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1) it does get a bit frustrating when you do not have any real choice in your items most of the time; this complaint might not be everyone's view, but it is one of my main critiques about risk of rain in general. I appreciate the concept, and it makes sense in risk of rain lore, but there is very little room for player agency with the base random item concepts. More shops and things, or a choice between multiple items instead of just getting a random one, might go a long way I think (then again I am not a game designer, I've just played a lot of roguelikes and roguelites.)
2) Seeing Terraria-themed items would be really really really cool! While there is a lot of terraria enemies and etc., the items really feel like they are from another game and do not fit very well with Terraria; the statistics buffed, in some sense, also feel a little lackluster to me, from a Terraria perspective - by this I mean when compared to the accessories in the base game some of them (not all for sure) do not seem or feel very impactful to me.
^On that note, one thing I think could be really cool is if you took some of the common items and combined them together, and had less items 'overall' per se but the individual items themselves are each more impactful. For example, instead of just the bouncy ball, you could do bouncy ball + ~projectile gravity or something, which could make the projectile act a bit more akin to the Bouncing Burst spell in Noita. Or, for example, making a weaker version of the sniper item (my favorite along with the overclock one so far btw, really great work :D), such as a 'heavy shot' which reduces your attack speed by 30 % but buffs your damage by 50%, or something, or for the sword something like that but also makes your sword a lot longer.
A mechanic that might be hard to implement but I think would be really cool is some sort of timer mechanic for each room where you get rewarded based on how fast you complete the room. In the roguelike/lite Schism for example, you are timed for how long it takes you to complete a room, and the faster you complete a room, you get more 'points.' Once you get 10 or so of these points you get a reward, so the faster you are able to clear rooms the more rewards you get. And on that note, also gives the player the choice between playing it safe for less reward, or playing more aggressively for a chance of greater reward, which I think is what makes Schism really enjoyable to me.
- Schism also has a mechanic where when you enter a new room time is stopped and you can see where all the first wave of enemies will spawn, and you get to think and position yourself in the room before 'time starts again' and you are able to fight the enemies. Thought I should mention it in case y'all/you think its a cool idea.
Also, I am guessing you all might attempt making the maps nonlinear - if so, something really cool you could do is like what the game ~the Long Night (I forgot the full name and looking back at my steam library deletes what I write ;-; - guy with balloons in caves game). In the game, the map has a lot of hidden rooms and side passages, some of which are 'loot rooms' or 'shop rooms', etc. which rewards traversing outside your comfort zone; in a similar vein some of the secret rooms are sort of like the breakable/cracked dungeon bricks in base Terraria.
Sorry if any of what I have said so far ends up just adding to the pile of feature creep or anything like that; I thought I should throw my thoughts in, because what is here is really amazing!
One last thing before I ramble on forever - would you be able to add the option to have a grappling hook instead of a double jump, or something like that? I personally find grapple hook movement much more rewarding and less frustrating, and my spacebar doesn't always register - which is definitely a me problem, don't know why I feel like mentioning that...
Anyways, maybe "different classes" or a way to chose a different movement option, or maybe just having both double jump and grappling hook for as far as I know, grapple hook shenanigans are not everyone's cup of tea, and so some people might end up not using it at all anyways. Or some way to unlock the grappling hook in a sort of metroidvania-esque way, like as an extra reward for defeating one of the bosses or something.
One last note, is I wonder how hard it would be to make a lot of the items just accessories from terraria? There might be a way to utilize some sort of code similar to how you can have the fiber cordage or animal books in your inventory and not in your accessory slot and they still work - then again, I have not dipped my toes into modding terraria (yet, maybe) but thought I should mention it.
Thanks again for this great mod that will definitely go far, even as it is now, and thanks to anyone who reads this whole thing :D
And I guess one last thing, speaking of Noita - in Noita there are a lot of explosives placed everywhere that can cause a lot of chaos, for better or worse - I wonder if something akin to that could be implemented somewhat easily by ripping the bomb pots from for the worthy, for example.
The rooms could be a bit bigger. A lot of rooms, especially in the Desert and Temple where you essentially have to kill enemies before they start doing things, because there is just not enough room to dodge a.e. the Sandlion Spit attack.
More ways to obtain items, or ways to control what items you get. Currently its completely RNG. You either get what you want, or you slog through the first levels with nothing, at which most people will reset anyways.
This could be fixed by adding a.e. branching paths that lead to treasure rooms or a.e. challenge rooms that reward you with more items or items choices.
