Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
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) — 1 day, 58 minutes before the deadline
Add to collection

Play Démo

Kritter's itch.io page

Results

CriteriaRankScore*Raw Score
Art / Graphics#114.5004.500
Overall Fun#184.2504.250
Sound/Music#204.1254.125
Controls / UI#234.0004.000

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

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

I played this game on stream: https://www.twitch.tv/videos/1832466938?t=01h34m13s

I'd played this game in the last Feedback Quest, and I think this version is much better!

I had fun, and almost killed the first boss multiple times (got really close once).

One thing that definitely stood out: the game is a LOT more vulgar that I'd thought. When Mike was talking, he starting cussing, a LOT. I'm glad I was wearing headphones since I wouldn't want my kid to hear that.. considering the graphics of the game and the overall feel, this was incredibly surprising. Maybe have a way to toggle vulgarities, and/or censor the sounds/text in the options? I also noticed that the player would say "damn it" during the game quite a bit, which is not as vulgar.. but something I'd also prefer my kid didn't hear from a game.

I think I encountered a few bugs in the game: when I was playing the hunter, after each level, I didn't get a level-up gem selection thing, compared to when I was playing the defender. Also, at one point, the portals didn't close after each level, and the progress bar on the top wasn't progressing even though new waves were spawning.

The difficulty of the first 2 levels are great, but I think the first boss fight might be a little too hard? I tried that level a number of times, but never managed to kill the boss, even after purchasing upgrades. I can imagine a player getting frustrated at that point, so maybe tweak the difficulty of the boss fight down a bit for that level? I can't speak to the other levels since I didn't get that far.

Regarding the upgrades, one possibility is to allow players to refund their purchases. I spent 45 red gems on unlocking the Hunter, but when I'm playing the Defender, it feels like the 45 gems were wasted. While gems aren't that difficult to earn in-game, it would have been nice for me to "respec" my options.

I really loved the banter that Mike would have in between games. It adds a ton to the lore and feel of the game. I think the game would feel very different without Mike's character, so keep it up (except maybe less vulgar :)

(+1)

I am going through all submissions to make all developers aware of an important Google form I've made.

I'm joining the IQ folks to help organize smaller events in between the main FQ event in order to help prevent us from getting too many games in main events. Right now, I have a planned structure for these events but I would like to hear from everyone who was in this event in order to tune things better. The survey is a bit long, but it covers as much as I could think of. If you can take the time to do the survey by June 1st, I would immensely appreciate it!

You can find the form here: https://forms.gle/P9LPYwERhJtpZzteA

Developer(+1)

I'll do it asap 😉

Submitted(+1)

I really enjoyed this! Love the artwork and combat seems pretty solid, with the exception of a few weapons. I also love the little skill tree at the lab between plays so you can upgrade and get better each time. Feedback below:

THE GOOD:

1. Cute artwork and love, love, LOVE that we can customize our robot!

2. Sound effects match all the actions, and it never felt too quiet.

3. Skill tree! Plus the MARK shop was a nice feature!

4. I love the voice acting and MARK's humor, but the option to turn him off is a nice feature, as well.

5. Love that you have multiple buttons to fire and use skills. ABXY plus Right-Thumbstick and L/R Bumpers. Control options are nice!

FEEDBACK:

1. It would be nice to skip the preparation phase and let the next wave start.

2. The gun doesn't appear to hit enemies from a distance. Only if I'm right on top of them. Isn't this supposed to be a ranged weapon? Or is it more melee?

3. Flamethrower is nice, but it felt like enemies needed to be closer. The end of the flame hit them and did not damage. Either the hitboxes are off... or maybe the animation needs shortened? That part threw me off.

Other than that... I really enjoyed the game! Very well done. I'll keep an eye on this one :-)

Developer(+1)

Hello GrayBardGaming !
Thank you so much for your comment !

Your first feedback point :  we thought about it A LOT. Should we be able to skip the time between the wave ?
At first the game was just fighting wave after wave and we triggered them. But it felt a bit "claustrophobic" just turning around M.ark fighting.
So we came out with the idea of deckbuilding with ennemies camps around so we created a whole map. And we added a timing to explore before the next wave comes.
But now, it is very difficult to find the right balance between exploration and fun. Short timing, or long timing ? Should we be able to skip it if we don't need the exploration ? Thank your for your feedback we will decide something out of that.
We corrected the lenght of the flamethrower !
The gun actually fires from quite far... no ? The projectile does disapear after 30 meters but it is not meleeish ? Maybe we will add a bit of range then.

thank you again !


