I tried it out a while ago and didn’t mesh with it at all. Like the options I had was gather things, minor crafting and traveling. But zero goals or combat (as far as I could tell at the beginning). So after going around, gathering and crafting a bit I got bored and gave up.
Hell, I even traveled around to just find if there are any encounters or places with more happening and I didn’t find anything.
So it felt meaningless to grind with nothing to grind for.
Combat is coming, and so are quests, which will give more direction and goals for new players.
There are a lot of goals already available inside the game, but because it’s very open ended at the beginning, it might seen like there aren’t anything to grind for. It’s one of the games where players usually make their own goals, and then try to achieve those.
First goals usually could be to unlock the other two realms in the game, complete enough achievements to unlock the first guild in the game (Adventurers’ Guild), get some good starting tools to become more efficient at it, and so forth.
If you’re more combat focused usually in games, I recommend to wait until that’s added, as it sounds like that might be the main thing you’re missing!
Ah yeah, I’m not a big mobile game fan and heavily play PC games. I just missed the draw of it, but had wrong expectations probably. In my head it was more of a sandbox combat game with gathering/crafting, so I kept trying to get to the actual game part :)
While I’m not motivated at all by just achievements or grinding for grinding sake (incremental games are a slight exception there, but progress is much faster / you do have some goals dangled in front of your face). You’re probably aiming more for a classic fitness tracker, but instead of step counts, graphs and so on you present it in game form. Which is valid, but just not what I was after.
As it gets brought up in this thread: When it came out I actually liked Pokemon GO, because the gameplay was interesting. Originally it only showed Pokemon near you and how far they are away (with 1, 2 or 3 foot steps). Which meant you wandered around and actually met people back in the city, grouped up to search or they knew where it was. That all got dumbed down until everyone was just sitting at the same spot and farming unfortunately :-/
Combat in the game is going to require active play, and it’s meant to be played at home. It’s a turn based combat system with its own progression systems, but you’ll need to walk in order to gain combat points, which work as an energy to engage in the combat. So it’s not possible to endlessly grind it without going for a walk, but something you’ll be able to do when you’ve got the time for it. There are a few interviews on Youtube where I’m explaining it if you’re interested to hear more about it.
Also there’s already a ton of depth on the game, so I’m not sure how far you got in there if you think it only represents your steps in a different way than graphs. I recommend to check wiki to get a good idea!
I think I’m too jaded in this regard. Reading the wiki I don’t really see depth. Sure, there are activities with fun names, but they are all the same (you start the activity, you walk to finish it, you get random rewards). And all the items seem to be either for selling, basic crafting or just giving you a boost percentage for the activities you’re already doing.
What the activities are missing are risk/reward, decision making, surprises, etc. Or as you’d say in game design “meaningful choices”.
Sure, you have the choice on what skill you work on, but besides skill go up, items to make the activity faster and gold (not sure what it’s for, besides buying mats/items again?) that seems to be it.
I guess combat could help if there’s actual resource investment and risk there. Like are you going to tackle this level 10 monster for higher rewards, with more likelihood to either fail (or spend extra resources on healing potions or whatever)? Or play it save and go against weaker monsters? There should also be extra gold sinks to work for / use the money you accumulated, be it limited use items, cosmetics and so on. And of course ways to play the game differently from other players, like classes, masteries, skill trees or whatever (and no, clicking an activity that says “Sandcastle Building” vs clicking “Ship repair” aren’t really choices).
Just from someone who values gameplay a lot, I don’t see much difference in playing the game for an hour or 100 hours, in the end it keeps boiling down to the same actions with no depth attached. Personally I didn’t see the game value of it, compared to a step tracker (just that the step tracker doesn’t stop counting when it’s “full”, I didn’t like the step mechanic either where you get bonus steps only. If I’ve done my walking for the day I want to spend the steps, not select an activity and I get double steps for it next time I walk).
Until there’s combat, I don’t think there’s going to be any significant risk/reward choices. Basically you choose the right gear loadout and head to an activity; you can try to optimize by planning a route, trying to keep your inventory from getting full, etc. There’s also low drop rate collectables, so it’s a risk to try to find it vs. spending your time on some guaranteed progression.
But at the end of the day, it’s a super lightweight step tracking game that gives me some cute in-game progress for when I have to run to the grocery store, or I can make sure I queue up something good before I run a 10k.
If you have problems with signing up, please send email to contact@walkscape.app and I can help you out. Tell me the email you signed up with and I can help!
Really interested in this but would rather wait for a full release - just wanted to thank you for posting on Lemmy as well as Reddit. Everything about this project seems so sincere and I’m not used to that with new apps
For something like Civ or Stellaris, I’d count “completion” once I’ve won at least one game. Because, ideally, I’ve shown some mastery of knowledge, skills, and mechanics that allowed me to win. I don’t need to play and win as each leader in Civ or every race/trait and combo in Stellaris to say I’ve completed it.
