It wasn't all my fault that I couldn't get very far in videogames when I was a kindergartner. I'll admit that I was pretty bad at them, but there were extenuating circumstances. Not only were the 8-bit titles I attempted to play in general harder than what became available later, there was also no saving. I would fire up the NES, get as far as I could in however many hours my mom let me play that day, and quit, only to try those same levels again tomorrow. The roguelite in general is a throwback to the experience of playing those games at that age, with its difficulty, its emphasis on repetition and skill improvement, and, of course, randomization filling in for one's childhood ignorance and forgetfulness. Sure, it's not a perfect analogy, but it's difficult not to recognize the relationship when playing a game with 8-bit designs like Risk of Rain.
The premise is simple enough, at least at first. Risk of Rain sets you up as a survivor of a starship crash who must find the teleporter in each 2D level to travel to the next area. The first character available, the Commando, has a few basic moves: he can perform a standard shot with his weapon, perform a piercing shot to hit multiple enemies at once, rapidly fire a sustained burst, and he can execute a quick dodge. All except for the first require a cooldown of a few seconds, and mastering when to use these abilities, and the most effective ways to string them together, is the player's first step.
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