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Reviews for "Sanguine 3 Demo"

I'm sorry to say, I feel this was a step back from the previous two Sanguine games:
- The enemies are a bit too quick to react and attack compared to Eleanor, who moves very sluggishly for someone who's supposed to be a vampire. How is it that they all have old west gunfighter reaction times? Why is it when I’m coming up behind an enemy that they sometimes immediately notice me? Sometimes, I'm not sure how they noticed me. How is it that even when I leave the screen they’re on, they can sometimes still aim at me? And it’s annoying how you can walk onto a new screen, see a human, and they immediately open fire (that’s not enough time for me to react to a new challenge). Back in Sanguine 2, the humans could still be difficult if you weren't careful, but there was a bit more leeway. There's the village level, where you basically play "The Floor is Lava", but with snow. Why was it that I could ledge shimmy over the first lady in that level without her seeing me (I was literally two feet from here face) yet when I tried to drop down on top of someone from above, they immediately see me and take me apart?
- The delay when you attack is incredibly annoying, especially for the imps; they move so fast, that I sometimes have to attack them before they start coming at me, but I can still end up getting hit. The crouch attack (a crouch where you poke the enemy with a knife) kills all regular enemies instantly and it can be activated almost instantly. Turns out, killing enemies with the crouch attack is easier, especially the imps and doing so looks ridiculous; there's something very wrong with that.
- The mud monsters just holding you feel like an annoyance rather than anything else. The tentacles as well, where I feel like I need to attack them the moment the appear with the attack delay.
- There are some situation (kind of like entering a new area and immediately being shot by a human) that just feel blatantly unfair, like near the beginning where every platform you step on, a mud monster appeared and, due to Eleanor's new hobby of recovering from a jump, I can neither dodge or attack. The final straw was the pirate ship with skeletons on board. You jump down to an area (which will cause you to recover. You can't roll because there's fire) and some bones on the ship turn into skeleton, which they've never done before now and there's no time to react (I get hit instantly). Yes, there is an area you can jump to that won't result in being immediately attacked, but there was no to intuitive that from the situation.
- Those firey jumpers I just lure off cliff or into the water because dealing with them with Eleanor's attack is annoying.
- You require precision platforming for some parts while also having it that anytime Eleanor lands, she stops for half a second (except if you roll upon landing, in which case, you're stuck in the animation and might roll off the ledge). Platforming has now become a more of a chore instead of something that was a bit more freeing and fun. Yes, there are aspects where you can move very quickly (like jumping into the ceiling, grabbing a ledge while running, and wall jumping), but these don't really make up for a overall slow pace of the movement in the game.
- You don’t explain things very well in this game compared to the second one. Most of the instructions are in the description (which I do appreciate them being there), but why not have them as part of the game?
- I preferred the old model of moving quicker when you had blood and slower when you had none (it wasn't perfect though) compared to the new model of move quicker for a little while, because this encourages the player to move quickly through the level to keep up the momentum, which is not what the game is geared toward (precision platforming with a sluggish character and stealth sections are not a good combo for this). Because it seems like, sometimes, no matter how quickly you move, humans will still see you and instantly attack).
- There's a number of things I'd wished you'd have brought over from the old games, like how you could leave a level by walking off where you came in, the chain, the scythe (with the free hit). I only found out there were still secrets hidden in walls near the end of the game.
- What's up with the story? This seems like a slight rehashing of the first game; interacting with a friendly flame that wants you to kill the main baddy? I was hoping this bad guy would be explained in more detail because Sanguine 1 had it where the main bad guy was the one who turned you into a vampire (so there was some motivation to go after him) and the second had you kill a bunch of boss monsters while the humans questioned you motives behind doing so (wondering if you still had your humanity. And the fact that Eleanor never spoke during the game had the player questioning it as well), both of them interesting stories and ones the player could get invested in. Spoilers ahead: this ended with you killing the boss (which reminded me of the final one from the first game a bit) and then that's the end. What about the flame guy who helped you? It seemed like it was hinting that you'd have to face him or work with him, but you never see him again (at least, not in the main story line). The whole story resolution was just very disappointing.

Since I went overboard with the critiques, I'll tell you what I did like:
- I liked that you could pick up blood and goo that you dropped after being hit.
- The graphics, music, and sound design are pretty good like the previous installments, which is why I invested so much time into playing the game.
- The bosses were pretty good.
- I like all the different environments you use (like the ship level) while at the same time I don't know if they were necessary (kind of giving me Mario world vibes).
- I do like a game that demands skill from the player.
- Despite its fault, I still found myself coming back to it, wanting to beat it so it was doing something right.

Sorry to give such a low score. The game feels like eating a piece of cake that someone threw salt on. It's still sweet, but it's let down by the salt and you're left with an empty plate at the end.

Addendum:
I appreciate the reply though I don't know if I made it clear. I understood most of the design choices of "it's a video game". It did come across; I just don't think it's a good design in this case when you're mixing real world elements with cartoonishly overpowered ones (it creates a feeling of "I must be doing something wrong because this part worked like this) and, more importantly, deviating from the design of previous installments. And I will still not understand how a character can hear me get out of the water when they're nearby, but put a few more feet between me and him and, all of a sudden, he won't hear it.

RayBeckham responds:

Hi there, Plasmarift.