Speaking of Items: Through my Runs a had a lot of situations where i was pretty much unkillable due to healing/shields etc. but had absolutely no damage to speak of. Even when i tried obtaining some damage, 70%-80% of items i found where completely defensive. This led to extremely long but broing runs. I suggest adding more low rarity damage boost items that are not just "10% more crit".
You probably heard this a lot, but i suggest adding more Weapons AND more Weapon Modifiers.
Maybe even new weapons you can obtain through the run, or buy at shops.
The current weapons also need a bit of variety, with a.e. a Right-Click action.
After two hours i had to stop playing with the gun because holding Left-Click for two hours straight made my hand hurt
The Sword is sadly pretty much unusable, due to enemies almost two shotting you with meele damage and the Sword thus being incredibly risky. Id suggest a massive range buff.
I had a whole build around turrets and other things and then I couldnt even benefit from them because moonlord doesnt spawn anything after the begining of the fight.
Skeletron also dont spawn anything but I somehow won regardless.
I had a dream of playing this and having the option to choose what starting class I picked, which was just different weapons. The one I had in mind was a shotgun, lower damage than the pistol but with the amount of bullets it evened out to be about double the damage of the pistol.
The room layouts are fun but on the last sequence it can kind of be difficult to see where to go - there were quite a few times where I hit a wall I didn't see either due to it being too thin to notice or it blended with the background. The option to go different routes would also spice it up, where you can choose to go through more rooms to get more items or not. There could even be a movement upgrade as you go through the game, like getting a grapple or another jump, but that's just food for thought, it's not anything too necessary.
The item list is pretty decent, but I agree with what some other people are suggesting with making the items Terraria items, or at least related. There's already items like the Fire Gauntlet to add fire damage, the Boots for speed upgrades, you could make the homing bullets a reskinned Ammo Pouch to make it Chlorophyte bullets. There should also probably be some greater synergies to really get the people interested, like what you'd see in games like RoR or Binding of Isaac.
It's clear that there's a lot of love put into this and I'm eager to see what comes next if there's any plan to update it. A lot of people are enjoying it thus far and it's quite fun to go through, and with more additions it would be even better and more enjoyable to play I bet. Keep it up!
The feel of the scaling doesn't tend to make you feel more powerful, many rogue-likes are built on that idea that you start with ♥♥♥♥♥♥♥♥♥ and upgrade and get more powerful. Unfortunately due to the lack of any base damage scaling it makes you feel really weak unless you get a bunch of good damage multipliers, which won't always happen and you see damage numbers of 100 the entire time.
Bosses do not feel like they're properly scaled, if you get unlucky enough to get just a bunch of garbage it can take FOREVER to kill them. The biggest offenders are that Tree Guy, and the Ice Queen who just feel so tanky and sponge up your attacks.
Also i would suggest adding a parry mechanic for the sword, or something of the like, because my dopamine receptors go boing boing when i hear parry sfx.
Also also, if you are going to add in a permanent currency, i suggest adding upgrades that trade off damage or hp for movement, like a grappling hook or a dash.
Maybe all permanent upgrades could be a trade off in order to maintain the difficulty. (which also needs some tweaking, currently the early game is hard but i prefer it that way, but lategame is a bit too easy. Maybe reduce the amount of hp you gain after clearing a stage.)
First, decrease the amount of enemies that spawn in the countdown escape sequence. It is a massive difficulty spike compared to everything else. It is a really cool idea, but for now it is too hard and unfair.
Second, make it so that when you choose between items you are told what the options can do. Most roguelikes do this and it would be helpful when I am offered items but am not told what they do.
Third, increase the size of the sword. It is good to have a melee option but it is so tiny. Maybe try to make it almost as big as the nights edge.
Besides this though I think the mod is perfect. Again, great job to everyone who worked on this :).
My first runs was just death after death but was just the first runs but some times the spawn of the enemies was kinda unfair but latter was better.
Some itens can make you feel powerfull but you not gonna see some spike you slow get stronger if this you are aiming its good i wish you could have some garanted build changing itens like the machine gun.
The escape sequence was cool but my build was kinda the only reason i get alive some realing stacking itens make me very tanky so i just ignored all the enemies
please can you make the projectiles in crimison more vilible i can barely see them
i was hoping for more weapons but i hope to see more in the future
meele is kinda janky maybe faster and bigger hit boss or get passive DR while swinging the sword.
So after that i gotta to say the mod is very well made different of everything that i see good job for everyone that worked you did a amazing job
Saw this point earlier, and I have to second it
- "The sword is too small, and the gun feels tedious to use and takes to long to kill anything"