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Boss Keys Mini - Castlevania: Circle of the Moon

🕑 Added 2018-11-23 16:52:56 +0000 UTC
Boss Keys Mini - Castlevania: Circle of the Moon

Comments

Jerome Ciarkowski

So that way the player would be able to experience a sense of progression and achievement and power for a little bit. But then changing it up in time before they become bored.

Jerome Ciarkowski

In general, would it be better to design a Metroidvania such that its old areas—once able to be re-explored with new abilities, weapons, etcetera—keep the same enemies (and not replace them with new, stronger enemies) until maybe an even later or final phase of the game, if possible?

Theo Gerome

I kind of like the idea of having multiple possible areas to go back to and check for the path forward once you have a new item in the abstract, but I feel like if you add a lot of them, it either 1) needs some sort of feature to let you remember a full list, which you can check off, like letting you mark a map; or 2) has to highlight a few of them as particularly special in some way, so there are only a few possible realistic options so there's less random guessing, and the rest are more clearly dead ends with goodies if you remember them.

Game Maker's Toolkit

Yep, I agree with this. Puzzles are simple but do mix things up. And losing swords and shields is a bummer. If DSS cards were findable treasures in the dead ends that would be something, but nope. Just millions of MP Max Increases.

Game Maker's Toolkit

Yep. You need a power bomb to get in. Then grav suit to get through fire. then space jump to get up. you can get lock blocked twice!

Luis Guillermo Jimenez Gomez

By "Ridley room" do you mean the entrance to Lower Norfair with the Ridley statue?

Lorenzo Hulzebos

I started playing this game this week and I think you hit several nails on their respective heads here. This game is ridiculous difficult. Not *ridiculously* difficult, no, it's challenging to be sure, but its difficulty is ridiculous. Almost unfair, even, what with enemies like the Succubi moving in patterns as to make it very difficult to get past them unscathed. I'm not a big fan of the new enemies in old areas, myself. It's just one more sign of a pattern I'm seeing in this game, which is one of padding. The artificial difficulty, the long treks between save points, the stronger enemies in old areas, it all feels like it's there to pad the play time. One thing I *do* really enjoy is the inclusion of some actual puzzles for a change. Symphony didn't have much in the way of puzzles outside of a riddle or two and Metroid isn't very puzzle-heavy either, but CotM has several rooms where you need to use Tackle and/or the Heavy Ring to make your way up or through a small space. It breaks up the combat and lets you think about something other than what area you can reach to get a non-essential power-up. I fear I won't be seeing this kind of puzzle return in the other two GBA games, as CotM was made by Konami Kobe without any kind of involvement of Koji Igarashi, but I'm willing to be pleasantly surprised. The puzzle rooms do remind me that returning to them after sees them filled with some more enemies, just to spite me. When I think I'd rather be playing SotN rather than CotM, I think a lot of it comes from the weapon. In Circle, there's only the whip. You *can* power it up with DSS, or change it to a number of other weapons with the cards, but it's all so... boring. You never find gear (outside of the Shining Armor apparently), which means all dead ends in the castle only lead to HP/MP/Heart Power-Ups. Contrast Symphony, where you might find a pair of Knuckles, or a Cutlass, or the freaking Shield Rod. It's a more fun way to handle combat in my opinion, and it makes exploration more engaging than setting out to find the umpteenth MP Max Increase. Oh well.

Andrew Carvalho

Very happy to hear you'll be playing the handheld games. In my opinion Aria Of Sorrow is the best Castlevania game (of this style) as it takes much of what Symphony does right and makes it better. Some people dislike grinding for drops to get 100% completion but I found it quite engaging. Secrets are hinted at well and I found myself lost far less often than in Symphony. I'm looking forward to your breakdown of it.

Ben Salvidrim

My biggest gripe with Circle of the Moon is not with its map design but with the stiff, heavy physics (compared to the other two GBA games). It was really a transition phase between the old-school jump arcs and the post-SOTN better air control.

Analog Pill

I was a big fan of Order of Eclesia, the level design isn't as strong, pretty bad even sometimes, but it tried to change things up in an interesting way. I found the Glyph mechanic really interesting too.


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