Introducing ravenswatch.wiki.gg - the unofficial wiki maintained by yours truly!

Introducing ravenswatch.wiki.gg - the unofficial wiki maintained by yours truly!

I've been posting on this sub for a while now - I'm the maker of Ravenswatcher, and I wanted to do more for this awesome community and criminally underappreciated game, so I applied for a wiki since the Fandom one is abandoned!

I'm posting this here so if any editors are interested, please feel free to join the discord here. I'm still getting things set up there so ping me directly if you have any questions! The wiki, as all wikis, is a work in progress, and I look forward to becoming the most complete source of information available to the public eye.

https://preview.redd.it/9dku3cchpjth1.png?width=1645&format=png&auto=webp&s=5cab4c291f2dad09311e9e96a12e674bff9ebd6c

reddit.com
u/KidLink4 — 11 days ago

Complete text breakdown of Kintaro's kit from watching the trailer

If you're like me, you're a busy adult. I just got to watch the video tonight, and took some notes to share with the class so you can read it, as sometimes it's easier to read than it is to find a moment to watch a video, as well as I added some notes that weren't made perfectly clear. Forgive any grammar, spelling, or other issues - I spent my entire proofreading brain budget on the formatting because markdown, and reddit by extension, hate me.

Trait - Animal Bound

Kintaro has Mounted and Dismounted Stance, which are switched by pressing the trait button.

Passive - Internal Damage (who knows if they'll actually title it that)

Whenever Kuma takes a hit, part of the damage is transferred to Kintaro as "Internal Damage", displayed as a colored overlay on his health bar. Get back on Kuma and Kintaro will recover that internal damage over time (think grey health from League of Legends).

Mounted Stance

  • Attack - Claw Swipes: A series of claw swipes with a big finisher. From the video, appears to be two swipes, followed by a double pawed slam. The slam appears to be two impacts, very close together.
  • Power - Charge: Kintaro commands Kuma to charge forward, dealing damage along his path.
  • Defense - Roar: Kintaro lets out a battle cry as Kuma roars, blocking all incoming attacks for the duration. In the video, Kuma stands on his hind legs as he does this.
  • Special - Leap: Kintaro jumps off Kuma and slams the ground with his massive axe. Not mentioned, but the video makes it appear as though Leap transitions to Dismounted Stance.

Dismounted Stance

Kuma can be directed to move with the right joystick on controller - kbm controls unconfirmed as of yet.

  • Attack - Axe: A 3 hit combo with the axe, ending in a ground slam. Kuma attacks independently at a nearby enemy, using a slower, single swipe.
  • Power - Whirl and Pound: Kintaro spins forward with his axe outstretched, dealing damage. At the same time, Kuma repeatedly pounds the ground at his current target - in the video it appears to be two hits.
  • Defense - Roar and Shout: Both Kintaro and Kuma shout/roar in place, blocking all incoming attacks for the duration.
  • Special - Double Leap: Kintaro and Kuma switch positions by leaping to one another's location, dealing damage in an area on landing. Judging from the vfx in the video, it doesn't appear that they get intangible at any point.
reddit.com
u/KidLink4 — 11 days ago

Two weeks ago, I asked for opinions on my tool for speedrunners and score chasers. Here's the update based on your feedback. Any follow up thoughts?

Original post is > here - Please read it first because it contains important disclaimers about this project.

That said, any follow up recommendations?

Last thing I'm working on is reliably detecting multiplayer sessions and disabling the readout so people can't ruin your online lobbies. The only problem is I have no idea how to do that without also disabling for anyone who plays with friends that would want to use it.

*** No AI generated assets are used in this project. All images are sourced directly from decoded game files. ***

https://preview.redd.it/q2j4ygczi0oh1.png?width=1266&format=png&auto=webp&s=4771d578b5829c472899f6c750895f9c70809171

reddit.com
u/KidLink4 — 1 month ago

What information is genuinely useful to know mid run?

Let me preface this by saying I have played the game fully, enjoyed it immensely, and recommend that you not read further if you haven't - what I'm about to discuss is mostly tooling for people that have experienced the story and want to alleviate some RNG when pushing for high scores. All assets used in the tool are pulled directly from the game files or from various online sources - no art is AI-generated.

I'm building a custom tool that reads heap memory to identify some things at the start of each run/map (e.g. What the quest is, what melody unlocks are in the run). I don't know what other things would be genuinely useful, I think overall this is probably just about done. Maybe a compendium of some sort? I'm gonna clean up the melody descriptions as well just to make sure they're scannable. Example in the screenshot - DMG over time on boss for Hansel & Gretel isn't exactly accurate.

Again, I don't recommend using this tool (It's not even public yet) unless you've already played and experienced the game - this is for speedrunners and score chasers.

https://preview.redd.it/u39eckb6vblh1.png?width=1266&format=png&auto=webp&s=5961f81d0b609584479af7bc459736a580c62702

reddit.com
u/KidLink4 — 2 months ago

Datamining find - idk how to spoiler tag so don't read body if you care. I added spoiler flair but idk what that actually does.

Found a GlobalValue that I can't map to any existing mechanics in game - Has_Pirate_Treasure_Map_Bool. Is this possible unreleased content or am I just not finding what it's actually tied to? The closest thing I can think of is something connected to maybe the treasure rooms? I honestly have no idea otherwise. I want to think it's Sinbad related.

Also devs if you read this I love ciphers and I thoroughly enjoyed decoding the game files - even though it was just a substitution cipher I had never tried it with game files until now, and figuring it out with the added challenge of a nested file directory was immensely fun.

reddit.com
u/KidLink4 — 2 months ago

I've been playing a ton of NextFest games, and here's what I've noticed.

There are a few that are quite clearly vibe coded, which is not inherently a bad thing, but let me be forthcoming about what every single one of them is missing.

  1. Keybinds -

ESC OPENS THE MENU. IN EVERY SINGLE GAME EVER. Seriously, y'all are missing basic functionality and shipping demos where half the gameplay is figuring out how the hell to navigate. Many of the demos that I've tested may as well be click only with the complete lack of keybinding. Figure this out.

  1. Tutorial -

Many of the games don't feature a tutorial, or the tutorial is just dumping a ton of modals at the beginning of the game with no intelligent follow up whatsoever. A good tutorial walks the player incrementally through the systems in your game. No one is going to read a massive wall of text, and when they don't, they inevitably will not be able to play the game. Instead of taking this as a personal fault, they will simply uninstall.

  1. Inconsistent Patterns -

If you're going to use colored text, make sure it means something, and that it means the SAME thing every time it appears. If you're going to use specific terminology (per second) use it everywhere, don't arbitrarily decide that a second and a tick are the same therefore the user phasing wording can be either or. This one is a nitpick probably, because it bothers me, but I'm sure there are some people out there that would be confused.

  1. Generic Themes -

Not visuals, I get it - artwork is hard. I'm talking about generic overall theming - with the universal spite pointed our way, you're not going to get downloads if your theme is the thousandth game that's rebuilding civilization on a foreign planet after earth ran out of resources.

FULL DISCLAIMER - I primarily tried out a lot of the automation titles, but I did touch a couple of the RTS ones as well.

MY ADVICE - Play your game. Make the game for yourself, and think about what you expect to be able to do. How do I switch weapons? Can I ctrl+click to move items around in my inventory? Can I drag+select multiple buildings in a factory game? Can I queue commands in an RTS? Is there formation logic for my units or are they all bundling up on a single point?

KEEP BUILDING, and keep learning. You can make the game of your dreams. Just be intentional about it.

reddit.com
u/KidLink4 — 4 months ago