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Risk of Rain: 100% chance of Death and Shipping Crates

 
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GrimmSweeper



Joined: 05 Dec 2006
Location: Canada

PostPosted: Mon Nov 18, 2013 2:42 pm    Post subject: Risk of Rain: 100% chance of Death and Shipping Crates    Reply with quote

This came out on Steam recently as a full release. You are one of like 10 different characters each with a different set of four abilities, hurtling down to an unknown planet in an escape pod. To survive, you must run-n-gun in a 2D landscape to a teleporter, survive through waves of hostile monsters (along with a boss!) while it charges, and hop, skip, jump your way to a working ship.

To help you on your journey, shipping crates that have had gotten lost on their journey to other parts of space are scattered across the landscape. If you can pay their shipping fee, you can open them for trinkets that boost your base stats like attack speed or adding effects like life-stealing on critical hits. There are also shrines that require some sacrifice to be made for a chance of the same thing. Not all trinkets are available from the beginning; they are unlocked through achievements

You start the game with only the Commando unlocked. He's pretty average but shows off what to expect in terms of abilities. With default keyboard controls Z is your dual pistols with no cooldown, X is a piercing shot that briefly stuns, C is your escape roll giving you invulnerability, and V is blazing guns akimbo shooting all enemies in range for a couple seconds.

As you explore each level, you will find traces of the other characters which will unlock them for use in subsequent attempts. There are things like a melee-oriented Acrid, GIANT ROBOT HAN-D, or the always on the move Huntress.

Also features CO-OP mode over LAN and online! Three difficulty modes! Loads of indices to read up on little tidbits of lore from each trinket or monster you've killed! And if you're feeling sassy, you can NG+(+++...) for as long as you can survive, increasing the number of elite normal monsters AND the number of bosses fought concurrently.

(My last NG++ death was from battling 5 Magma worms at once)

This game is good, grab it for you and for your friends.
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BotageL
pretty anime princess


Joined: 04 Dec 2006
Location: *fidget*

PostPosted: Mon Nov 18, 2013 3:13 pm        Reply with quote

Crossposting from GYPT:

BotageL wrote:
So once you get past the broken controller support (it permanently treats what it thinks the 360's start button is as a pause key, even when joysticks are disabled, and that happens to be R2 on a PS4 pad), there's some decent ideas here. But game balance seems pretty wacky. On my tenth game or so, I lucked into a combination of items which made me essentially unkillable, even though I was doing extremely minor amounts of damage to enemies. So my strategy for the last three areas was to rush for the teleporter, activate it to stop additional enemies from spawning, and flee to a less crowded corner of the map to slowly thin out the herd. Between my shield, my extremely high max HP, my HP drain, a not particularly long cooldown on my 50% healing item, and the Commando's dodge roll, even massive hordes of things shooting fireballs could barely scratch me and my horde of drones. Even once the drones eventually died in the last level, I could still just keep rushing ahead until I accidentally hit the final boss.

Which is one of the few bosses in the game you face WITHOUT a massive horde of other enemies fighting you, so dodging his attacks wasn't really a problem. Everything he does is extremely telegraphed, and again, he was barely doing more than a few % of damage when he DID get a hit. Anyway, I started fighting this guy at somewhere around 70 minutes on the clock... and by the time time I finally killed all three of his forms, my time was 100 minutes for the run. Fucking hell. I guess it's my own fault for not just letting myself die and try to get there again with items that would actually let me hurt things, but... Agh.


All that said I'll probably play it some more. Kinda wanna try co-op.
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cactusfriend



Joined: 15 Jul 2010

PostPosted: Tue Nov 19, 2013 11:22 pm        Reply with quote

I like co-op games and this does look interesting. Seems like it has the cumulative complexity type thing going for it.
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neva-01



Joined: 20 Jan 2011
Location: stl

PostPosted: Wed Nov 20, 2013 6:05 am        Reply with quote

hey what happened to the other thread?
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Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Wed Nov 20, 2013 8:46 am        Reply with quote

No mods have said anything about deleting it, so I'm assuming txtsword curated it back to nothingness after Booter derailed the thread in a weird way.
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Booter



Joined: 25 Dec 2006
Location: NYC

PostPosted: Wed Nov 20, 2013 1:46 pm        Reply with quote

I blew it, I know that. And I'm sorry. But guys, I've played the demo of this game for like 2 hours, and I seriously hate it.
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GrimmSweeper



Joined: 05 Dec 2006
Location: Canada

PostPosted: Wed Nov 20, 2013 4:50 pm        Reply with quote

In the demo they supposedly ramp up the difficulty a lot more quickly than they do in the normal game.

