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Krictic

37
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A member registered Apr 29, 2025 · View creator page →

Creator of

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I really like it—once I realized I needed to use my coins to activate abilities, it clicked. It’s a very creative twist on the original, playing more like a survival horror game than a traditional roguelike. Very innovative and cool game.

A well-crafted clone of Rogue, but it falls short due to overly simplistic dungeon layouts, combat mechanics, and progression systems that barely extend beyond basic level-ups. Additionally, the game is notably easier than expected.

I really enjoyed it—probably the closest adaptation to the original game in terms of gameplay and presentation. The addition of intentionally rough audio effects, seemingly created using the developer's own vocalizations, was a unique and fun touch. That said, the game desperately needs better balancing and depth, both of which are tied together. There's essentially no progression system beyond acquiring equipment, which means that unless you're extremely lucky with gear, food, and enemy spawns (I once encountered two mobs in a single room), the game quickly becomes too difficult—or even impossible—to complete.

Keep working on it if you have the time after.

This is a known bug and I couldn't fix it in time.

If it happens to you, only way out is to reload the page, I really regret not having added a reset button for reloading the dungeon.

Got it, I will look into it.

Thanks for reporting.

I know, the Settings menu were a last-minute effort on ym part, it just didnt' pan out the way i would've liked it.
I'd aavoid using the Settings menu for the time being, at elast until im allowed to push newer builds.

I agree, sound efffects and some music would be nice, I jsut ran out fo time.

By the way, did you hear any music on the main menu? It was supposed to play as soon as it started, but since the music system was implemented a few days before the jam ended I didn't manage to polish it in time.

Thanks for your comment!

I appreciate it.

Let me tell you what: keep working on it, you got a very basic boilerplate here, you just need to complete it.

Oh, and in the latest build of this game, I have removed the recovery system, it was too generous. But I didnt have time to include it into the gamejam build.

Thank you so much for your detailed feedback.

"As you know, a lot of Diablo's addictiveness is its exquisitely-balanced rewards and upgrades system that is scaled perfectly to the ever-increasing difficulty of its dungeons"

Oh yes, I’ve spent a significant amount of time trying to capture that loot-grinding essence from Diablo within the framework of a traditional roguelike—though it’s far from matching the game design quality of Diablo. I’ve been working on this for just over a month, and due to the rush to implement numerous features and small details, I haven’t had much time to balance everything properly.

Thank you so much.

I have never before played a game where I rotate with the QE but move using the mouse button.

Very...unique, but feels somewhat shallow.

The game looks very cool, i like the isometric perspective and the movement feels nice once I got used to it.
However it feels fundamentally incomplete

I tried replicating Diablo's loot grinding.

Thanks for leaving a comment!

I don't see much roguelike inspiration here—this feels more like a roguelite. Still, it looks cool and plays well, though it's overly difficult.

I enjoyed it, but the game presents itself as a twin-stick shooter, yet the controls feel awkward— you have to manually move into the direction you want to shoot, which is especially challenging in tight spaces with limited room to maneuver.

The game looks impressive, but the one-second delay between actions feels sluggish for a title like this. It would greatly benefit from more responsive controls. Additionally, please increase the resolution—playing at such a low resolution makes the game difficult to enjoy.

Great art direction and solid animation, but the gameplay feels inconsistent—such as the tendency to skip tiles when pressing movement keys—making precise control difficult. A more refined UX would greatly improve the experience.

To incomplete to properly evaluate. Feels like a really early build.

You did this in ONE WEEK?

That really doesnt help my self-esteem, lmao.

EXCEPTIONAL.

Not much else to add, a definitive contender to the best game in this jam.

This games has humbled me.

Very incomplete. This is clearly a VERY early build.
Keep working on it.

The graphics are outstanding, with smooth performance and impressive shadowcasting that really enhances the experience. However, the game feels quite challenging to play, and the absence of a visible minimap makes navigating the dungeon difficult.

Keep working on it, this has the makings of a fun indie game for sure.

You got the basics right, but it feels unpolished and incomplete.

I hope you keep working on it, though.

I'll be honest— I didn't enjoy the gameplay at all. While the game has significant depth, it simply wasn't for me.

Very creative twist on Rogue, but feels incomplete.

You've got the basics down—but only just. This feels like a very early build of a cool game.

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This is EXCEPTIONAL from a technical standpoint,  it puts my own game to shame in that department.

However it lacks depth and could use more gameplay elements/variety.

Good art direction, but could use clearer instructions on what I'm supposed to do. Also, I can't equip the axe, and pressing space teleports me to the tree. I like wow it looks.

Certainly! I will play again, taking into account your explanation and update my review accordingly.

Exceptional submission, strong art direction, good sound and good controls. The game feels snappy and quick to learn.

4/5

I will have to be a bit harsh here, im sorry.

I couldn't figure out how to play the game. When I select the warrior, it actually selects the mage, and vice versa. The mage and archer attacks seem to be non-functional, and I couldn't determine how to damage enemies—projectiles appear to hit but have no effect. Additionally, the warrior cannot attack at all (or I couldn’t figure out how to). There are no instructions provided.

The idea looks interesting, but without better interface and UX, I can't really say.

Interesting concept, excellent art direction, but no sound. It looks very cool, though the gameplay is somewhat nauseating due to the camera delay—there's a noticeable lag between the player's movement and the camera's adjustment, which can cause discomfort. That said, with further polish, it could become a great game.

This is a genuinely good concept for a game. The mechanics feel a bit unintuitive at the start, but there is a very helpful tutorial to help the player along. Could use a bit more sound, though.

I think this will be a really fun game once it gets more polish.

I like it. 3.5/5

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I genuinely believe there's a good game hidden beneath the surface here. The core concept is interesting—finding all the letters and then figuring out the password. However, the execution falls short. A dungeon floor  5 letters, which creates a significant problem:

- 120 possible permutations for a 5-letter sequence

The real issue is the absence of any hint system to guide players toward the correct sequence. Perhaps it could have been designed like a hangman game, where correctly placed letters are confirmed with feedback such as "this letter is in the correct position!" With more polish and thoughtful design refinements, this could evolve into a truly engaging game. 2/5