Ravenswatch

Ravenswatch

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Keïnan 27 ABR 2023 a las 10:54 p. m.
Big Question about replayability
Good morning,

I have a big question about the future of the game?

We have chapter 1,

We see that in the roadmap, we will have three at the end of the year...

Chapter 1, 1 hour to complete

so, chapter 3, maximum 4-5 hours of play to finish it...?

Thank you for your reply,
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Mostrando 1-12 de 12 comentarios
Keïnan 27 ABR 2023 a las 11:28 p. m. 
ps : Chapter 2 --> after summer... lol...
ZexxCrine 27 ABR 2023 a las 11:30 p. m. 
uh what? chapter one takes 24 minutes to spawn the boss. even if it takes you 6 full minutes to beat the boss it will still only take you 30 minutes.

so being super generous and calling 30 minutes the expected time for you to take 3 chapters following the same structure and length would just be one hour and 30 minutes.

realistically its more like 25 minutes per so an hour and 15 minutes. and for nightmare 9 the boss spawns at 21 minutes so a full run on nightmare 9 would be about an hour and 6 minutes.

this of course assumes the game maintains its current pace for all unreleased chapters.
Keïnan 27 ABR 2023 a las 11:37 p. m. 
I took into account unlocking the other two characters and testing the others,

it scares me very much...
ZexxCrine 28 ABR 2023 a las 12:00 a. m. 
Publicado originalmente por Keïnan:
I took into account unlocking the other two characters and testing the others,

it scares me very much...

I mean if you think you are done playing the game after 2 runs or even 6 then I might suggest that you pick a different genre of game to play. rougelikes are meant to be played over and over getting different perks and builds to make a bunch of unique runs.
Code:Ao Vivia Cxv009 28 ABR 2023 a las 12:58 a. m. 
Yeah..even with more chapters the game length isnt going to be super long for a full run; Though you DO have the option to fight the boss early..i dont think many will do that as it isnt in your best interest to do so.

The multiple run aspect of it is where the life is supposed to come from in having build variety and having many unique ways to play to make it exciting. For me personally i can see it once more skills are unlocked later on. My issue or question(s) would be more; Once more skills are unlocked...how is the level cap going to increase to ensure we get enough look at picks to find what your looking for on a run or at least get enough picks to get a rough build together. Also...as more skills are added...depending what the level cap goes to...will you need a Re-Roll mechanic or something added to better filter the Larger pool of skills per level due to it being very diluted the more skills that get added.

*Personal idea depending on how it works long term. Perhaps organize the skills in categories similar to how starter skills have their specific pool. Have a pool for different level ranges so its just not ok your randomly gonna pick from 2 skills out of say 20 and hope you get what you want. You could even perhaps filter it further by doing the said Pools but have a built in algorithm that increases the chances of finding synergestic skills based on previous choices; It doesn't mean their guaranteed to pop up but could have increased chances. Heck..you COULD do that though if you wanted..have synergy skills that auto pop up as a option if you picked say specific skills along the way, etc


I am still on the fence though that they should either Re-look at the timer aspect to things or just make two game modes more less. Having the default game mode be hey go speed run our content so you can fight this boss to expidite your run every round feels weird afterwhile. You could just have two modes that are different and let players see what suits their fancy the most. Have your timed mode that is designed as it is now and a more quest mode or w/e you want to label it as that is more free roam and you have objectives to unlock the boss and encourages you to explore the map and the content to progress,etc
I don't think youd have to radically change the game content to accomodate that per say either but would be a nice change of pace for people who play the game various ways. Like personally i enjoy getting to feel the character out some as i build it and fight some mobs casually along the routing; then i see the timer and its like ugh...let me see what i can finish i guess *Runs past everything*.

Overall though i do think the content will be there as they release more to do and more maps; its just going to be more of a issue of how its fleshed out that will sorta determine i feel if people enjoy the loop and want to keep doing multiple runs or if it will only appeal to a niche base and people move on. I'm curious to see as i enjoy the game personally, but do admit i would perfer a difference in the playstyle long term..thats just me though.
Keïnan 28 ABR 2023 a las 1:42 a. m. 
Publicado originalmente por ZexxCrine:
Publicado originalmente por Keïnan:
I took into account unlocking the other two characters and testing the others,

it scares me very much...

I mean if you think you are done playing the game after 2 runs or even 6 then I might suggest that you pick a different genre of game to play. rougelikes are meant to be played over and over getting different perks and builds to make a bunch of unique runs.

