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?
For those unfamiliar with the roguelike(like) genre, it is characterized primarily by randomized gameplay and permanent death. However, most players find the genre hard to jump into: it is usually exceedingly complex.
Risk of Rain aims to revitalize the genre with stylized graphics and an intuitive gameplay scheme that teaches itself, rather then having to be taught.The three main goals for our game are simple:
1. Design a game that is randomly generated every play-through, to keep replayability high and fresh.
2. Time = difficulty. The longer you play, the harder the game gets.
3. Be enjoyable, regardless of whether you win or lose.
Monster spawning, item spawning, even where you spawn in the map is randomly generated. No game will ever be the same as another. Playing more and completing challenges will unlock more content, thrown into the "pool" of random generation once players become comfortable.