History VideoGame / RiskOfRain

6th Feb '16 11:04:03 AM Brickman
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One of the game's unique selling points is that the whole thing is a very loose TimedMission. Difficulty ramps up as time elapses as well as when you advance levels, and if you take too long you will be swarmed with powerful enemies and even multiple bosses per level. The focus of early levels is thus finding the teleporter as quickly as possible and killing the resulting enemies quickly while still collecting powerups.
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One of the game's unique selling points is that the whole thing is a very loose TimedMission.TimedMission via DynamicDifficulty. Difficulty ramps up as time elapses as well as when you advance levels, and if you take too long you will be swarmed with powerful enemies and even multiple bosses per level. The focus of early levels is thus finding the teleporter as quickly as possible and killing the resulting enemies quickly while still collecting powerups.

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One of * CrosshairAware: The attacks from the game's unique selling points is that the whole thing is a very loose TimedMission. Difficulty ramps up as time elapses as well as when you advance levels, Wandering Vagrant and if you take too long you will be swarmed with powerful enemies and even multiple Creamator bosses per level. The focus of early levels is thus finding are telegraphed with circles showing where they're aiming, though the teleporter as quickly as possible shots can hit you on the way there and killing the resulting enemies quickly while still collecting powerups. are fired in groups.

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One of the game's unique selling points is that the whole thing is a very loose TimedMission. * DynamicDifficulty: Difficulty ramps up as time elapses as well as when you advance levels, rises over time, leading to more enemies, more elite enemies, and if you take too long you will be swarmed with powerful enemies and even multiple eventually spawning bosses per level. The focus of early levels is thus finding the teleporter as quickly as possible and killing the resulting enemies quickly while still collecting powerups. if they were regular enemies.

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One of the game's unique selling points is that the whole thing is a very loose TimedMission. Difficulty ramps up as * ForDoomTheBellTolls: A church bell sounds every time elapses as well as when you advance levels, and if you take too long you will be swarmed with powerful enemies and even multiple bosses per level. The focus of early levels is thus finding the teleporter as quickly as possible and killing the resulting enemies quickly while still collecting powerups. difficulty increases.
6th Feb '16 10:51:10 AM Brickman
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One of the game's unique selling points is that the whole thing is a very loose TimedMission. Difficulty ramps up as time elapses as well as when you advance levels, and if you take too long you will be swarmed with powerful enemies and even multiple bosses per level. The focus of early levels is thus finding the teleporter as quickly as possible and killing the resulting enemies quickly while still collecting powerups.
28th Jan '16 7:12:43 PM iamsolarflare
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* BittersweetEnding: The survivors manage to leave the planet... [[spoiler:but a part of the player character remains irrevocably changed. Some for the better--CHEF gains sentience, the Loader gains a new sense of purpose in life, the Miner had the time of his life, and Han-D becomes half-robotic, half-organic--and some for the far worse--the Commando loses his pragmatic nature, the Enforcer is turned into a horrific mutant, the Bandit gains his treasure but [[PyrrhicVictory loses his mind in the process]], the Huntress feels dead inside, the Engineer is a horrific hybrid of man and machine, the Mercenary realizes he will never be human again, Acrid has lost his aggressive nature and now seeks solitude, and the Sniper [[ArsonMurderAndJaywalking has gone deaf.]] ]]
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* BittersweetEnding: The survivors manage to leave the planet... [[spoiler:but a part of the player character remains irrevocably changed. Some for the better--CHEF gains sentience, the Loader gains a new sense of purpose in life, the Miner had the time of his life, and Han-D becomes half-robotic, half-organic--and some for the far worse--the Commando loses his pragmatic nature, the Enforcer is turned into a horrific mutant, the Bandit gains his treasure but [[PyrrhicVictory loses his mind in the process]], the Huntress feels dead inside, the Engineer is a horrific hybrid of man and machine, the Mercenary realizes he will never be human again, Acrid has lost his its aggressive nature and now seeks solitude, and the Sniper [[ArsonMurderAndJaywalking has gone deaf.]] ]]