When I first starting drafting Sanguine 3, I thought about whether I wanted the game to be more like Sanguine 1 or Sanguine 2. There are plenty of Celeste clones out there, so I wanted to make the game slower and more methodical. I'm a big fan of Castlevania on the NES, so slow paced games with slow actions where a player needs to anticipate a wind up delay are a lot of fun for me. I love characters like Bowser and Gannondorf in Super Smash Bros for those reasons. But I could have gone in the other direction and I know some people would have preferred that I had. I get it.

Eleanor is slow and Humans are fast for the same reason Eleanor can't pick up a gun and just shoot down enemies. It's a video game and sometimes video games are silly to maintain challenges. I'm very familiar with how opinionated people are about how challenging they think a game should be.

You've mentioned several times in your review that enemies can instantly see you from across the screen. The only reason that should happen is if you're making noise or have already caused an alert by being seen by another human (kinda like Grant Theft Auto, you need to wait for the alert to pass and enemies won't be waiting for you). Running through snow, touching a bell or chain, striking the ground with your axe, or even splashing in water will alert characters to your presence. Ducking and moving along the ground will never make noise. Otherwise, you're encountering some kind of catastrophic glitch that i've never discovered and no one else has ever mentioned before.

You wanted to know why you weren't detected in the village stage. You don't make any noise when you land in a hidden zone (bushes, trees, tombstones) or things you can hide behind. You also won't make any noise if you land on the edge of a tile. You also don't make any noise if you move while ducking. These are features that a player is meant to discover to make these challenges easier.

You said that the knife was too silly and easy to use. The knife attack is fast, has very short range and requires the player to be stationary. These are the tradeoffs necessary for the player to ever consider using it or else the axe would simply be superior in all cases. Yes it's silly. Delightfully silly! I can imagine Eleanor standing off with a demon who is giving an epic speech where Eleanor anime dashes in and does tiny stabs on it's ankles as it shrieks in horror. Is it any more silly than high yield explosives popping out of random bushes in the Legend of Zelda? Or punching a tree to start off in Minecraft?

Yes, it's easier to kill gargoyles with the knife. By design (you can also do it in Sanguine 2). Yes, it's easier to let the fire sprites jump into the water to put themselves out. By design. I like to reward my players for thinking about things and coming up with an alternative solution. Highly skilled players will find these methods slower than using the axe or evading these enemies completely.

The mud monsters hold the player to create a penalty without causing damage. They are there to 1) teach the player about learning how to anticipate and swing their axe, or better space their movement. And 2) to still be a challenge later in the game where they may pin the player while other enemies can cause damage. I think it's great design to use familiar enemies in new scenarios so that the player knows what's about to happen and can think about how to deal with it. As opposed to having an entirely new enemy appear where the player has no idea what to expect. I will concede that I probably should have had wider areas for the mud monsters to appear at the start of the game for new players.

You mentioned that I don't explain very much in the game. I would expect a player to figure out a lot of things as they go. Surely a player will discover sliding up walls. Surely a player will eventually press down when landing and roll forward incidentally, realize they moved differently and discover the mechanic on their own...

On the other hand, i've watched players play a video game, ignore a giant sign telling them what does what and then complain about that very thing, to which I point out the text and they go, "Oh". It's hard watching a human being fail so many checks of mental acuity while i'm still trying to be the man Mr. Rogers wanted me to be. But you're probably right. I should have things in the game explaining finer features for those who would read them.

You say you liked the old blood speed system better. Originally, all of your blood got ejected on hit, instead of being limited to just three. As a result, the player would go from fast to slow to fast to slow as they rapidly lost and regained blood. It was chaotic and rather unfun. So making it work on a timer made more sense at the time. Plus, blood decayed in Sanguine 1 which also encouraged the player to move faster.

If you get better at the game, you can keep the bloodrush refreshed and blast through sections like the high speed vampire you aspire to be. It just takes practice and a better understanding of the game. It's also a lot of fun to turn on the Lifestealer cheat in the main menu because your attacks will automatically give you bloodrush on every hit.

You wanted to be able to leave levels as you entered them. The overworld was a different design in Sanguine 2 where it was more open; this game is meant to be linear. You wanted the scythe back to block damage. The way I see it, the player has a great deal of survivability as it is, especially since they can recover blood globs (kind of like the scythe), sometimes indefinitely.

And you lament that the chain isn't in the game. The truth is that the chain mechanism is rather hard to program, involving moving physics bodys, state changes and interrupts. I had spent 15 years in Flash and I was up to the challenge then. But in Godot I was green. I was struggling to figure out where I should use physics bodys vs raycasts. I feel more confident I could do it properly now, but when I was starting Sanguine 3 it got left on the cutting room floor to save for time. The game project still took me three or so years to complete.

I can't write stories! I suck at it. I like tinkering with game mechanics and could care less about people drama. It's a fair and just criticism to say my stories are disappointing and it's one of the disadvantages of being a solo game developer. I'm sorry.

Thank you for your review. You gotta score it as you see it. And thank you for telling me about what you did like.

nice

Pretty nice game! Its a lot better than other platformers here on NG imo. Its fun, easy to understand and makes you use your brain a bit for stuff like figuring out when to kill enemies.

pretty cool game. One complaint I have is the character seems a bit slow not sure if that was intentional but I would like to see them react a bit faster to my inputs.

Great game!