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So I'd say there might be some stuff added after the roadmap they posted but they'll eventually move on to a new project. That's just my thoughts and they definitely seem eager to keep developing.
But what they did with Ravenswatch is pretty neat. I've played other similar games, like Ember Knights and sure there's a whole bunch of enemies and bosses, but they actually all feel the same. The mechanics and the way the game plays, just feels the same. Where as in Ravenswatch I know every enemy. I know their exact timings. I know their behaviors. Because they're all kind of unique. For example, I own Dead Cells and all the DLC's because I bought them on sale, but the game had way too much, but at the same time it all felt the same. So I think I only put about 10 hours into it before giving it up.
That's why I think they'll eventually look towards a new less niche project. I feel like they have the skills to make something really popular that reaches a bigger audience. I'll definitely keep an eye out on their projects regardless of what they do!
So the amount of actual difficulty this feels it has, where like... As Gepetto, I'm melee but I can knock my puppets around as well as toss bombs, but I have to stay in melee to my puppets to do THAT too, can't be too far or they disappear, but if I get too near, defeats the point a lil', and it's like... Gepetto feels like a PERFECT example of the game.
But yeah. I'm tired of ARPGs where the game is "spam abilities, slog through muddy hordes to the end, check yer loot and done." Ya know?
Also I feel like the balance between characters is way off
Well, have you really beaten it? There are additional bosses in higher difficulties, ya know?
I actually did not know! I appreciate this. My only question then is there a new one PER each difficulty level? Cuz I got to the hands again on Avalon, and while I died there, I was like "Hm... Didn't really see anything different from the first difficulty level. Guess that's it?" Good to know though!