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A jam submission

KritterView game page

Fight, evolve and gradually repair the wreckage of your ship in this Co-op Roguelite Action game.
Submitted by LJF Games (@ljf_games) — 4 days, 11 hours before the deadline
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Play Démo

Kritter's itch.io page

Results

CriteriaRankScore*Raw Score
Art#14.6254.625
Sound/Music#33.8753.875
Overall Fun#44.1254.125
UI#53.8753.875

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(+1)

Hi I was one of the streamers in the Feedback Quest. The VOD is up of me playing the game.

The game is super interesting and so far very entertaining. With the first issue I had being that the initial starting text was too fast. I couldn't go at my own pace so I kinda got lost. The game also could use more music tracks or stronger music scores to really give immersion. There's also a need for optimization to make the game smoother and also to give it more indicators as I wasn't aware the HP of the base was so low till much later. Just a bunch of small things.

The game so far has been amazing, I love it. Its funny. The French dialogue just makes it better.

Please keep up the good work! Merci 

Developer(+1)

Thank you so much for trying Kritter ! Could you link your VOD in the comments ? That would be awesome!

Really interesting feedback about text speed, that something we may have to consider in the settings.

As you noticed, the game has not been optimized at all for now/ There is a lot of room for improvement here.

I have to agree with you, the player HUD doesn't give enough information about the ship being attacked, I have to find some UI VFX and SFX to improve this.

Thanks again for playing Kritter and giving us feedback. Thanks for streaming it, for your kind words and your support, that's just good energy we will convert into good work :D

(+1)

Hi! Here's the VOD https://www.twitch.tv/videos/1775188700 

Please keep up the good work! I loved the game and so did my Chat. I hope to see the finished game soon. 

(+1)

Hello! I was one of the streamers who took part in Feedback Quest, and I'm here to leave some comments I had while playing.

To start, this was one of the funnest games I played. I actually really enjoyed it, and I do intend to try its multiplayer function in the future to see how that works out. That said, there are obviously some things I noticed.

To start, when I changed the language settings to English, labels in the Sound settings were not changed. I also noticed that items that are intended to heal instead say "max health" as if they increase max health, but they only heal. I assume this is a translation error as well.

I like the fact that the player can mute Mark; it shows that you understand that Mark can sometimes be annoying. What I wish was that this mute stayed on between attempts.

I felt like some enemies kill the Kritter or Mark too fast. The long range enemies that only attack Mark are a prime example (which also don't have their attacks stopped if I kill them just as they're firing).

I look forward to more from Kritter. :D

Developer(+1)

First, let me thank your for participating in the Feedback Fest by streaming the games.
This is a HUGE help for us indie GameDevs !

Thank you as well for the review. I'm really glad you enjoyed this proto demo.
I will definitely come back to you when the multiplayer will be ready :)

I took note of all the issues you faced to fix them quickly.
Some of them need some more features but I totally agree with you!
For example about the long distance shooters, we thought about it and would like to make them attack only the player with a marker on the ground so you could avoid the projectile.

About muting Mark, we feel like we should make the player "go" to a module to talk to mark instead of having Mark talking to you right away, what do you think about it?

Thanks again for the part you played in the Fest and for trying Kritter :)

(+1)

I think that idea for Mark would be fantastic, since it'd be the player choosing to engage with him. I also do like the idea for the long distance shooters. :D

I look forward to seeing more of Kritter in the future! :D

Submitted(+2)

Nice game. The graphics look are very good. It's not my style of game but I had a good time experimenting it! Congrats

Developer

Thank you for the feedback and for playing Kritter despite a lack of interest for this style of game :)

Submitted (2 edits) (+1)

I liked the humor of the game!

I only played single-player, so the multiplayer experience may be different. I found it hard to go out to explore before the next wave came to destroy the base. Maybe having some sort of teleport for single-player mode would be nice?

The upgrades I got in the game seemed lackluster, possibly because I didn't get far enough (only made it to wave 3). I really wanted to try other weapons but didn't get a chance to :)

One minor complaint is the camera. Somehow when I was moving around, the camera would rotate a bit, and I'm easily prone to motion sickness and that swaying did not help.

Overall, this game was fun, and I loved loved loved the trailer. I look forward to playing it again in the future!

Developer(+1)

Hello Atas Fun ! 
That is very pleasant to read ! For now the game is only voice acted in French, but we are recording an English version for the next update ! This will convey the humor even better for English speakers !
Yes, the imperfections you've noticed are very true. We are currently working on simplifying the two loose conditions. (the ship and the Kritter) We will also add a timer to announce the future enemy wave. And the idea of a teleport will come in a further update, with other "buildings" currently not available in the game !
However this is the first time we read about that tiny rotation of the camera but this is really interesting. Maybe when we update our "settings" panel this will be something you can tick or not !

