![]() ![]() “We are planning to keep the game in Early Access for one year so that there's enough time to collect as much feedback as possible and for our team to integrate it. This Early Access phase will allow us to balance the game more precisely and identify the expectations and preferences of the community, so we can deliver a game that you enjoy as much as we do.”Īpproximately how long will this game be in Early Access? That's why we are doing an Early Access again for Ravenswatch, our new roguelite action game playable solo or up to 4 players in co-op. The best solution I've found is to socket an unwanted gem just prior to using the Alchemist which is outright kludgy.“After a successful Early Access with our previous game, Curse of the Dead Gods, we are convinced that sharing the game and collecting user feedback as soon as possible helps us to deliver the best experience possible at launch. By Act 2, I can find myself just leaving gems on the floor, while by Act 3 there's gems everywhere. In addition to all of that, you're limited to just 3 Flash Gems. Also, the +25 Gold Reap Gem, Dissolve gem if acquired late in the run isn't all that great, either. I rarely use the draw 1, discard 1 gem, or the +2 power, take 5 damage gem. The only major issue I have with the gem system is the limit of 6, and no way to drop unwanted gems. I can't see completing anything above 15 without extensive Flash Gem usage barring some perfect initial setup. They've definitely made runs doable in the 10+ Epilogue range. However, once I did unlock Flash Gems, I can't see playing the higher difficulties without them. I too, thought Flash Gems would be a pain. The +10 Healing Gems are also quite nice, and there's a +3 Draw gem. Flash gems are exceptionally powerful, especially the 2x and 3x damage gems. A 3 percent chance at having a extra gem slot in a card is nothing compared to starting with an extra treasure or gems. the costs ramp up very steeply and the cost seems to have little to do with the actual impact on play that the embellishments provide. Originally posted by ClkWrkCuttlfish:Do the flash gems take the place of any normal rare drops? If so then it seems like a sidegrade at best or maybe even an outright downgrade. Just try not to be too mean to each other. Happy to see some good conversations going on. So those are some thoughts that you might appreciate. If you haven't seen it, we also plan on reworking the Mist boss as well. One thing we're looking at doing is lowering the cost of the "reveal final boss" embellishment so players don't feel so kept in the dark about what to expect. ![]() By the time you're a few Epilogues deep, most of the upgrades left should be relatively smaller improvements.Īnyway, we still plan on tweaking the progression tree a bit. Epilogues for example deliver huge bonuses when you complete them for the first time. You should be able to get most of the important upgrades very early on in Roguebook. The very top of the tree is front-loaded with very powerful upgrades. The other purpose of meta progression of course is much more traditional, For those that have a lot of difficulty completing their runs, we try to lower a helping hand early on. Ideally, after a few runs the player has begun to collect most of these more complex mechanics. We think Roguebook can be a fairly complicated game, so we want to slowly onboard new players to what can be seen as more difficult concepts like the Alchemist, Faeria Wells, treasures on the map, replacing starter deck cards, etc. One important purpose behind our meta progression system is to remove some of the complexity from the world map in the player's very first run. That said, it doesn't mean it isn't difficult. It was regularly accomplished in testing, and we've seen a bunch of players do it since release - which is reassuring. Meaning: You can pick up the game, play it, and defeat chapter 3 without ever losing once. (Not saying our design is the correct one, but I'll just clarify what our intentions are:)įirst of all, it is completely intentional that a player's very first run is completable without any meta progression whatsoever. I realize it's a bit of a sensitive topic and players have different opinions on how it should be handled in roguelikes / roguelites. I want to make sure the design intention of our meta progression is clear. Just wanted to make an all-encompassing post about this as I've seen some comments scattered here and there about it. ![]()
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