Author Topic: Risk of Rain | Roguelike-like action-platformer | Beta 0.30.5.0 (7/10)  (Read 11176 times)

controls are fine for me and I haven't heard anyone else having trouble either

it's still in alpha so it could very well be a bug of some sort, you could check the website to see if anyone else is having problems

it's like
I press the keys and they work just fine
and after a while the character just stops giving a stuff and controls itself for a while

it's like
I press the keys and they work just fine
and after a while the character just stops giving a stuff and controls itself for a while

yeah that's definitely not normal, though I haven't the slightest clue what could be wrong

you're playing on windows, right? take a look around the comments section on the site

I jumped into a horde of monsters and was instakilled :c

christ, I can't even clear the second level lol

I tried it out, it's too frustrating to be fun.
this

it bored me quickly because enemies take quite a long while to kill but the problem is that there's quite a lot of enemies, and there's even flying ones and at a certain point this becomes really frustrating. i was just jumping around dodging jellyfish waiting for the teleporter to work and suddenly a giant jellyfish came and killed me. i couldn't even hope of attacking it because i was a miner.

enemies should be more balanced

the difficulty curve could definitely use some tweaking, it feels like the enemies get stronger at a faster rate than you can unless you get lucky with the item finds

for me the fun comes from hopping around and firing off your skills in quick succession, remember that the teleporter always summons a boss (I believe a boss also spawns if you richard around on a level for too long) and that both classes have some good evasion skills (I know what you mean about the Miner being fairly useless against the jellyfish boss though, I much prefer the Commando anyway)

In my opinion the controls are pretty "clumsy". Don't get me wrong, the controls have no delay what so ever but they have been located so strangely. It doesn't make you "learn" what the different inventory space hotkeys are.

using a controller is ideal, I've long since memorized which button does what

my xbox controller is mapped like this:

A: Jump
B: Suppressing fire/Jump shot
X: Shotgun/Drill charge
Y: Roll/Backblast
RT: Shoot/Attack
LT: Item

for me the fun comes from hopping around and firing off your skills in quick succession, remember that the teleporter always summons a boss (I believe a boss also spawns if you richard around on a level for too long) and that both classes have some good evasion skills (I know what you mean about the Miner being fairly useless against the jellyfish boss though, I much prefer the Commando anyway)

By frustrating, I meant that spawning fifty (literally fifty) enemies over the boss on a platform higher than any others isn't considered a winnable situation.

And this makes it even worse when you've gotten relatively far into the game.

(I believe a boss also spawns if you richard around on a level for too long)

it's completely random when and if it happens
the bosses are just right here in the list of enemies to spawn

Code: [Select]
card[5,0]="Giant Jelly" //name
card[5,1]=3 //TYPE: SPAWN OUTSIDE VIEW
card[5,2]=720 //points cost
card[5,3]=oGiantJelly //spawn object

card[6,0]="Worm" //name
card[6,1]=2 //TYPE: SPAWN AT 0,0
card[6,2]=760 //points cost
card[6,3]=oWorm //item object

card[7,0]="GolemG" //name
card[7,1]=1 //TYPE: SPAWN BOSS
card[7,2]=720 //points cost
card[7,3]=oGolemG //spawn object
card[7,4]=oInit.wGolemSpawn //spawn sound

it's completely random when and if it happens
the bosses are just right here in the list of enemies to spawn

Code: [Select]
card[5,0]="Giant Jelly" //name
card[5,1]=3 //TYPE: SPAWN OUTSIDE VIEW
card[5,2]=720 //points cost
card[5,3]=oGiantJelly //spawn object

card[6,0]="Worm" //name
card[6,1]=2 //TYPE: SPAWN AT 0,0
card[6,2]=760 //points cost
card[6,3]=oWorm //item object

card[7,0]="GolemG" //name
card[7,1]=1 //TYPE: SPAWN BOSS
card[7,2]=720 //points cost
card[7,3]=oGolemG //spawn object
card[7,4]=oInit.wGolemSpawn //spawn sound

forgot about the worm guy, first boss I ever encountered and I haven't seen him since

any idea what "points cost" is referring to?

if a boss spawns, less normal enemies spawn

using a controller is ideal, I've long since memorized which button does what

my xbox controller is mapped like this:

A: Jump
B: Suppressing fire/Jump shot
X: Shotgun/Drill charge
Y: Roll/Backblast
RT: Shoot/Attack
LT: Item
This is quite a good idea. Good that i bought that gamepad a while back, but its up d-pad button seems to be busted.

if a boss spawns, less normal enemies spawn

that sounds backwards to me, lol

I did an 80 minute run with the Commando and beat the snow level twice. I love the last difficulty level.
Quote
hahahaha

forget what I said earlier. Once you get items, this game's extremely fun.

forget what I said earlier. Once you get items, this game's extremely fun.

lol

forgot about the worm guy, first boss I ever encountered and I haven't seen him since

any idea what "points cost" is referring to?

that's the number of points the director has to spend
the director is what is in charge of spawning all the enemies

it gets a few points every second:

points+=2+floor(min(diff_level-0.2,1)*time_start/(60))*max(1,(2*(diff_level=3)))//+((bonus_rate-1)/3)

when they said that this game is hard, they weren't kidding
come on guys give me some good advice on, say, the commando

when they said that this game is hard, they weren't kidding
come on guys give me some good advice on, say, the commando

use skills as much as possible
always rapidly press A, press S and F whenever they're available

use skills as much as possible
always rapidly press A, press S and F whenever they're available

already do
70 percent of my deaths are of moments when the controls go beserk