Risk of Rain is a Sci Fi Action Roguelike for PC which was released on Steam on November 8th, 2013.The game plays as a 2D platformer in which you play as one of ten different character classes, each with varying strengths and weaknesses. You must defeat enemies to level up and gain gold, whilst the difficulty steadily increases as time goes on. The main goal of the game is to find the teleporter and use it to summon the level's boss; after slaying the boss (and an accompanying horde of enemies) you may advance to the next level. Your ultimate goal is to make your way back to the UES Contact Light so you can take off and escape the planet.
Risk of Rain contains examples of
Adult Fear: Those small little multi-colored spirits? They're children. The giants trying to kill you? Their parents driven mad with rage and grief.
All Your Powers Combined: Fitting its subtitle, the Scavenger uses a missile attack reminiscent of the Engineer's Thermal Harpoons or the Disposable Missile Launcher, and a line attack similar to the Commando's Full Metal Jacket ability. When reduced to low health, it starts to glow/pulse yellow and begins to attack faster, similar to HAN-D's Overclock ability. It also has a couple of its own unique attacks, of course. In addition, it seems to be using or wearing the items you can find.
Attack Drone: The player can use gold to repair robot drones that will fly around the player and shoot any enemy in range. After taking enough damage they will breakdown and have to be repaired, which costs more money each time. The Engineer can also deploy his own drones and turrets.
Boom, Headshot: The Bandit's Lights Out ability, which, when successfully used, can be activated repeatedly.
Degraded Boss: Inverted. Once the difficulty gets high enough, bosses will start spawning among the regular enemies... chosen from the same pool as the actual boss of the current level. Meaning you now have to kill two level-appropriate bosses before you can exit the level instead of one. Also, if you take the option to loop back to earlier levels before tackling the final one, you will encounter the bosses from the beginning of the game, but they'll be much nastier elite versions and/or come in greater numbers.
Played straight, however, with smaller clones of the Wandering Vagrant boss who spawn frequently on the final level.
Also, if you loop through the levels long enough eventually it'll just throwing out the normal bosses like candy, easily resulting in over a dozen bosses on each level... but you'll be powerful enough to wipe out even the elite bosses with ease.
Double Unlock: Of the "You have to unlock it and then it has to randomly generate within the game" type, though at least some of the time you can see what items are before buying them or even choose a specific item if your timing is good.
Easter Egg: Several - there's at least one, which can be found on the third level. In a minor sense, pay attention to the closing subtitles - they vary, depending on the character played.
Bandit: ...and so he left, with his pyrrhic plunder.
Commando: ...and so he left, with everything but his humanity.
Mercenary: ...and so he left, never to become human again.
The final level has a secret room where some enemies are rocking out to a boom box.
During the beta phase, a secret room in one of the permutations of Desolate Forest contained a useless item called the Cubic Artifact. While the item is no longer there, the room still is.
Electric Jellyfish: The flying jellyfish enemy will shock you if you touch them. It deals little damage by itself but can be hazardous due to their tendency to attack in swarms. Interestingly its boss cousin the "Wandering Vagrant" does not shock you even though its AI similarly tries to chase you; instead it summons explosive orbs.
Elite Mook: 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.
Everything Trying to Kill You: Obviously. The monster logs suggest that most of the planet's inhabitants are actually very peaceful and live in harmony, more or less. But for some reason, everything instantly becomes murderously enraged upon seeing the survivor...
Golem: Rock Golems appear as enemies. They are highly resilient to damage and their smash attack can be deadly to low leveled players, however they are restricted by low mobility which makes them easy to avoid or out maneuver using hit and run tactics. The Stone Guardian/Colossus boss is a massive version of this enemy. Icy versions appear in the Frozen Tundra, but are otherwise identical.
Herd Hitting Attack: Almost every character has at least one attack that can affect many enemies, though not all of them recharge fast enough that you can whittle groups down using just it.
Hit-and-Run Tactics: Acrid's designed around this, since he deals lots of damage over time but can't kill much quickly. 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.
Idiosyncratic Difficulty Levels: 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".
Incendiary Exponent: The Magma Worm boss, naturally. Also, as the difficulty rises flaming versions of normal enemies will sometimes spawn, and leave behind trails of fire. After finding the Gasoline item, any enemies killed by the Survivor will create a pool of fire. Finally, a rare drop from the Magma Worm itself also causes the player to move and attack faster after killing an enemy, and leave trails of fire behind them as they move.
King Mook: Many of the bosses, though not all. The Imp Overlord and Colossus are two main examples.
Lethal Lava Land: One of the two possibilities for level 4: "Magma Barracks - The Core". Complete with a boss who swims around in the lava (though not always).
Macross Missile Massacre: Small homing missiles both allied and enemy are common sights, but the Disposable Missile Launcher item and the Scavenger boss both unleash huge swarms.
Mega Manning: Some of the rarer item drops you can get off of defeated bosses appear to be actual chunks or organs from the bosses themselves. Naturally, these give you abilities similar to the respective boss it was acquired from.
Mook Maker: 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.
Phyrric Victory: Almost all of the closing lines when you beat the game with each character.
Shotguns Are Just Better: The Commando's "Full Metal Jacket" ability deals heavy damage to all enemies in front of you as well as causing severe knockback.
Smoke Out: The Bandit can drop a Smoke Bomb, and whilst invisible he is immune to attacks. Upon reappearing (either after three seconds, or using another ability), enemies nearby are slightly damaged and stunned.
Soundtrack Dissonance: The theme for the final level set on the UES Contact Light, Coalescence. Fairly calm and peaceful... whilst the ship itself will be swarming with hundreds of foes. A bloody fight ensues as the Survivor(s) must make their way to the Bridge.
Speed Run: Actively encouraged in the early levels, because the difficulty rises dramatically over time. Less so near the end since it mostly caps out after 40 minutes.
Too Dumb to Live: The item logs suggest that some of the items you're using were meant to be shipped to (or from) some very dumb people.
Turns Red: While the most obvious example is the Scavenger, many bosses become more aggressive when they are closer to death, attacking more frequently, though the difference can be very subtle.
Underwater Ruins: One of the two possibilities for level 3: "Sunken Tomb - Underwater Catacombs".
Super Not Drowning Skills: The survivor(s) cannot drown, and neither can enemies - but an achievement is unlocked for knocking 20 Whorls into the bottomless pits at the bottom of the map.