This is similar to how I’d view “completion” in open-ended games like Cities:Skylines or Banished. Having played a city or town for several hours, was I able to keep the residents alive, stabilize the city if there were any issues, and also grow and develop the settlement for a significant, though arbitrary, length of in-game time? If the answer is Yes to all of these, then I’ve “completed” the game. I’ve understood how things work in the game. Doesn’t mean I have to understand every nuance or know every little trick. But I know enough that things are going well and largely continue to go well. And every time I start a new map, things tend to always go well.
Earlier this year, I stopped playing Eve Online for the nth time after mostly playing straight through since 2019. Because I viewed my time during this last 4-5yr stint as “complete.” I achieved practically all the goals I set out to do: join a major alliance, join massive PVP fights, engage in smaller PVP fights, make money that I ever had before, buy and fly ships I’d never used before, learn how to explore and navigate wormholes, try out specific types of industry, play with IRL friends, own and run my/our own station, and more.
In all of these, “completion” obviously doesn’t mean I’ll never go back. There’s always more to do, new things to see. But for now, I am satisfied with my progress, experience, and understanding. I’m no longer a noob.
As others have said, the best answer is “whenever you want”, though obviously sometimes you don’t know when that is! If you need a little more structure you can see what the game presents to you as all the things you can do, for instance by completing all the achievements. Remember that sometimes the final achievements are ludicrously difficult, so if you’re not enjoying it just call it a day!
Been using this since the start of the year i think and it’s been really fun! Just the right amount of activity needed, for me atleast! Thanks a lot for the awesome game, and i can’t wait for more updates!
Typically, for any game that has a campaign, I would consider completing that completing the game.
That doesn’t mean you can’t continue to have fun in endless modes or multiplayer. That’s a different orientation.
For multiplayer games, there’s no completion really. Play the tutorial? All maps once? Win once? Ranks? Endless leveling progress? All achievements? None of those really fit. There is no completion to a game without designed, completable progress. If there’s a max level, one could consider that a kind of completion. All achievements may subjectively fit too.
We have a newsletter available on the website, and also Reddit, X/Twitter, Discord and WalkScape Portal (which is our own “Reddit alternative” for the game).
It would be neat if it could pull step count logs from fitness devices and watches so it didn’t even necessarily need to be running while you’re doing your walk.
We would’ve likely implemented it already, but Google is in the process of killing Google Fit API and replacing it with Health Connect. Health Connect, as of now, is kinda terrible. So we’re waiting for Google to fix their APIs.
I’ve tried my best as indie developer to hurry them :D Last week I was at Gamescom and managed to meet with a director from Google, and asked to connect me with Health Connect team so I can tell them what’s broken and maybe have some insight on when stuff is about to get fixed.
When it comes to Apple, there’s no problem with this. But we want to release wearable support to both platform simultaneously.
Just signed up for the beta. I also have adhd and I was overweight for the majority of my life, and then in 2018-early2020, I went from 300ish to 160ish, and I felt great. Then the pandemic hit and I could no longer go on walks and runs and then I got depressed and then injured my leg permanently and now I’m back up to 235 and I fucking hate it but I can’t seem to get the will to walk again. So this game sounds like it would be really fun.
I love this game. Made the walks with my kid more fun and longer. The fact that I only have to check the game once or twice a day depending on what I am doing is perfect.
One of the things I hated about Pokemon Go was how taxing it was on the battery. It burned through my phone’s ability to hold a charge in less than a year. If your game is constantly tracking steps, I expect it’s constantly running. How does it manage power draw?
Been playing this for a couple of months and I can say that the battery drain is next to nothing in my experience. No need to keep the app open to track steps.
It gets the step count from the device itself so it does not need to be running at all times to track it. I think it just keeps track of what the number was the last time you opened it and what the number is the next time you open it and it awards you the difference.
The sensors (accelerometer, gyroscope, etc.) are anyways already running on the majority of devices, so WalkScape doesn’t really add to that. The only times it does draw power is when you boot it up and use it. But even that draws very little power - I’ve developed my own game engine on top of Flutter, which is an SDK to build apps and is very battery friendly out of the box!
Just checked ok my android (stock android running on an old One Plus Nord) and it’s about 25th on the batter usage list and only used 0.34% of batter, which is less then the app i only need to sign in to my work accounts a few times a day. So atleast in my use it’s so tiny i never even noticed it.
Battery drain is almost nothing. The game doesn’t need to be opened when you walk, and you can kill it entirely. The pedometer is anyways running on most phones regardless if you have WalkScape installed or not, so this doesn’t add battery consumption in that sense either.
For me when I just checked, it’s used less than 0.3% today which is less than most other apps I have installed. I’ve tried my best to keep this as low as possible, and we’ll probably be optimizing this even further in the future if necessary.
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