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Right now it's possible to survive indefinitely if you're skilled enough, although that'll change in a few patches.
I really enjoy the game concept, but I wish it had goals or changing conditions or something... I mean, you have the world map and it serves no purpose outside of level selection? That is disappointing.
What would be cool is having a global goal of cleansing all the world from monsters and populate regions or something like that... maybe building a wonder (very expensive building that triggers relentless monster attack once construction begins) in each region to clear it from monsters? That would be interesting.
And frankly, there's little difference for motivation to play more between surviving indefinitely or getting to the point where it is impossible to suvive any longer. Either way it leads to the same "end" that gives no satisfaction because you haven't acomplished anything. You just hit the "wall" where the game "ends". It won't be different next time anyway.
Thats why the game is still in Early Access. ;)
Bringing all the world maps together in a cohesive large scale metagame, along with per-map difficulties and challenges are all part of the big picture plan. I'm just not quite there yet.
The first step will be the per-map difficulties, where each map has it's own unique spawn types, spawn rates, resource limitations, season differences, different disasters, etc. But for now, the next two updates are squarely focused on defense mechanics (and some light offence mechanics). So, it'll be a while before I get there.
Although you are working alone on this game, as far as I understand.. And for someone who is intimately familiar with game development, that sounds like will take a very lo-o-o-ong time project.
It will, or say, it is.
I usually release a major stable patch every 1.5 to 2 months (with unstables scattered in between, but you have to opt into those). But yes, development does take quite a lot of time. That's why there aren't many successful "Village Sim" games out on Steam. :)
Well, that and also the fact that it is a really niche market. And most of the time games in that genre are being developed by either one man, like yourself, or a very small team.
Here, in RtR, however, it is always the same. The only thing changing is level color scheme. You always have abundance of resources and you always do the same thing for your village to be successful. After only 9 hours of play I found "the formula" that would keep my village alive on every level of the world map.
And that is why I suggested to have end goals at least. Aiming to be like DF is silly and unrealistic - DF was in development since forever.
Hearing what Rayvolution has in mind for RtR is encouraging. Anticipation of the ammount of time it will take to get ther - not so much though.
That said, I liked the game and hope it will get to better shape (and won't share Gnomoroa's fate).