@Dalifano - It is always difficult for a developer to give accurate estimates on how long a game is. My best guess I can give you for a first play through will probably be in the 10-12 hour range for the main plot. The end-game in SOA is very open, with a lot of optional side quests, exploration and stuff to do. So maybe 15 - 20-hours if you include the time to do all of that optional content and find all of the end-game secrets.
Then of course you can fire up New Game+ for another run. Our NGP works like New Game+ in Dark Souls. All enemies receive a boost, you go back to level 1, but you retain most of your equipment
Another dev here! Thanks for taking the time to review! I'll copy + paste my comment from the preview post you guys did, and thanks a lot for the coverage!
We've always pushed Shadows of Adam as the RPG "for people with jobs." What that means is we keep the game moving, and avoid bogging it down with grinding, fluff or annoying mechanics which gets in your way.
We have two core design tenets for Shadows of Adam, which sets us apart from other RPGs in this genre:
Our battles play out like puzzles with a unique attrition system. Using powerful abilities is an every-round affair
your MP/AP constantly recovers. We respect your time. When you play our game, we don't want you to feel like you wasted time playing through a section. Our game avoids unnecessary fluff and jumps straight to the point.
Happy to answer any questions, if you have any! Cheers!
And yes! Mystic Quest was a core influence when we built this! It had a lot of interesting ideas which unfortunately were not explored further.
I'm happy to participate in a mini-AMA, just tag either @lTyl or @tm0135 and we will gladly answer any questions you folks may have!
Howdy! I am one of the developers behind this. We've always pushed Shadows of Adam as the RPG "for people with jobs." What that means is we keep the game moving, and avoid bogging it down with grinding, fluff or annoying mechanics which gets in your way.
We have two core design tenets for Shadows of Adam, which sets us apart from other RPGs in this genre:
Our battles play out like puzzles with a unique attrition system. Using powerful abilities is an every-round affair - your MP/AP constantly recovers.
We respect your time. When you play our game, we don't want you to feel like you wasted time playing through a section. Our game avoids unnecessary fluff and jumps straight to the point.
Happy to answer any questions, if you have any! Cheers!
Edit: And yes! Mystic Quest was a core influence when we built this! It had a lot of interesting ideas which unfortunately were not explored further.
Comments 6
Re: Review: Shadows Of Adam - A Short But Sweet Throwback To The Glory Days Of 16-Bit JRPGs
@Dalifano - It is always difficult for a developer to give accurate estimates on how long a game is. My best guess I can give you for a first play through will probably be in the 10-12 hour range for the main plot. The end-game in SOA is very open, with a lot of optional side quests, exploration and stuff to do. So maybe 15 - 20-hours if you include the time to do all of that optional content and find all of the end-game secrets.
Then of course you can fire up New Game+ for another run. Our NGP works like New Game+ in Dark Souls. All enemies receive a boost, you go back to level 1, but you retain most of your equipment
Re: Review: Shadows Of Adam - A Short But Sweet Throwback To The Glory Days Of 16-Bit JRPGs
@John_Deacon Awesome! Thanks for the support!
Re: Review: Shadows Of Adam - A Short But Sweet Throwback To The Glory Days Of 16-Bit JRPGs
Another dev here! Thanks for taking the time to review! I'll copy + paste my comment from the preview post you guys did, and thanks a lot for the coverage!
We've always pushed Shadows of Adam as the RPG "for people with jobs." What that means is we keep the game moving, and avoid bogging it down with grinding, fluff or annoying mechanics which gets in your way.
We have two core design tenets for Shadows of Adam, which sets us apart from other RPGs in this genre:
Happy to answer any questions, if you have any! Cheers!
And yes! Mystic Quest was a core influence when we built this! It had a lot of interesting ideas which unfortunately were not explored further.
I'm happy to participate in a mini-AMA, just tag either @lTyl or @tm0135 and we will gladly answer any questions you folks may have!
Re: Shadows Of Adam Is A Modern Take On SNES-Era JRPGs, And It's Coming To Switch Next Month
@Majora101 We are all huge Nintendo fans at Something Classic. So when the opportunity came to bring SOA to the Switch, it was an instant yes!
Re: Shadows Of Adam Is A Modern Take On SNES-Era JRPGs, And It's Coming To Switch Next Month
@TonyTyga90 Awesome! Thanks for the support!
Re: Shadows Of Adam Is A Modern Take On SNES-Era JRPGs, And It's Coming To Switch Next Month
Howdy! I am one of the developers behind this. We've always pushed Shadows of Adam as the RPG "for people with jobs." What that means is we keep the game moving, and avoid bogging it down with grinding, fluff or annoying mechanics which gets in your way.
We have two core design tenets for Shadows of Adam, which sets us apart from other RPGs in this genre:
Happy to answer any questions, if you have any! Cheers!
Edit: And yes! Mystic Quest was a core influence when we built this! It had a lot of interesting ideas which unfortunately were not explored further.