Hello and thank you for your answer,

Don't get me wrong that I'm a roguelike fan and I've tested a few, spelunky 1 and 2, enter the gungeon, rogue legacy 1 and 2, I'm not going to name everything, but just in these games, they have a depth of madness... it does not seem to me that this is the case and I am simply asking the question of replayability, a relevant question and not a troll
Keïnan 28 ABR 2023 a las 1:47 a. m. 
Publicado originalmente por Code:Ao Vivia Cxv009:
Yeah..even with more chapters the game length isnt going to be super long for a full run; Though you DO have the option to fight the boss early..i dont think many will do that as it isnt in your best interest to do so.

The multiple run aspect of it is where the life is supposed to come from in having build variety and having many unique ways to play to make it exciting. For me personally i can see it once more skills are unlocked later on. My issue or question(s) would be more; Once more skills are unlocked...how is the level cap going to increase to ensure we get enough look at picks to find what your looking for on a run or at least get enough picks to get a rough build together. Also...as more skills are added...depending what the level cap goes to...will you need a Re-Roll mechanic or something added to better filter the Larger pool of skills per level due to it being very diluted the more skills that get added.

*Personal idea depending on how it works long term. Perhaps organize the skills in categories similar to how starter skills have their specific pool. Have a pool for different level ranges so its just not ok your randomly gonna pick from 2 skills out of say 20 and hope you get what you want. You could even perhaps filter it further by doing the said Pools but have a built in algorithm that increases the chances of finding synergestic skills based on previous choices; It doesn't mean their guaranteed to pop up but could have increased chances. Heck..you COULD do that though if you wanted..have synergy skills that auto pop up as a option if you picked say specific skills along the way, etc


I am still on the fence though that they should either Re-look at the timer aspect to things or just make two game modes more less. Having the default game mode be hey go speed run our content so you can fight this boss to expidite your run every round feels weird afterwhile. You could just have two modes that are different and let players see what suits their fancy the most. Have your timed mode that is designed as it is now and a more quest mode or w/e you want to label it as that is more free roam and you have objectives to unlock the boss and encourages you to explore the map and the content to progress,etc
I don't think youd have to radically change the game content to accomodate that per say either but would be a nice change of pace for people who play the game various ways. Like personally i enjoy getting to feel the character out some as i build it and fight some mobs casually along the routing; then i see the timer and its like ugh...let me see what i can finish i guess *Runs past everything*.

Overall though i do think the content will be there as they release more to do and more maps; its just going to be more of a issue of how its fleshed out that will sorta determine i feel if people enjoy the loop and want to keep doing multiple runs or if it will only appeal to a niche base and people move on. I'm curious to see as i enjoy the game personally, but do admit i would perfer a difference in the playstyle long term..thats just me though.
very interesting answer, I agree, I wonder how they will do it... a roguelike is not just starting over like a robot, in the games I mentioned, there are secret passages, objects and different paths, yes we do the same thing but it's difficult to explain the depth of a roguelike, I think you understand me very well
SalleStar 28 ABR 2023 a las 3:40 a. m. 
Devs have said that the they possibly plan for each chapter being able to be played individually or chained (similar as COTDG - it was kind of expected).
Keïnan 28 DIC 2023 a las 11:51 p. m. 
After months, I still ask myself the question... Chapter 1 and two finished in a few hours... What do I do now? I redo the 2 maps endlessly?
lyravega 29 DIC 2023 a las 12:02 p. m. 
Yes, this is how the game is structured... the two prominent tags on the store is "Action Roguelike" and "Roguelike".
Hyrind 2 ENE 2024 a las 4:09 a. m. 
If you think this roguelite is long, might I refer you to Across the Obelisk? Now that is a long running roguelite. Ravenswatch was over in 25-30 minutes before Chapter 2, something like 40-50 minutes now? I love Obelisk, but those runs are hours man.
Pickle Bath 7 ENE 2024 a las 11:16 a. m. 
Publicado originalmente por Hyrind:
If you think this roguelite is long, might I refer you to Across the Obelisk? Now that is a long running roguelite. Ravenswatch was over in 25-30 minutes before Chapter 2, something like 40-50 minutes now? I love Obelisk, but those runs are hours man.

Just a different approach. Renowned Explorers also has unusually long runs. Hades and Synthetik don't.

Doesn't make them bad games, just fills a different niche in the genre.

Sometimes I don't want a 5+ hours run - I want something I can sit down and "complete" in a single session.
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Publicado el: 27 ABR 2023 a las 10:54 p. m.
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