacks I’ve found feel very indirect, and only a subset of the original weapons and items are available. There’s a separate gold progression, as well, but using weapons and items in the DLC stages allows them to start appearing in the main game. The DLC maps have so far felt a little more gimmicky than the original maps: the first one is a survival challenge against a very strong enemy; another map has you wandering through narrow tunnels in an isolated mountain. It’s pretty refreshing.

…the second DLC is Among Us. It’s fine? The map feels small compared to the base game maps (or Ode to Castlevania), but it feels very authentic to the one time I played actual Among Us. In a fun twist, many of the enemies are “disguised” as innocuous objects at first and cannot be damaged until you get close enough. The weapons are very thematic, while the items are “mini crewmates” who follow you around, but don’t really do anything until you can evolve the corresponding weapon, at which point they stop taking up space in your inventory. I was able to max out on new weapons and evolve them all on my first try, which finished like 40% of the DLC in a single session. Before I continued, I decided to try—

—the Contra DLC, which felt a bit harder than Among Us at first. The first character doesn’t have great crowd control options initially, but it wasn’t long before I found a character that added the Spread gun to the mix. The Contra stages I’ve seen so far bring back the heavy tiling of the base game, but they present more navigational challenges due to a mix of open areas with choke points, bridges, and the occasional bit of circuitous pathing. A later level surprised me with an on-screen overlay announcement reporting that a boss approached in a certain area of the map, and that I had to make my way over to it. Once I got there, it had an animated entrance and restricted movement to make it seem like I was standing on a platform shooting into the background. Pretty cool.

But I think Ode to Castlevania is cooler. It’s just the one map, as far as I can tell, which starts to be a little bit of a drag, but there are a lot of secrets to find and even more characters to unlock. I like that you can see all the traditional subweapons on display in the workshop; I thought maybe you’d come across a way to collect them, but then it occurred to me that they’re all either already specific base game weapons, or in at least one case, it’s part of the attack generated by a Castlevania character’s evolved weapon.

Lots of bosses all over the place, each of which drops at least a chest, if not also something extra. I haven’t been fast enough to clear every boss in a single session yet, but I’m thinking that’s gotta be the requirement for an unlock I haven’t read yet.

I still don’t understand several of the pickups: heart refreshes seem to govern your progression through the stage, but sometimes they drop randomly from enemies, and there’s at least one area I haven’t been able to get into regardless of how many I collect. Mirrors seem to refresh all my cooldowns, I think? If they do anything else, I’m not sure what. Similarly, I know that getting HEADS on a coin is a screen clear, but does TAILS have an effect? I’d love to know if anybody has figured this out.

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Yeah this is right!
Have to say it makes the early parts of a run much easier for characters who start with an unwieldy weapon (like uh cats) so they can level up and get and evolve the santa water instead

I could live without the king bible but this one seriously always has about 6x the damage of the next best weapon. You can just sit there and wait for the end of the 30 minutes, as soon as you unlock it. It is absurd. The only issue is how it doesn’t work well when trying to move fast

SANTA water (not holy water!)

One sign that it’s not a j-game despite the serious Castlevania-ish assets / music is how the text is just weird humor with no real tissue holding it together. Japanese devs would have added a charming kind of lame little serious plot

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I feel like there’s a little bit more connective tissue than you’re suggesting here—Santa is a specific character with obvious familial ties to other playable characters, and finding their Laborratory casts them as a sort of alchemist/mechanist/miracle-worker who may be at least partly to blame for the hordes of monsters that they are helping to combat, for example. I feel like I’m often finding similar moments of resonance.

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Post to appreciate this track name + the track itself