Normally,
- Drizzle is rather flat, the items you pick up will more than mitigate the HP increase. It's a good place to start to get familiar with the concept but it gets rather boring pretty quickly with the lack of challenge. You will not be able to get monster logs in this difficulty but everything else seems to be unlocked/unlockable. NG+ cycles aren't a huge hike from normal.

- Rainstorm is where the continuous time pressure makes a difference. If you aren't efficient you are going to be swamped as you get to stages four, five and final. It's got a good difficulty curve once familiar but starts to pall as you become skilled at the game. NG+ cycles will add more than one boss at a time and occasionally spawns bosses while you're wandering around.

- Monsoon takes the gloves off immediately. 120 second wait for the teleporter to charge instead of the normal 90. 3 minutes to next difficulty breakpoint; about 30 to max it out. In Rainstorm it was a possibility to be mobbed near the end; here this is a certainty. A lot more elite versions of enemies spawning at all times. NG+ cycle will also not waste time in spawning in bosses as you frantically look for the teleporter (my last game I had about 7 in the first stage of NG+) and will start off with Elite versions and 1-2 normal bosses during warm-up period.

The final boss is sort of a flat note though. He's got loads of HP, 3 forms, and an ability to reduce all damage down to 1 that he uses at certain HP breakpoints. If you can do him in on Drizzle you can do the same with little change to how you play in Monsoon.
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Touran



Joined: 06 Dec 2006
Location: New York

PostPosted: Thu Nov 21, 2013 2:39 am        Reply with quote

so I just went through the demo a few times, and I'm not keen on it

I felt constantly under-powered and instead of instilling a sense of challenge it really just felt like a slog, like I know I can kill this worm boss, but do I really want to sit there for twenty+ minutes whittling away at it's health while it jumps around the screen in a completely non-threatening manner? No, I really don't

Unless the demo is straight geared to be near impossible I don't see how the full game could be more entertaining, I mean insta-spawning enemies right on top of you, wow that's a crap solution. I can see that when you trigger the teleporter but otherwise it really just smacks of laziness

Multiplayer feels like it would just turn into a uncontrollable mess, and not the kind of fun mess you could get in Magicka

oh and the miner also seems to be completely useless
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Booter



Joined: 25 Dec 2006
Location: NYC

PostPosted: Thu Nov 21, 2013 1:15 pm        Reply with quote

the game is basically "play my spreadsheet!" wrapped in 2012 indie vacuousness, bundled up in game maker.

gamers are absolutely STARVED for shuffled experiences, and I don't blame them. it's a reaction against pre-(mal?)formed content.

"okay guys, brainstorm, we need more items. damage shield? check. automatons? got 'em. procs? in there." ZZZZZZZZZZZZZZZZZZZZZZZZZZZ

at the risk of being hyperbolic I would label Risk of Rain 2013's most cynical entertainment software.

The final boss is sort of a flat note though.
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BotageL
pretty anime princess


Joined: 04 Dec 2006
Location: *fidget*

PostPosted: Thu Nov 21, 2013 2:22 pm        Reply with quote

if you think for a second this is more cynical than any aaa "gaming experience" you need to check yourself before you wreck yourself

nah really, man, i think this game has a lot of problems which have been accurately reflected in this thread, but you act like this game killed your dog or something, it's kind of embarrassing
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Glam Grimfire



