No rogue like mode

kickstarter.com/projects/iga/bloodstained-ritual-of-the-night/posts/2772919

>no rogue like mode
>going back on stretchgoals
scummy as Japanese jews

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Wait, what content was missing from the Switch version that it's only up to parity now?

>>no rogue like mode
Damn. That was one of the things I was looking forward to more.
If they ever make a sequel they better have it though.

That said. Did they have trouble randomizing the actual castle/maps themselves? Because I am noticing that out of the relatively elaborate randomizer options, randomized room locations does not appear to be one of them.

>Wait, what content was missing from the Switch version that it's only up to parity now?
It was actually the other way around. The PS4 and Xbox versions hadn't been updated in forever, until the Switch 1.04 update hit.

>One of the promised stretch goals for the game was Roguelike. Unfortunately, the code that was created early in the game’s development is not currently compatible with this type of gameplay (especially a procedurally generated castle). Due to this, we regret to announce that we will not be developing Roguelike as part of the project's planned stretch goals.

>We know this is a mode that many of you were eagerly anticipating and we apologize that we will not be able to make it happen as planned.

>We don’t want to leave a hole in the roster, so we have developed a new game mode called “Randomizer” to take its place. Randomizer will launch with Zangetsu and be available for free.

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>new game mode
Wasn't the randomizer also a stretch goal? Guess I am confusing it with a different kickstarter.

That's what it seems like. Probably too much work to split apart all the stages?

>The Switch's hardware couldn't handle a random terrain generator so to save face they're saying that it was impossible from the get-go

I hope the Stwitch never becomes the dominant console.

Randomizer kinda looks dope

Meh, it's rom hack tier. It just swaps loot around, like all those Zelda and Metroid rom hacks. A modder could've done it in a single evening.

You’re confusing it with something else.

The thing I don’t get is that a lot of their rooms follow a template and just have different skins. It doesn’t seem like it’d be that hard to make a dungeon with procedurally generated interlocking rooms that just have to meet with certain other entrances or something. I guess I just wonder what part of the game was “incompatible” with a Roguelike system.

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So how much of this have we got so far?

Their levels are probably just single big meshes and it's a chore to cut them into pieces that could interlock with each other.

But honestly, I'd imagine all the stretch goal content will be Shantae Half Genie Hero tier, just bare minimum effort to sorta fulfill the KS obligations so that it's not an outright scam.

This game worth $20?

>Hardcover Artbook
>Nightmare Difficulty
>David Hayter
>Cheat Codes
>New Boss (IGA)
>Speed Run Mode
>Boss Rush Mode
>Retro Level
>IGA’s biggest castle (kinda)
>Orchestrated Tracks
>Prequel Minigame (ended up as CotM which isn’t a prequel but whatever, it’s great)

Could you imagine showing this to someone in the year 2000? I would fucking kill myself if I saw that customers had to donate hundreds of thousands of dollars for basic features in a game

really does sound disappointing and boring

>Their levels are probably just single big meshes
something about the switch loading issues makes this feel like it's probably not the case, unless the switch version is truly that different than the rest

that's a pretty fair price for it, it's was a solid metroidvania at release, just it isn't going to get anything interesting sounding in the future
but it for what it is instead of what it could be

Just get the Xbox Game Pass for a $1

Ahh I think I'll give this one a re play

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>No roguelike

F. That's the one thing I wanted the most, they could've dropped all the online features if it meant the RNG random mode would be in the game. Randomizer doesn't affect enemy spawns or rooms...so....uh...yeah...would've taken enemy spawn randomizing if the floors couldn't be shuffled. I guess when the new characters come out it might be fun(?) as a pseudo new experience. I didn't back this but if anyone can post maybe get them to at least shuffle enemy types outside of boss rooms? That's the least they can do without breaking the Switch version apart.

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>if I saw that customers had to donate hundreds of thousands of dollars for basic features in a game
the thing is most of that shit is arbitrarily listed anyway, they do that to pad a list and basically demonstrate planned features
kickstarting processes feel super fabricated, met goals often don't get released as we see here, and sometimes goals that aren't met for other products get to go through anyway because they intended it to be there from the start even if the money didn't fill a made up meter

Ignoring the potentially unfulfilled Kickstarter Goals, the game is still amazing in its own right. Fantastic follow up to SotN and its successors. It feels 100% like it should and since it’s in a 3D engine, there are a number of fun mods and shit for it.

$20 is a steal. I got it for $60 for the Physical PC copy, whenever that comes, and am still fully satisfied, regardless of how the game ends up long term.

I dunno man. The alternative is that the game simply wouldn’t exist. Castlevania is effectively dead at this point so I’m happy that this ended up getting funded sufficiently that a publisher picked it up and we ended up with a great product. Yeah, it’s frustrating that we’re still waiting for Kickstarter goals but the reason I cared was to get the game we got. Everything else is icing for me.

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Co-op/online is getting the axe next.

They're just biding their time so that people don't rage too hard. They will release Zangetsu + this randomizer thing + Boss Revenge + maybe Dominique, then cancel the rest including co-op. No way they're gonna spend lots of money coding (and testing) online gameplay pretty much from scratch.

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Game lost steam the moment I could facetank a lot of bosses. David Hayter boss man will do your shit in, wish there were more encounters like him or Order of Ecclesia gimmick crab boss. A few gimmick boss fights here and there to wake you up instead of being the facetank marathon the game ended up being. Not many people have played Castelvania Harmony of Despair (the multiplayer one, whatever its called shares the same acronym as a GBA game) but Hard mode in that one really kicked your shit.

I'll save my replay on Hard mode with this barebones randomizer. Bought it for $20 on Black Friday, it was actually more expensive than RE2 REmake at $15 and DMC5 $15 on Black Friday so it held is value. I avoided the Switch version like the plague after seeing the load time differences, kinda annoys me having to play it on PS4.

Eh, I expect it in a proper IGAvania. At least in this game, the Facetank point comes about 2/3 through, so there’s a decent amount of time where you have to actively dodge while doing damage.