In Risk of Rain, time = difficulty. The longer you play the harder it gets, do you tear through the levels as fast as you can or do you spend time collecting some of the many ability granting artifacts? With randomly generated levels, giant bosses and just one life. How far will you go?
|Some Suggestions||Post Reply|
|Apr 18 2013, 6:43pm Anchor|
Hey there, I've been playing the alpha, and now more recently, the demo, for awhile and I have a few suggestions I think will improve the game.
2) A minimap of some kind. It would be very cool if this was an item pick-up, actually. However, the caveat is that the mini-map is next to worthless if the levels remain static (as you can just memorize the layouts).
3) It would also be very helpful if the "non-stackable" items only dropped once per game. Like the Fireman's boots, or the Brilliant Behemoth, Gasoline, or the Hit List, for example (which, as far as I can tell, don't help when stacked). I would allow the usable items to drop more than once, however, as you never know if players will swap them out. It also means that "junk" can still drop after you've collected all of the awesome items, which can add disappointment to drops. Or, in other words, it could add excitement to non-junk drops.
STATS. Right now, it feels kinda unimportant to level up, and it's very ambiguous what happens during a level up. I realize it increases your damage and health, but it would feel better if it said "level up! +5 DMG and + 50 HP" or something. You could even add a "ultimate" skill with a long cooldown, like League of Legends, that opens up when you hit level 6 or 10 or something to make levels feel much more important.
Right now, rate of level ups fall off a cliff when you hit like 10 - 12. You're cruising along, gaining level ups frequently, then suddenly, you're not. It's weird. I think there should be a more gentle curve to help sort this out. Naturally, you'd need balance the stats you get and whatnot to be around the appropriate times, but I think it would help make the game feel less "brick wall-y" at times. Meaning that currently, you need items, and items only, otherwise you're toast. Levels should matter. They need to feel really awesome, just like the items do. I get the impression that they're just a side-thought, and don't effect my play in any real way.
Anyway, that's all I can come up with at the moment. Thanks for making this really fun game! I tossed you guys a few dollars on the kickstarter, hope it helps.
Edited by: flantor
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