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Kryftolike's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
MOOD | Did this game have atmosphere, or did it make you feel something? | #34 | 4.000 | 4.000 |
FUN | Was this game satisfying to play or did it bring you joy? | #61 | 3.714 | 3.714 |
IDEA | Was this game innovative, or did it use interesting mechanics? | #63 | 3.714 | 3.714 |
Overall | #63 | 3.657 | 3.657 |
AUDIO | Did this game have great music or sound design? | #81 | 3.429 | 3.429 |
VISUAL | Did this game have nice graphics, art or design? | #119 | 3.429 | 3.429 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Let people know how long this project has been going, or share a bit of its history.
It was supposed to be a demo of batched rendering of 2D images in Castle Game Engine... In the end it turned out to be anything but that :D
Did I actually finally finish something?
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Game Video
It was a nice experience played it 3 times, second run being best obviously.
First run i died thinking " hey,maybe if i bump into the enemy i'm gonna do damage" , big mistake.
Second run i started paying more attention to the text on the right and the compass.
The graphics are messy but that's not bad at all,it fits with the theme and the fog of war is also a nice addition.
The music was gorgeous like god,it made the atmosphere scarier than it was already.
Even 1 achievement sound spooked me,trying to be careful to not bump into enemies, is this intended to be a horror game of sorts? if yes then you sure did a good job.
A little sad that there's no combat or anything else since i'm not sure how much can the overall gameplay keep you going atm.
Exploration - Avoid Enemy Encounter - Teleport with Cards - Find Cards.
Maybe you have something prepared to spice things up a bit in the future but even so i enjoyed the time i spent playing, definitely worth it.
Thank you for the review! Yeah, the game is “small” - it has very little game mechanics, so it’s mostly about getting the best score out of good luck. And personally I noticed that the more paranoid I become (achievement sound scares me too :)), the better the results are :D Currently there is a couple of hours of content in the game, and it becomes unbalanced the further the player progresses - my record was 61k and I was really bored in the end… But that’s an expected result for 3 weeks of one-man spare-time development, I guess. And it asks badly for custom graphics, maybe some day I’ll find strength to rework the tileset into a less confusing one :)
Hey interesting concept and game! Find my video review below:
1:15:00 Kryftolike
This is a very nice concept of a game! I enjoyed playing it a lot. The various different biomes were very cool; the artstyle is consistent; the background in general just works. All these components come together very nicely! Unfortunately I forgot what my score was immediately after I closed the game :/ I think it was like 16000 something. Overall, I think this was a great game! Good job! :)
Hey if you release this game to Mac or browser I’d love to check it out !
Unfortunately currently there is no reliable way to port Pascal code to Web (it’s on the way, but alas, not there yet). And as I don’t own a MAC (and therefore no XCode) I can’t compile and test for MAC. So… not this jam :) However, maybe you could try running a Win32 version through Wine? AFAIR my games ran through Wine pretty well on Linux, but yeah, that needs to install Wine and I’m not sure if it’s worth just to try a few games.
Maybe next jam :D ? The game looks awesome, so great job !
Really interesting take on roguelikes, the level gen surprisingly diverse and vast. I liked trying to learn the biome patterns to plan out the most likely route to the next treasure (and what areas to avoid that might be death traps). The use of the tileset works really well, and the ambience fits perfectly for exploration/running in fear(is this the same one DCSS uses?). The stone background / first biome / fog of war colors did blend together abit making it hard to differentiate paths from walls. I do wish the compass gave a little more info, like estimated distance (maybe it could grow/shrink or get lighter/darker to indicate) or show what color treasure its pointing at. Out of my 3 runs, best 21 treasures 26609 points, I never unlocked a second teleport. So a way to help acquire more would be welcome. Also some more ways to interaction with the world would be cool too, maybe like traps you have to avoid but could lead enemies into too, etc. Over all the presentation is really nice, it controls well, I like the little QoL features like the zoom and the fact that getting spotted holds you in place for a moment so you accidentally dont take more moves. Well done!
Thank you! Yeah, that’s DCSS tileset :) This game needs it’s custom tileset badly, first of all to counter that same problem of being hard to discern between the “passages and walls” that are “within the view and covered by the fog of war”… But I’m really bad at painting :) To get the higher score the Player needs to become paranoid :D Actually 26k is a very good score - it took me some decent time to learn to get that high consistently. My first runs (after upgrading enemy AI) ended with like 15-20k.
I love the retro style of this, grew up playing stuff that looked like this :D
Well done with the random generated maze, I really like the different biomes. Luring monsters around is really fun too, the sound mechanic is great!