
Risk of Rain 2: Alloyed Collective

Released to Overwhelmingly Positive reception and Steam's #1 Top Seller.
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I designed the 6 new enemies.
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I assisted with a new stage boss: Alloy Hunter.
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I owned and iterated on the final boss: Solus Wing.
Solus Wing
DLC Final Boss
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Giant encounter.
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Controls the arena.
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Makes the player move.
Goal: Make the player move.
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Solus wing is in a giant arena with plenty of pathways to move around.
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Its attacks covered a very large area to force the player to use this arena.
Grav Pulse
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The grav pulse was made very slow, but impossibly tall, so that it could not be easily jumped over.
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It is one of the first attacks the player sees when they enter the arena, so they are immediately afforded to the large ramp, learning that they need to change floors to avoid the attack.
Overheat Beam
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Sounds simple enough: a giant continuous laser.
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It was specifically tuned not to be outrun by simply running away. The player is meant to get behind cover, or use the Ziprails around the arena to be able to avoid it.
Enemies
Six new enemies.
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Unique new encounters.
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Challenging, but fair.
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Simple, single responsibilities.

Solus Extractor
Steals items, and spreads them to allies.
Stealing the player's powerful items is something not to be taken lightly. They were made to be possibly the most telegraphed enemy in the game, to make it abundantly fair when they get your items.
Solus Transporter
Pulls both players and enemies.
Being close to enemies is where it's most dangerous, and this enemy was designed to make that threat happen more often. It creates a giant field that slows the player, tuned so the player can just barely escape in time. If they don't, the player and other enemies will be pulled to a point, leaving the player in the midst of danger.
Solus Invalidator
Long-range, Disables items.
This enemy is a priority as soon as it appears. Disabling the player's items could mean easily certain death. They were given a slow, long-range artillery shot that does this, causing them to be a threat just by being around. They were also given predictive aim, so the player couldn't simply ignore them and keep running as they always do.
Solus Prospector
Basic, with a twist.
While the cast overall was pushed to be unique, we still needed one grunt enemy, to fulfill the basic role in the cast. Still, its attack was given a dash and multi-hits to give it its own identity.
Solus Scorcher
Ball of chaos.
With unique attack application, spreading oil, and then igniting it, this enemy stands out as one of the most unique. It also hurts enemies and allies, tempting the player to use it to its advantage, but risking exploding in the process.
Solus Distributor
Balls everywhere.
A stationary enemy, that simply summons rolling mines if left untouched. If the player is privy to them, they can detonate the mines, which will damage their own team. If they are not, an ignored Distributor will soon litter the battlefield with dangerous explosives. I hope you're not playing melee.
Art by Andy Vo: https://www.artstation.com/andyvoart
