While I wasn’t aware of TinyRogues when I started developing the game, the simple room generation and graphics that I made to save time ended up accidentally making the game look very similar to TinyRogues.
So, I totally understand what you're saying about my game looking just like a clone of that game. But I’m very confident that, once the finished version is released, it will differentiate itself enough to be called CRYPTWAKE, and not just a clone of TinyRogues.
As for the visual clarity of projectiles and getting hit, I honestly never thought it was difficult to detect or dodge them. I probably got too used to them during testing, and in the end, I failed to notice anything wrong. These problems will definitely be fixed.
Regarding the passive skills, any normal player would expect a popup to appear when approaching an item, but in this game, you can see the description by hovering over the item with your mouse :) (I only explain that in the Controls section on the itch.io page) I’ll change that too.
Also, I'd like to ask you why you played with 0 sound. Just a personal preference or you found the music and sounds annoying?