* HitAndRunTactics: Acrid's designed around guerilla tactics, since he deals lots of damage over time but can't kill much quickly. The Miner approaches it from the opposite direction, with strong abilities that all provide great mobility but long cooldowns and a pathetic main attack. The Mercenary is also something of a hit-and-run combatant, though his abilities focus on providing invulnerability to attacks and mobility.
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* HitAndRunTactics: Acrid's designed around guerilla tactics, since he it deals lots of damage over time but can't kill much quickly. The Miner approaches it from the opposite direction, with strong abilities that all provide great mobility but long cooldowns and a pathetic main attack. The Mercenary is also something of a hit-and-run combatant, though his abilities focus on providing invulnerability to attacks and mobility.
11th Jan '16 9:20:15 AM Prfnoff
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Work titles should be italicized, but not boldfaced
'''''Risk of Rain''''' is a SciFi Action {{Roguelike}} for PC which was released on Steam on November 8, 2013.
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'''''Risk ''Risk of Rain''''' Rain'' is a SciFi Action {{Roguelike}} for PC which was released on Steam on November 8, 2013.
25th Dec '15 6:16:44 PM Ishindri
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** The "Rusty Knife" item's description states that it's a [[Series/PersonOfInterest murder weapon in a case codenamed 'ELIAS']]. It also mentions that men in suits have been asking around about it.
15th Aug '15 8:55:24 PM TheRoguePenguin
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* DamnYouMuscleMemory: The teleporter on the fifth level either takes you to the final level, or sends you back to the first if you want to farm more items to fight the final boss with. However, the "send me back to the first level" button is the same as the "advance to the next level button" in the previous four teleporters. If you jump the gun and press the button, thinking it will take you to the next level, you may find yourself having to fight through all five levels again.
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* DamnYouMuscleMemory: The teleporter on the fifth level either takes you to the final level, or sends you back to the first if you want to farm more items to fight the final boss with. However, the "send me back to the first level" button is the same as the "advance to the next level button" in the previous four teleporters. If you jump the gun and press the button, thinking it will take you to the next level, you may find yourself having have to fight through all five levels again.that level. Fortunately, once you start repeating levels, every teleporter leads to the final level.
15th Aug '15 8:50:23 PM TheRoguePenguin
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* ColourCodedForYourConvenience: EliteMooks are colored based on their abilities. ** Blue: They have an electrical aura which damages the player if they get close. ** Green: Grants a healing effect to nearby enemies. ** Orange: Their attacks have an additional explosive effect. ** Red: Leaves a trail of fire where they walk. ** Reddish-orange: Shoots missiles occasionally. ** Yellow: Teleports to your location, similar to the imps though not as often.

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* OneHitPolykill: ** The Commando's "Full Metal Jacket" skill pierces all enemies directly ahead of him with a quick-moving laser shot. ** The Enforcer's basic shotgun attack hits all enemies within its range, which isn't very far. ** The Heavenly Drill causes one in every four basic attacks to be replaced with a piercing attack that hits all enemies straight ahead instantly, at the cost of reduced damage. It can be stacked up to four times, completely replacing your basic attack.
14th Aug '15 7:43:17 PM TheRoguePenguin
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* LastLousyPoint: Roughly 90% of the unlocks are achievements. The other 10% is Monster Logs, randomly dropped items from each type of enemy and boss. Getting them from the monsters is one thing. You can use the Kin artifact to make that a lot easier. The bosses take a lot longer, especially since two of the logs come from the final boss which requires playing through all five levels just to reach.
14th Aug '15 7:29:03 PM TheRoguePenguin
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* CollisionDamage: Jellyfish cause damage on contact. Their bigger brother the Wandering Vagrant does not, probably because dodging it would be asking a lot on flatter maps.

* ShockAndAwe: Blue enemies have an electrical aura which causes damage to the survivor if they're close enough. The Tesla Coil gives this power to the survivor, and the Ukulele makes their shots do the same.

*** It is also a reference to [[VideoGame/TheLegendOfZeldaALinkToTHePast A Link To The Past]], which features an evil wizard named Aghanim as initial antagonist. He does not actually wield a scepter, though [[spoiler:his true identity, Ganon, wields a scepter-like trident.]]
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*** It is also a reference to [[VideoGame/TheLegendOfZeldaALinkToTHePast A Link To The Past]], ''VideoGame/TheLegendOfZeldaALinkToThePast'', which features an evil wizard named Aghanim as initial antagonist. He does not actually wield a scepter, though [[spoiler:his true identity, Ganon, wields a scepter-like trident.]]
2nd Aug '15 8:49:04 PM TheRoguePenguin
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** With the addition of game mutating artifacts, some classes can do better than others to reach the various artifacts across all the map types.

