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Kryptonoma

6
Posts
A member registered Jun 13, 2021

Recent community posts

I feel this is the perfect example of a good idea being held back by rough execution.

The choice between taking on another, more difficult fight in return for a better upgrade is a good take on risk vs. reward. It's also a refreshing take on the theme and fits nicely with the roguelike genre.

However, there is no indicator for where enemies spawn, nor does it seem to be affected by the player's position. As such, it is possible for them to spawn right next to you. One of my attempts ended suddenly when I ran into a newly spawned enemy and died before I could even react. There is also a weirdness with when a round ends; sometimes the fight would be considered "won" despite an enemy still standing. Since you attack by clicking, this can further lead to accidently clicking "Loop" and taking on a fight you're not equipped to handle.

There are other things that could be improved upon as well, e.g. adding music and sfx, balancing, a main menu, etc., but those clearly had to be cut due to time constraints.

I genuinely want to enjoy this game and if you update in the future, I will gladly check it out again, but I feel I cannot enjoy it as things stand.

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This is incredibly smooth and looks amazing. A great showing for a 48 hour project! The gods may be demanding, but the work is rewarding

I really enjoyed this! Especially the dialogue. I was sad when it was over :_)

The art is beautiful and the sound design is immersive. I especially adore the whale's cry when you feed it. However, the gameplay felt more like grinding and constantly spamming right-click got tiring fast. I also couldn't figure out what the upgrade for the fishing rod even did

Fun game! I was vibing to the music. However, a way to look around more would probably help as it can be difficult to see what's ahead, e.g. jumping down into a pit and not even seeing the spikes before they hit me.