Joined: 16 Dec 2011
Location: the funky western civilization

PostPosted: Thu Nov 21, 2013 6:12 pm        Reply with quote

i think understanding risk of rain is also about understanding that other 2D rogue likes have had many of the same design problems, which is a result of an over-simplification of what makes the games fun in the first place.
whether it's risk of rain (which i really like, especially multiplayer. my steam is Hunk Punk) or any other, there's usually some lucky combination of items and stats you can get that negates all of the difficulty of the game
this isn't really possible in something like nethack or angband where you almost never know what an item does until you use it or have it identified, which helps curate a sort of mystery these games lack.
there's no penalty for hoarding every item you can in risk of rain, which i think there really should be, and more than that none of the items have really negative effects, and the ones that do (like tether) are usually acquired only when you're powerful enough to destroy everything easily

edit: i should clarify, none of the items have primarily negative effects.
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BotageL
pretty anime princess


Joined: 04 Dec 2006
Location: *fidget*

PostPosted: Thu Nov 21, 2013 7:36 pm        Reply with quote

It has a lot more in common with a "loot game" like Diablo rather than the popular definition of "roguelike." Especially since all the levels have fixed layouts, even if items/enemies/teleporters spawn in randomized locations.
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GrimmSweeper



Joined: 05 Dec 2006
Location: Canada

PostPosted: Thu Nov 21, 2013 7:49 pm        Reply with quote

No item gives you negative effects. Everything is a benefit, slight (piggybank) or insane (one reduces cooldowns by 25%). So in single player at least there is no real choice to be made in opening chests; the result is always going to make you more powerful. The other chest options--see 3, pick 1 and blip through a list of randomised items quickly--do have optimal choices but aren't truly satisfying. One of them is always going to be the best no matter the circumstances and you're gambling with the last chest option.

What I would like to see are items that feature tradeoffs for powerful benefits. Maybe you can no longer regen HP normally but must stay on corpses to 'eat' them and regen at a higher rate. Maybe you'll turn to stone and take less damage from enemies but are slowed down. Maybe you find a weapon that replaces your normal Z action but chips away at your HP to fire it.
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cactusfriend



Joined: 15 Jul 2010

PostPosted: Thu Nov 21, 2013 8:02 pm        Reply with quote

Ew, fixed layouts?

Laterz...
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Glam Grimfire



Joined: 16 Dec 2011
Location: the funky western civilization

PostPosted: Thu Nov 21, 2013 8:19 pm        Reply with quote

oh yeah absolutely. i think it's getting the roguelike label because of the respawning, randomized encounters and permadeath.
i think doing randomized layouts would have helped this game, but also hindered it at the same time because i don't think the enemy AI is up to snuff for it. you can cheat on lots of bosses by getting in the right space before they spawn
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Booter



Joined: 25 Dec 2006
Location: NYC

PostPosted: Thu Nov 21, 2013 9:09 pm        Reply with quote

GrimmSweeper wrote:
What I would like to see are items that feature tradeoffs for powerful benefits.


yes, exactly. if there were genuine choices to be made, this game could be interesting. as it stands now it is a very plain 2D diablo, in my opinion a truly awful game which has received heaps of praise.

also, risk of rain has NO RESEMBLANCE TO ROGUE GAMES WHATSOEVER!
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Glam Grimfire



Joined: 16 Dec 2011
Location: the funky western civilization

PostPosted: Thu Nov 21, 2013 9:58 pm        Reply with quote

booter true question, do you consider dungeons of dredmor a roguelike
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Booter



Joined: 25 Dec 2006
Location: NYC

PostPosted: Fri Nov 22, 2013 2:34 am        Reply with quote

MrSkeleton wrote:
booter true question, do you consider dungeons of dredmor a roguelike


yes, because it is turn-based. and because there is limited inventory space (decisions) and point allocation (decisions). forgive me if I am inaccurate I haven't played it in years.

back to the topic & in comparison, IMO risk of rain is absolutely NOT a roguelike because it is not turn-based and features literally *NO* decision-making whatsoever. my feelings towards it are to a large degree a reaction to the critical praise and attention it has received: if it were ignored I wouldn't care about it. to me the game deserves to be seen as it is, an endless upgrade-fest with shallow gameplay and no consequences.
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Touran



Joined: 06 Dec 2006
Location: New York

PostPosted: Fri Nov 22, 2013 5:10 am        Reply with quote

wow I thought the demo just had fixed layouts (or the difficulty level) but that's the entire game?