* ArtifactOfDoom: PlayedForLaughs. The item logs are often darkly comedic, as a distressingly large number of the items you can and will be collecting en masse are either outright stated or implied to be harmful or fatal to the Survivor and its body in the long run. Infection, infestation, poisoning, unstable explosives, [[ChestBurster fatal reproduction]], a mysterious curse, or even [[ArsonMurderAndJaywalking medication that hasn't gone through rigorous enough testing]]... The list of horrid ailments the player character racks up casually can be quite long. ** And now there are literal Artifacts that can alter how the game works. From making you and enemies move faster as you/they take damage to locking your skills theres a LOT of things that happen thanks to them. ** [[spoiler: Both of these are played straight in the ending, where due to the constant exposure to harmful elements, the player has been driven insane or horrifically mutated.]]
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* ArtifactOfDoom: ArtifactOfDoom: ** PlayedForLaughs. The item logs are often darkly comedic, as a distressingly large number of the items you can and will be collecting en masse are either outright stated or implied to be harmful or fatal to the Survivor and its body in the long run. Infection, infestation, poisoning, unstable explosives, [[ChestBurster fatal reproduction]], a mysterious curse, or even [[ArsonMurderAndJaywalking medication that hasn't gone through rigorous enough testing]]... The list of horrid ailments the player character racks up casually can be quite long. ** And now there There are literal Artifacts that can alter how the game works. From making you and enemies move faster as you/they take damage to locking your skills theres skills, there's a LOT of things that happen thanks to them. ** [[spoiler: Both of these are played straight in the ending, where due to the constant exposure to harmful elements, the player has been driven insane or horrifically mutated.]]them.

* BittersweetEnding: The survivors manage to leave the planet... [[spoiler:but a part of the player character remains irrevocably changed. Some for the better- CHEF gains sentience, the Loader gains a new sense of purpose in life, the Miner had the time of his life, and Han-D becomes half-robotic, half-organic- and some for the far worse- the Commando loses his pragmatic nature, the Enforcer is turned into a horrific mutant, the Bandit gains his treasure but [[PyrrhicVictory loses his mind in the process]], the Huntress feels dead inside, the Engineer is a horrific hybrid of man and machine, the Mercenary realizes he will never be human again, Acrid has lost his aggressive nature and now seeks solitude, and the Sniper [[ArsonMurderAndJaywalking has gone deaf.]] ]]
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* BittersweetEnding: The survivors manage to leave the planet... [[spoiler:but a part of the player character remains irrevocably changed. Some for the better- CHEF better--CHEF gains sentience, the Loader gains a new sense of purpose in life, the Miner had the time of his life, and Han-D becomes half-robotic, half-organic- and half-organic--and some for the far worse- the worse--the Commando loses his pragmatic nature, the Enforcer is turned into a horrific mutant, the Bandit gains his treasure but [[PyrrhicVictory loses his mind in the process]], the Huntress feels dead inside, the Engineer is a horrific hybrid of man and machine, the Mercenary realizes he will never be human again, Acrid has lost his aggressive nature and now seeks solitude, and the Sniper [[ArsonMurderAndJaywalking has gone deaf.]] ]]

-->[[AC:Magma Worm]] -- ''Ancient Lava Swimmer'' -->[[AC:Scavenger]] -- ''Tasting your own medicine''
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-->[[AC:Magma Worm]] -- ''Ancient Lava Swimmer'' -->[[AC:Scavenger]] Swimmer''\\ [[AC:Scavenger]] -- ''Tasting your own medicine''

* EasyModeMockery: While there's nothing major lost while playing on Drizzle, you can't unlock the Huntress, since monsters don't drop logs at all. ** The game also quips that, by playing on Drizzle, ''"Weeping and gnashing is replaced by laughter and tickles."''
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* EasyModeMockery: While there's nothing major lost while playing on Drizzle, you can't unlock the Huntress, since monsters don't drop logs at all. ** all. The game also quips that, by playing on Drizzle, ''"Weeping and gnashing is replaced by laughter and tickles."''

