Please Submit Risk System
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Risk System is a kinetic arcade-style shoot-em-up with beautiful pixel art and an original sound track.
In the distant future, humanity has discovered a method to replicate matter through the use of a Dimensional Gate. Industry is revolutionized overnight and a short period of chaos gives way to all warring factions uniting under a common banner.
A few years pass and the peace brought about by Gate Technology crumbles once a new threat appears; a race of energy parasites that have crossed through the Dimensional Gate by mimicking the very materials humanity had believed they were replicating. Mankind is quickly overtaken as their technology is turned against them and the energy emitted by the parasites begins to take control of those exposed.
In an act of desperation, the experimental RSK9 is constructed, a ship made of Pre-Gate materials and technology with the ability to absorb parasite energy and use it to power its incredible arsenal. Piloting the RSK9 is Alys, an ace pilot previously missing in action that has returned seemingly immune to parasite control. Her skill and resistance to the parasite energies influence make her the only pilot capable of preventing the extinction of mankind.
It has full controller support and is available for PC, Mac and Linux (Ubuntu 18.04.2).
Hey there, lots more has changed since even the last demo upload we made. We're waiting on our new engine port to be complete before posting it but many more changes have been implemented including a way more user friendly custom control set up.
Thank you so much for the in depth reply/critique. That was incredible. I'll try and respond close to the order of what you posted.
Yes, Barrel Rolls do increase the rate at which you absorb energy and just over double the ships rate of fire. Another application is that if you graze a shot at any point during the barrel roll you retain charged status for the remainder of the roll so you can deliver charged shots anywhere via stunts.
On the configuration menu, what went on there is partially due to using an ancient engine and the way memory had to be serialized meant state changes had to be handled very very cautiously (which is why quitting out the key config via escape is locked if you haven't finished the sequence). The game is undergoing a port which will allow us to not HAVE to do that, (we'll also be able to tell which buttons the player is pressing on a given controller as that was actually impossible in the old engine and was also the reason we didn't have access to all buttons on every pad.)
On the epilepsy front, it does all serve an aesthetic purpose in regards to menus and transmissions but I'll tone it down on the transmissions as you aren't the first person to mention it (definitely influenced by the vision of the future from the 80's, things not being very reliable, prototype ship etc.) Menus are likely to see a makeover during the port as well. The effects in game are meant to communicate information at a high speed so instantaneous binaries that are there are very deliberate. There used to be more effects that worked that way before we updated the look of the game for a more hi-bit aesthetic specifically so we could take advantage of other means of communicating information that wouldn't require flashing.
Thanks again for playing and the input.
Thanks for the playing! There are 2 potential culprits on the xbox360 controller issue but since it was working and then suddenly started quitting to menu my guess is you might have Steam or Steam Big Picture open/running (which for some reason likes to obliterate/override control schemes in certain games, ours currently included). Turning those off fixes the problem. If it isn't related to Steam I would suggest downloading the most recent 360 drivers, modern windows doesn't bundle 360 controller drivers in regular updates as they want everybody using xbone controllers so at times it is necessary to go and manually download them.
If neither of these things fixes the problem, please do let me know so I can note the problem on the page until some kind of fix is found.
The boss checkpoint placement is indeed meant to give a little breather but in some cases that time can also be used to mount a preemptive attack on the boss before the fight begins.
indeed rolling does increase your firing rate as well as the amount of energy you gain while near enemy fire. There are a lot of mechanics that mix into the roll that actually make it a super powerful offensive maneuver.
On the subject of a switch port, it does seem likely with just a few details to iron out provided there is a decent enough showing on pc.
Thanks so much for playing! Glad you remembered you saw it at the con. On the music, the game is getting a totally new soundtrack as it's the one part people weren't having a major response to. The initial soundtrack would've worked better if this was a tv series or movie instead of a game so now music that better captures the spirit of gameplay is being made.
An updated demo with new music will be posted prior to the full game.
Thanks for letting us know.
We will need to note that and see if it can be corrected. There have been a few head scratchers where an Xbone controller will work with the game on one pc and then the same controller on another wouldn't. The current theory is this happens if the player hasn't downloaded the current xbox controller drivers and is using the drivers that came pre-installed on windows7 and 10. This may or may not be the case for you. If you do have the time to download the drivers and give it a shot or if you already know the drivers are up to date & it didn't work, let us know.
And thanks for playing!