That really is awful, I gave the enemy types and bosses the assumption that they were designed around random levels and pieces but it really was just lazy implementation



I actually thought it felt like a de-make of Borderlands while playing it so just run that through to the end and call it Diablo
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nothingxs
various methods of escape


Joined: 04 Dec 2006
Location: Miami, FL

PostPosted: Sat Nov 23, 2013 7:03 pm        Reply with quote

well, i got this and it's pretty entertaining

anyone want to carry me through unlocking some shit because i am awful at doing it solo apparently
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neva-01



Joined: 20 Jan 2011
Location: stl

PostPosted: Sun Nov 24, 2013 6:46 pm        Reply with quote

I'm with Booter
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GrimmSweeper



Joined: 05 Dec 2006
Location: Canada

PostPosted: Mon Nov 25, 2013 3:42 pm        Reply with quote

Do remember that they were Kickstarted into stretch goals, so development of more things (Arena and Game Mutators are known) to do is not yet complete. Whether it will maintain an audience until the next new facet is debatable; I've got all the classes unlocked at this point and finished a Monsoon run with the Huntress. I could see myself trying to win on all classes in at least Rainstorm difficulty but beyond that I got what I needed from the game.
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OffalAl



Joined: 11 Jun 2009

PostPosted: Tue Nov 26, 2013 1:51 am        Reply with quote

Glam Grimfire wrote:
other 2D rogue likes have had many of the same design problems, which is a result of an over-simplification of what makes the games fun in the first place.


i could say a whole lot about how much i hate this game but instead i'm gonna say y'all should check out catacomb kids
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TXTSWORD



Joined: 25 Aug 2010

PostPosted: Wed Nov 27, 2013 4:11 pm        Reply with quote

Dark Age Iron Savior wrote:
No mods have said anything about deleting it, so I'm assuming txtsword curated it back to nothingness after Booter derailed the thread in a weird way.


I didn't curate the thread. I didn't touch the thread. I just went away.
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TXTSWORD



Joined: 25 Aug 2010

PostPosted: Wed Nov 27, 2013 4:14 pm        Reply with quote

The game is fun. I thought that was enough.
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nothingxs
various methods of escape


Joined: 04 Dec 2006
Location: Miami, FL

PostPosted: Mon Dec 02, 2013 5:57 pm        Reply with quote

this game is very fun

i just wish the levels were actually randomized instead of one-or-the-other. :(
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meauxdal
militant atheist


Joined: 07 Dec 2006
Location: georgia, usa

PostPosted: Wed Feb 12, 2014 4:53 pm        Reply with quote

hey yeah this game went on sale and i think it's really great on local co-op

this game reminds me a lot of awesomenauts, what with the whole dota-flavored ability array w/ cooldowns interbred with sidescrolling shooty-bits. i don't really get a diablo vibe other than "kill things and level up" - inventory management and a (hub) town are central elements in a diablo-like for me.

biggest concern i've run into so far is the enemy health is sometimes a bit much... other than that, on local co-op the game really shines
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meauxdal
militant atheist


Joined: 07 Dec 2006
Location: georgia, usa

PostPosted: Tue Feb 18, 2014 6:45 pm        Reply with quote

this game is fucking addictive

anyone want to try some online co-op at some point or is everyone over this game already
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Sly Buccelli



Joined: 10 Jan 2007
Location: DiGiorno of Death

PostPosted: Fri Feb 28, 2014 8:09 pm        Reply with quote

I do! Anyone who likes this game is welcome to join me for co-op. My Steam username is Sly Boots. I'm in the SB group.
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nothingxs
various methods of escape


Joined: 04 Dec 2006
Location: Miami, FL

PostPosted: Fri Feb 28, 2014 8:46 pm        Reply with quote

uh my user name

i mean you guys can figure it out by this point right?

if you bug me i'll play it sometime!
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