* EliteMook: Enemies can spawn with various modifiers as difficulty increases, such as flame trails or the ability to teleport. All of these modifiers include increased health and armour. Later in the game, this can happen with ''bosses'' too.
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* EliteMook: Enemies can spawn with various modifiers as difficulty increases, such as flame trails or the ability to teleport. All of these modifiers include increased health and armour. Later in the game, this can happen with ''bosses'' too. One artifact causes all enemies, bosses included, to spawn as elite.

* FlunkyBoss: The Stone Guardian and Toxic Beast summon enemies as their main attack; the former summons rock golems right where he's standing which are often incapable of reaching you, but the latter summons a swarm of small pigs right next to you anywhere on the level.
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* FlunkyBoss: The Stone Guardian and Toxic Beast summon enemies as their main attack; the former summons rock golems (or jellyfish if it's an elite version) right where he's standing which are often incapable of reaching you, but the latter summons a swarm of small pigs right next to you anywhere on the level.

* HeroicBSOD: The monster log for the Parent suggest the survivor goes through one of these after they see the heartbroken fury they come at them with, and that they feel guilt enough that they consider letting them have their vindication.
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* HeroicBSOD: The monster log for the Parent suggest Parents suggests the survivor goes through one of these after they see the heartbroken fury they come at them with, and that they feel guilt enough that they consider letting them have their vindication.

* IdiosyncraticDifficultyLevels: It has three difficulty levels above "Impossible" (itself above "Insane"), titled "I SEE YOU", "I'M COMING FOR YOU", and "HAHAHAHA". The actual campaign difficulty levels themselves are "Drizzle", "Rainstorm", and "Monsoon", which, in addition to increasing or decreasing enemy stats, also increase or decrease the amount of time you need to survive after activating a teleporter before the enemies stop spawning as well as the amount of time that needs to pass for the DynamicDifficulty to increase.
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* IdiosyncraticDifficultyLevels: It IdiosyncraticDifficultyLevels: ** The DynamicDifficulty has three difficulty levels above "Impossible" (itself above "Insane"), titled "I SEE YOU", "I'M COMING FOR YOU", and "HAHAHAHA". "HAHAHAHA". ** The actual campaign difficulty levels themselves are "Drizzle", "Rainstorm", and "Monsoon", which, in addition to increasing or decreasing enemy stats, also increase or decrease the amount of time you need to survive after activating a teleporter before the enemies stop spawning as well as the amount of time that needs to pass for the DynamicDifficulty to increase.

%% The Ukulele is likely a reference to something or other. David Bowie? Please add if you recognize the reference.

* InterchangeableAntimatterKeys: On the final level, keycards are treated this way. There's only four such doors and one can be bypassed, nor are they necessary to finish the game.
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* InterchangeableAntimatterKeys: On the final level, keycards are treated this way. There's only four such doors and one can be bypassed, nor are they necessary to finish the game. There's an unlock for having four at once.

** The Command artifact causes any chest, shrine, or ? pod to instead drop a color-coded container. When you open the container, you're presented with a list of items (white is normal, green is uncommon, reddish-orange is rare, and orange is use items) that you can choose from. This allows you to bypass most of the luck in item drops, though the containers still drop according to rarity.
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** The Command artifact causes any chest, shrine, or ? pod (not to be confused with the larger random ? pods in later levels) to instead drop a color-coded container. When you open the container, you're presented with a list of items (white is normal, green is uncommon, reddish-orange is rare, and orange is use items) that you can choose from. This allows you to bypass most of the luck in item drops, though the containers still drop according to rarity. It even gives you access to items you haven't unlocked.

** The Huntress requires you to beat the Ancient Wisp without taking any damage from the Wisp. Other enemies can hurt you without invalidating it.
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** The Huntress requires you to beat the Ancient Wisp without taking any damage from the Wisp. Other enemies can hurt you without invalidating it. Easier than the above two, but the Wisp's attacks can be hard to keep track of in the melee.
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