Rise to Ruins

Rise to Ruins

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Kligan May 13, 2017 @ 11:22am
How do I win?
So, yeah... I selected a level on a world map, I have my village with defences and all. And how do I win the level exactly? What am I supposed to do for it to be "complete" or something before I can move on? What is the end goal exacly?
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Showing 1-9 of 9 comments
Rayvolution  [developer] May 13, 2017 @ 12:46pm 
You don't win. You just try to survive as long as possible. ;)

Right now it's possible to survive indefinitely if you're skilled enough, although that'll change in a few patches.
Kligan May 13, 2017 @ 1:05pm 
Well.. it's kinda getting boring without a goal, to be honest. And the game formula does not change from map to map because conditions are always the same - the only thing that is changing is layout of the village - this time the forest is this way and stones are that way, and walls go here...

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.

Originally posted by Rayvolution:
Right now it's possible to survive indefinitely if you're skilled enough, although that'll change in a few patches.

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.
Last edited by Kligan; May 13, 2017 @ 1:10pm
Rayvolution  [developer] May 13, 2017 @ 1:11pm 
Originally posted by Kligan:
Well.. it's kinda getting boring without a goal, to be honest. And the game formula does not change from map to map because conditions are always the same - the only thing that is changing is layout of the village - this time the forest is this way and stones are that way, and walls go here...

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.

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.
Kligan May 13, 2017 @ 1:14pm 
That sounds promissing!
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.
Rayvolution  [developer] May 13, 2017 @ 1:18pm 
Originally posted by Kligan:
That sounds promissing!
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. :)

Kligan May 13, 2017 @ 1:31pm 
Originally posted by Rayvolution:
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.
arthum.inglorion May 13, 2017 @ 2:14pm 
I honestly have to say that a game like this is not such a bad thing. I do think it's quite similar to Dwarf Fortress with it's difficulty and the lack of a specific goal.It just lacks the in depth descriptions and histories that fill the world but it's still pretty much as fun as Dwarf Fortress :)
Kligan May 14, 2017 @ 12:30am 
Except it's not like DF at all. DF has changing conditions and events. And you are much more attached to your people because of contant managing every one of them depending on their skills and such. In DF you never know when your game may end and that is what keeps you going.

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).
Last edited by Kligan; May 14, 2017 @ 3:20am
arthum.inglorion May 14, 2017 @ 1:04am 
I never said it's exactly like Dwarf Fortress but that it's a bit similar to DF. I am fully aware of what makes DF great and how long it has been in development(have played a very old version which was quite different to what it is now or I'm mistaking the game with a different one) and each game of DF is fully random as to what happens. As for RtR you could go ahead and switch up things you do by focusing on different turrets or golems. Do something you haven't yet tried and play with things trying to see what else works for you. Or set your own goal of colonising the whole map with villages.
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Date Posted: May 13, 2017 @ 11:22am
Posts: 9