Bloodstained axes stretch goal "roguelike" mode, will replace it with a "randomizer" mode instead

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Though Bloodstained released back in 2019, the game hasn't ceased development, as the team has been working on two major post-launch subjects: improving the performance for the Nintendo Switch version of the game, and adding in the $5 million dollar stretch goal that was reached by Kickstarter backers. The latter was a roguelike mode and would allow players to explore a procedurally generated castle. However, according to a new update on the Bloodstained Kickstarter page, that game mode will no longer see the light of day. This is supposedly due to the fact that the original early-development code for Bloodstained supported such a thing, but creating the roguelike mode for the final version of the game proved too difficult.

To make up for cutting the planned feature, Bloodstained will instead have a "randomizer" mode, and will be available to all players when it launches. Randomizer mode allows for players to create their own story mode, by tweaking certain aspects for the run, such as quests offering randomized item rewards, chaotic enemy loot drops, and shuffled shopkeeper inventories. The game will then be playable in its randomized form, until you defeat a set boss. To make sure the mode doesn't become unplayable, items that are required to progress through the story mode will be provided.

There is currently no set release date for this update, but when it does go live, it'll also come with an update that allows the character Zengetsu to be playable.

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Meteor7

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It's honestly difficult for me to imagine a good reason why they'd have made the stretch goal without knowing that their code didn't allow for it, and if the incompatible code came after the stretch goal was met, then why would they have not planned to follow through on the promise by creating code that would allow it? Was development really so troubled that they didn't have the room to even consider whether their code would allow them to fulfill the promise they themselves made? It's a bit hard to believe, but it's a possibility.

Don't get me wrong, I adore a good randomizer, but the options they show don't even allow for a toggle to randomize enemy locations, just item-based randomization and an option to swap save/warp rooms around, presumably between each other. It's lackluster, but it's their excuse which irks me more than anything.
 

RedBlueGreen

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It's honestly difficult for me to imagine a good reason why they'd have made the stretch goal without knowing that their code didn't allow for it, and if the incompatible code came after the stretch goal was met, then why would they have not planned to follow through on the promise by creating code that would allow it? Was development really so troubled that they didn't have the room to even consider whether their code would allow them to fulfill the promise they themselves made? It's a bit hard to believe, but it's a possibility.

Don't get me wrong, I adore a good randomizer, but the options they show don't even allow for a toggle to randomize enemy locations, just item-based randomization and an option to swap save/warp rooms around, presumably between each other. It's lackluster, but it's their excuse which irks me more than anything.
My guess is that they just don't know how to program it and that this "It's too difficult[/not possible] with the code" thing is just a convenient excuse to avoid backlash.

This is why I'll never support a crowdfunding campaign for games.
 
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Reploid

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My guess is that they just don't know how to program it and that this "It's too difficult[/not possible] with the code" thing is just a convenient excuse to avoid backlash.

This is why I'll never support a crowdfunding campaign for games.
They at least had a good idea of how it could be done, if they promised it at all
 

Silent_Gunner

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Am I the only one who couldn't give a rat's ass about roguelikes?

Please add Zangetsu and Miriam's buddy as playable characters next, please!
 
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godreborn

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I'd say the game is average at best. what kills it for me is how hard it is to figure out what to do in like three spots in the game. running through the castle with no where to go got boring fast.
 

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Honestly, not as big of a deal.

It's likely because of the fact that many of Bloodstaineds areas are designed to interconnect. That probably didn't translate well to a procedural world, so they're staying away from it.

The randomizer more than makes up for it imho.
 

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