Thanks for the detailed feedback! All audio assets except the powerup pickup sound were made during the jam, with more sound effects by Mandarus coming in the post jam version. I think I'll darken the stars in the background a bit to try help with visibility.
Trev3lyan
Creator of
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Hi, thanks for playing! Yes it's the same order of enemies every time. It was like that so there could be an ending while keeping it fair score wise (if it's random with an ending, some players might just come across more high scoring enemies). The plan was for me to implement more of the 'Escape' theme in the ending, but I ran out of time and no one seems to have gotten to the ending anyway. Oh well.
Hey, cool game. I like the upgrade menu, the enemy variety, and the upgrades. The art is nice and consistent. The key system gives an objective other than finding the exit, which introduces some variety to each run.
I think a few small improvements that could go along way are: putting sound effects on a few more things like the upgrade menu, and putting a hitbox around each chest so the enemies can't walk through them.
I don't think I capped damage reduction from bubbles, so 10 should make you immortal lol. I thought I'd just leave it like that for fun. The jetpack/jump interaction is a common complaint, maybe I should have put them on different buttons, or at least turned the extra jump spawn rate way down.
I'm glad you enjoyed, thanks for playing!
Orbs have an unfortunate number of bugs even after squashing many of them, sorry about that. As for the jetpack and dash controls I was trying to simplify the controls as much as possible, but I probably went too far with the jetpack. For dash I settled on facing direction for simplicity but you're probably correct that movement direction would feel better. Thanks for playing and for the good feedback. I'm glad we've had a few fellow risk of rain enjoyers.
Thanks for your feedback. I have a habit of making jam games too hard. I made it very hard to die this time so most players would experience the item and enemy scaling later on. Mobs originally followed you up grav lifts but it was causing some issues so unfortunately I had to settle on just letting the big slashers follow you up 1 block stairs.
I think my code to disable spawned coins after a while didn't work. You can probably imagine I way overscoped this game so fixing that slipped through the cracks. I was pretty brutal about capping spawns of and continually despawning mobs though. I left it running for an hour to test it and came back to thousands of coins and about 10 frames per second but it didn't crash.
Thanks for playing long enough for the lag to be an issue lol.
Great job on your first game jam. The character is well animated, I liked the touch of the ears tucking back while jumping. The character controls satisfyingly and the levels are well made, I got into a nice flow. My only criticism is sometimes you need to take a leap of faith since you can't see far enough to see the next platform. You said in the description you had to change plans but it still turned out really well, good job!
Really incredible game, it was really relaxing until the screen started to fill up. My only minor complaint is that if an asteroid goes behind the player you can't see the prompt. I don't think I've ever seen a jam game where you make your own soundtrack, and it's very well implemented here. Art and atmosphere were perfect.
The enemies that snap to you are intended to give you something you can't just run away from, you need to use finer movements to properly aim at them while they circle, while avoiding their shots.
And yes, risk of rain was one of our big inspirations. I've been wanting to make a game with roguelike items and difficulty scaling with time for a while now because of it.
I have no idea why the worm boss lags as much as it does, but I had to hard code it to only spawn early on and not more than one at a time. When I tested the game with two worm bosses it could only run at about one frame every two seconds.
Edit: I did think those spawn limitations fixed the issue though, sorry if that dampened the experience.