Thank you so much for your post, your time and your kind words !

(+1)

Hello les gars !

(Désolé pour le com en français)

Mais tout d'abord bravo ! 

C'est incroyable de découvrir les nouveautés que vous avez ajouté au jeu, de voir à quel point il avance et d'imaginer le taff que vous avez du faire derrière !

Le jeu est archi cool, le gameplay est stylé, les petites pointes d'humour de l'ami M.Ark sont bien sympathiques et les ajouts des musiques rock western sur l'ouverture de coffre sont mega classes ! On en veut plus ! 

Le nouveau lobby à l'intérieur du vaisseau est beau et bien foutu, l'ajout des camps en dehors de la zone principale ajoute un énorme plus, l'arbre de compétence revu est bien plus intuitif.

Bref, c'est ultra stylé de voir ce que vous avez réussi à faire en si peu de temps ! J'ai hâte de voir la suite !!


Bon et après tous ces compliments, j'ai quand même fais une petite review des points qui étaient, ou bloquants, ou à revoir, ou à équilibrer selon mon humble avis de gamer.

J'ai essayé de détailler au mieux ce que j'ai pu voir sur une session de jeu de +/- 6h, en solo et avec comme classe principale le traqueur.


BUGS MAJEURS :

- Bug ingame apparu plusieurs fois : boutique qui ne se ferme pas avec touche Esc -> touches qui ne fonctionnent plus correctement suite à ça

- Bug apparu une fois : après avoir quitté, relancé une partie -> la caméra est bloquée sur le vaisseau + les touches sont passées au format manette et se sont inversées 

Ce bug est apparu uniquement ingame, si l'on revient au menu principal -> retour à la normale

Si on relance une partie sans fermer le jeu complet -> retour du bug dans la partie

- Bug dans l'arbre de talents : au bout d'un certain palier -> le jeu remet le prix à 15 cristaux et impossible d'améliorer 

Quand on quitte et relance le jeu -> les cristaux accumulés ont été interférés avec le prix des améliorations


BUGS MINEURS :

- Bug apparu plusieurs fois : Ca arrive fréquemment qu'avec le dash on traverse des rochers

- Bug apparu plusieurs fois : Sur le coffre du camp avec les moustiques -> une fois que tous les mobs sont morts, le coffre ne s'ouvre pas  

- Bug apparu une fois : Pas sûr que se soit un bug mais au moment de la vague avec les dragons, le temps entre la vague précédente et celle-ci était très (très) long !

- Bugs des dialogues :

- Bug apparu une fois : Quand on clique sur Esc pour mettre le jeu en pause dans le lobby, le jeu continue, le son se coupe puis reprend 

- Bug apparu plusieurs fois : Bugs d'affichage des sous titres par rapport au vocal (parfois manquant, parfois avec erreur code)

- Bug apparu une fois : Plusieurs lignes de dialogues qui pop en meme temps

- Bug apparu une fois : Après avoir cliqué sur le bouton "mute M.Ark" -> pas de sous titre pendant le speech de M.Ark

- Bug apparu plusieurs fois : Quand on clique sur le bouton mute mark pendant un autre dialogue, les sous titres continuent quand même alors que le son est coupé

- Bug apparu plusieurs fois : Quand on lance une partie pendant un dialogue, les sous titres et le dialogue continuent pendant le temps de chargement de la game


AMELIORATIONS POSSIBLES ?

- Problème luminosité cycle jour / nuit : pendant la nuit totale je trouve qu'on voit quasi rien

- Pas de timer durant la phase entre les vagues, c'est dur de pouvoir anticiper le farming des camps

Mettre un timer même si le temps est aléatoire permettrait d'anticiper sur les zones à farmer / explorer

- Le radar fonctionne sur les failles qui font pop les monstres et non sur les monstres eux-mêmes

- Le dialogue avec M.Ark où il se présente arrive à la deuxième ou troisième game -> il devrait être dès le début ?

- Une fois qu'on arrive sur le menu de sélection de la classe, impossible de revenir dans le lobby

- "Choose rewards" dans les choix de bonus de fin de vague sur la version française

- "Go back" dans l'arbre de compétence sur la version française

- Dans l'arbre de compétence, ajouter un bonus aimant qui permettrait d'augmenter le rayon de ramassage des cristaux ingame ?

- Le décor est moins beau une fois qu'on traverse la rivière 


EQUILIBRAGE :

- Les bombardiers sont vraiment cheatés, on est obligés de se prendre au moins un coup avant de les tuer 

- Dans l'arbre de talents :

- Les 3 kits de résurrection disponibles dès le début du jeu -> il faudrait en laisser un et placer les autres plus loin dans l'arbre ?

