Devlog #1 - Why 10 minutes per run?


Isn't it boring? Isn't it too long? OR maybe too short, for a full chapter?

In Fisherman's Curse each chapter is built around a 10-minute survival before the boss shows up. That number might sound too long or too short, but based on my research and playtesting it feels like a sweet spot for a single-player indie game.

Most players won't beat the 10-minute wave on their first try anyway. They'll probably die at 2, 3, 4 minutes, and that's fine - because every attempt saves experience you can spend on meta progression. Runs are short enough that early deaths don't feel like a waste, but long enough (with the 10-minute boss goal) that the loop doesn't get monotonous.

Each chapter (right now I'm planning three) has its own enemies and final boss. That gives players enough repetition to learn patterns and build strength, but not so much that the game drags.

I'd love to hear what you think: do you feel 10 minutes per chapter is the right duration, or would you expect something shorter/longer in a survivors-like?

I'll include flowchart to better describe my thoughts.
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