One thing I had had found rather loathesome about RoR's demo was that the limited number of items in the game often found me spending most of my time on "HAHAHAHAHAHAHA!" difficulty jumping around, killing enemies through the mere exposure effect, all whilst being tailed by four Wandering Vagrants. Of course, this all assumed that I had at least three or four of Paul's Goats' Feet and thus maintained a high enough speed to avoide the wave of death that gurgled just behind me. While the item problem has been resolved in the beta, I feel this May 15th patch has reintroduced the problem I had with the demo.
While I am all for making the game difficult, I feel this is being achieved in an improper way. Risk of Rain, while a predominately skill-based game, has always put the player in the uncomfortable position of "demanding" certain items for success, items whose distribution is determined by a random number generator and a few tier constraints. If a player lacks these items in the early game, skill can bridge the gap until the player is able to receive them for the late game. Unfortunately, it seems that bridge is becoming longer and starting sooner.
Again, I would like to reiterate that a long and arduous bridge constructed on the sound or unsound foundation of one's skill is not an undesireable thing, but the update seems to drop the player directly onto this bridge from the beginning of the game. I recently played a run in which there were 55 enemies left after the teleporter had charged up, and this stood in stark contrast to pre-update runs where I'm not entirely certain 55 enemies would spawn at all on the first level. This trend continues as the game progresses, obviously, but it leaves the player in the frustrating position of needing to defeat large numbers of elemental elites and a few normal enemies without any of the items that are required for effective crowd management. It becomes less of a challenge and more of an empty feeling knowing that the eight Greater Wisps that spawned no more than ten blocks away from me are going to blend me up because I can only dodge-roll once, and the only available location for said dodge-roll happens to be filled with Black Imps and those mushroom dudes.
What I'm saying is that the difficulty curve in the early game has simply been made too steep. The only positive it provides to overall game balance is that it reduces the fequency with which players will arrives in the late game as ungodly over-powered weapons of mass destruction--only by the sheer virtue that it prevents players from getting to the late game at all. A good difficulty curve makes the game progressively more difficult, not a brick wall right out of the gate. I know I'm ranting a bit, but I really appreciate this game (especially because you guys made it in Game Maker, which making a good game in is a feat in and of itself), and I want to ensure that the product is as polished as possible. I know I'm not providing a lot of insight into how what I consider to be a problem would be resolved, but I do wish to at least posit the concern so that it will not go unconsidered.
Also, teleport-elite Black Imps are the spawn of Satan.
Edit: Let this be noted that these impressions have been formed under a "Normal Mode" experience whilst playing the Commando. Also, subsequent runs seem to be much easier, as in, the number of elites is less heinous, and I don't know exactly why that would be.
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