Le kit de résurrection qui res mais qui n'arrête pas le temps et laisse les mobs continuer d'attaquer -> sur les grosses vagues on est limite dead quoiqu'il arrive du coup 

- La classe ingénieur qui est trop loin dans l'arbre de compétence -> on se retrouve à privilégier la classe traqueur qui est bien plus facile à jouer que défenseur


Et voilà pour les retours, j'espère qu'ils vont vous aider pour la suite !

Hâte de tester les prochaines versions ! 

Developer

Aaaaahhh un commentaire en français !!
Ne t'excuse pas ça fait plaisir de pouvoir répondre dans notre langue haha.
Ton feedback est absolument incroyable de détail. C'est quasiment une todo list à lui tout seul. 
J'ai pas grand chose à dire, tout ce que tu as dit est vrai et certaines de tes idées sur l'équilibrage, nous n'y avions pas pensé avant de te lire donc : merci merci merci !!

Submitted(+1)

Music is awesome, very fun game and well polished, you did a great job!

Developer

Thank you so much for your post JaredLevi, it means a lot !!

Deleted post
Developer

Hello Paladin Ecko ! 
Thank you for your post, this is weird...? Normally, after your first death, tutorial continues, the voice tells you to go and interact with the heart ( with E ). Once you purchased a perk, after the lore ends, normally it unlocks the exit and the tutorial is over. 

Did you try to buy a perk interacting with the heart ?

Deleted post
Developer (3 edits)

Okay I see !! This is really interesting. The "normal way" is, once you exit, your character is supposed to spawn on top of the ship. Outdoor. A first wave of ennemies comes, they don't do any damage and you get a reward from them, 10 red crystals when you kill them. So that normally you can't be stuck once you get back in the ship when you die.
My guess is that maybe, your character did NOT spawn at the center of the map and all this never happened. You are supposed to be around the ship, surrounded by some sort of river. But sometimes, the game makes you spawn at weird places. Maybe you had that bad luck happening in the tutorial and so... You're stuck haha damn ! If you have details on how you died so that we can investigate and resolve that bug, don't hesitate !! :)

Deleted post
Developer (1 edit) (+1)

Alriiiiight I see !!  Thank you so much for this ! You seem to end the game with 16 crystals. Which is enough to buy any perk. (first perk costs 10)
One is orange as soon as you open "The heart". So you actually DID buy a perk. But it did it immediately, and the game did not understand you bought it. You seem to play with a controller, maybe it's a controller issue. We are going to resolve that because yeah... That's hard, after that you're stuck forever. Kind of a big one there !! 

Deleted post
Submitted(+1)

I enjoyed playing it! The game loop is fun and easy to understand, apart from a couple of minor frustrations.

  • Wrong hotkey indication on QWERTY (I see "A", but the ability is used on "Q")
  • Parkour encounter (the one with the wooden ladders & platforms) is slightly tricky since it requires pressing both direction keys at the same time. Could be intended
  • Artillery enemies seems to do a ton of damage and are pretty hard to prevent - even if you have the radar
  • Since there are two loose conditions (core destroyed / character destroyed) - it is sometimes hard to keep track of both. I could use "low health" indication that would bring my attention to the one that is in most danger. Maybe it's there, but I haven't noticed.
  • Opening show when the wave ends leaves shop menu being stuck
  • There is no indication that a new enemy will spawn when clearing the camp, and they attack right away as soon as they are spawned, giving no time to react
  • Some enemies are quite tricky to dodge (especially wasps or explosive grey thingies). There is a lot of situations where I as a player feel like I could've prevented te damage, but the dodge window is either very small or nonexistent, and there is no attack telegraphing

Good luck with this game! It is quite promising!

Developer(+1)

Hello Servelat ! Thank you so much for your review ! It confirms some of our doubts and add some interesting things to improve. I couldn't agree more about the confusion between the two loose conditions. It lacks feedback when M.ark gets attacked / is in danger or something like that. Very true too what you said about the camps, we are currently discussing with Bigz to improve them. 

So cool to see that you battled the Artillery units, you almost reached the boss then !! :P
Today, I'm not at home and can only use my Mac on the move, but I can't wait to try Crab Raid Tactics tommorow !
Have a nice day !!

Submitted

I actually did beat the boss, although my screen was covered by the shop menu at that time :D! Fully upgraded main weapon did its job, it's quite satisfying to use (did it as a ranged unit, the one that has a gun and deploys mines)! 

Developer

Ahahah excellent !! We never had that bug before but we will investigate and terminate it !!