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Krypteia (demo)

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Krypteia is a randomly generated action platformer shootemup with heavy Rogue-like elements. Following unnamed space explorer on his adventure through an alien planet.

Basic gameplay functionality, random level generation, 2 enemy types and boss, foliage and lighting system.

When Krypteia is fully developed it will have randomly generated levels and encounters and is going to feature extensive weapon system with dozens of weapon and item variations.

Roasts

LastDeadMouse50 3 years ago

Game Graphics Controls
Pros:
* Great atmosphere! The graphics & sound work really well together to create a creepy, otherworldly environment!
* Fun concept! Reminds me of a cross between Metroid & Turrican
* Controller support is appreciated! (Played with PC XBox controller)
* Nice touches with the environment like the swinging foliage.

Cons:
* The controls themselves for moving are fine but aiming is tough because the crosshair is snapping to 45 degree increments. It would feel nicer if the reticule could maybe rotate around your character as you aim the stick so you could shoot at angles in-between. (Supporting aiming with the right-stick like a twin-stick shooter might work too.)
* The collisions with enemies and the environment would sometimes send my character flying and the screen scrolling is tightly anchored to the player so the camera tracking can be very jarring sometimes. Maybe add a little bit of an elastic leash to the camera so it wants to follow the user always but has to move to the player's position over time, that way you get smoother scrolling if the character's position changes quite suddenly over a short span of time.
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Virpoja 3 years ago

Thank you for your feedback. Extremely good points and fair criticisms. I`ll see what I can do with next updates.

Thanks again!
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Virpoja 3 years ago

Made the improvements You suggested. Tweaked the camera and added aiming with right analog stick as well. It works great but is only really usable when standing still since when you are moving the move direction overrides the analog aiming. Have to do some more testing to decide witch method should be dominant.

Again, thank you for your great feedback and keep on gamedeving!
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PseudoFanboy 3 years ago

Game Graphics Physics
The width of the player's collision box makes jumping in narrow areas difficult, as does its height when trying not to bump your head on a corner and miss the jump you were aiming for.
The physics of accelerating isn't kind to jumping either, and makes platforming a little hard in general. Taking a moment to line up a jump is very counterproductive as when you jump while moving, the rate of acceleration is too low to reach many platforms that wouldn't be all that hard in most other games.

The enemy AI is pretty basic which is to be expected in early stages, it's just that when combined with how most enemies are just a tiny bit elevated the only tactic to beat them is jump and shoot, jump and shoot, repeat 'til dead. The AI isn't a problem at this point but yeah when they only spawn on ledges/platforms too small to share the space with and distance tactics are your only option, it's very same-y.

The aesthetic is great, and the plants and light/particle effects are beautiful. The enemies and protag only look out of place because they're not as pixel-rich as the rest of the world, which is likely on the to-do list to improve anyway. Procedurally-generated roguelite Metroidvania feels like a good time!
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Virpoja 3 years ago

Thank you so much for your excellent and productive feedback! I will look in to these pointers next time I update player controls. Just to clarify one thing you can kill enemies without jump shooting by locking player avatar in place and aiming when stationary. ("A" pressed on keyboard & trigger with gamepad) But I still get what you mean and I will take a look at that too.

Thanks again & merry Christmas!
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