Thoughts: Side Quests - Are they necessary? When is my game done and when do I start the next title?


Current Gameplay

I had decided with this game that I wanted it to be a fully realized concept.

It is exactly that. There is a cohesive story, 10 major bosses, a full world with towns, inns, shops, and a few multi-part quests, along with mazes, and various places to just explore.

I did cut a few corners, but I wanted to get feedback before I started going overkill on side quests and loot.

This game, when skipping all dialog and already knowing where to go next, is roughly an hour of gameplay. If you take your time, explore, and don't generally know where to go next (the game is fairly linear, so I tried to make it "guide" you), then it can easily take 3+ hours to beat 

Side Note: I'd love to hear your normal play speed completion times.

Play The Unforsaken Realm: Exodus online now!

As I mentioned in the initial launch, this game is a complete game, but that doesn't mean it's finished.

What About Side Quests?

Those are the biggest corners I cut... I didn't create any side quests for you to spend time on...

I am deciding on whether I should add side quests and various loot drops in some of the cave & dungeon stages. A one point there is a boss on top of a tower and I already have the floors ready, but you kinda skip all that to go straight to the top for the battle. So I'm also thinking of fleshing that out with a 3 floor tower you have to navigate through with possible loot drops and various enemies.

My Question For You:

Is it necessary for me to go back and add that in for this to feel like a better game? Or if after playing this, do you think this is complete enough and I should switch my focus to the next title in the series and applying these concepts on a fresh project?

What Happens Next?

That all depends on the answers I get to those questions, but I can break it down like this...

If I keep working on this game:

With each new series of quests and each new bit of loot drops, I will scale the enemy and boss difficulty accordingly so you don't end up OP. 

The fights already do get progressively harder, but it's currently scaled on the fact there are few opportunities to level up without grinding on random battles (and if you're like me, you hate being forced to grind).

As I make updates, I will likely only provide the latest version on some form of payment schedule, but I will also provide PC & Mac download options. I'm unsure if or at what interval updates will be included in the free version.

If I move to the next title:

I already have a world map I'm planning to use and I've divided it into 7 areas for different battle encounters as you progress through the game. I have a very high level basic concept but haven't started working on the story outline, yet.

I will continue to review feedback on Exodus and will apply as much as I can into the next title.

I will probably roll the next title out in various phases, include different side quests, and launch it a world map section at a time. This will also be a paid title, but I will likely release a demo and/or keep an older version available for free, with newer version availability for purchasers of the game.

Leave your comments below!

Leave a comment

Log in with itch.io to leave a comment.