Submitted(+1)

The gun fires far, but for some reason the bullets didn't appear to connect until the enemy was right on top of me... unless that was a skill thing, and I just sucked LOL It may have been me, but it looked like I was hitting enemies from a distance, and it was going right through them. Not sure. I loved the flame thrower, though. Really enjoyed your game!

(+1)

https://www.twitch.tv/videos/1822735756

Gameplay and core combat mechanics feel good. The art style is the same theme throughout all your assets which is really great. Enemies have animation, death vfx, sounds. Really fun for a tower defense game with roguelite elements! 

Controls/UI needs a little work. It looks setup for an xbox controller but my input was for M&K. Controls said the first ability was A but it was actually Q on the keyboard. 

A pop hint on how to access the shop once it's purchased is recommended. 

May want to tone down robot voice just a little bit. Headphones users may get bad feedback from the bass/reverb coming from the voice. 

Encountered a bug that prevented camps from spawning or accessibility to the shop while during the cooldown period between each wave. Only happened once though and it didn't break the game. Could have been worse! =p

Developer

Hello GameCrushGamer !

Thank you for your feedback !! Yeah we definitely need to polish the UI of the controls. And since we're french, our Keyboard is AZERTY not QWERTY, we need to take it in consideration haha !!

Very good idea the pop hint when unlocking the shop. Or maybe M.ark talking with some sort of "Talking UI" coming from him... But yeah, definitely !!

You are saying the voice is like too "deep" ? Right ? I should maybe cut some of the bass out ?
That bug is a new one for us haha no camps, no shop... ok...? Haha we are going to try to make it happen again and hunt it down.

(+1)

Yeah the bug happened during my stream on the VOD! I actually just ran into the AZERTY and QWERTY keyboards with another dev! I think one of the best ways to fix that is having players select their language at the start and the keyboard inputs will change depending on language. Also, bullets and skills don't go through Mark's bubble shield. I think allowing our projectiles to go through the shield would be nice so that our mortar skill didn't feel like a waste if it happened to hit the shield instead of the enemies.

Submitted(+1)

Hey, glad to see you here again!

I played the latest version, here are some thoughts:

  • Melee fighter is good in terms of damage, but as soon as artillery starts spawning - he does not have enough mobility to handle it in time. Even if all enemies had 1 hp, he won't be able to get to everyone in time
  •  I spend more time trying to reach POIs then I am fighting for rewards. The timer is prety harsh an applies a lot of pressure, but the time is mostly spent on movement. I can barely get to an enemy camp when the next wave is announced. 
  • Melee fighter's Jump ability has a fixed range, and it's not very obvious where I am going to land if I use it on enemies that are not in a melee range. I would like use this ability to catch up to distant foes, but he ability does not help me with this - I feel like the most effective way of using it is just short-range AoE
  • Using both mouse buttons at the same time breaks aiming (As a ranged unit, using a bomb withouy getting a finger off main weapon)
  • Missing texture on engineer's arm
  • Missing icon on the notification about the picked up key (square thingy that drops from bosses)
  • Engineer's Flamethrower effective range seems to be shorter than its VFX
  • I thoroughly enjoyed playing an Engineer, turret starts OK but seems to be very OP after some upgrades.

Hope that helps! Keep up the good work, and good luck to you!

Developer(+1)

Hello Servelat !! Good to see you again !
Thank you so much for your detailed feedback !! So cool !!
We are currently working on some features to diminish the time lost in movement / travels. Like teleportation points to get back to the base or maybe a little buggy to go and explore fast.
The timer is harsh, yes, but making it longer is kinda boring waiting for the wave to come. So we think about cutting the back and forth with some tips like that.
We corrected the bug using the two button of the mouse at the same time and the missing texture, thank's for noticing.

Your review was (once again) very helpful, I will finally have some time this week end to try the games from this jam, I can't wait to see what the Crabs have become ! Cheers !!

Submitted(+1)

It's a solid base, but it has a few things that irck me.

The art is pretty good, but the enemies are kinda generic and a little washed out? The green slimes don't really pop much from the enviroment and most of the designs feel like they need a little bit more polish.

Mark is a really good idea, but I would really like a middle ground between "never shuts up" mark and silent mark, maybe make him not talk during the waves and only during exploration phase? or only make him throw a line when a wave starts and when it ends.

The gameplay is pretty solid, nothing to complain there.

Music and sound need work, because some of the sounds are way louder than each other.

Not bad, prettty good, but has some big issues that prevent it from reaching its high.

Developer(+1)

Thank you for this honest feedback :)
You are pointing at interesting topics.

I understand what you say about Mark. Actually, after a few runs, he doesn't talk at all during waves but it may be a problem for the first ones.

We are mostly focusing on gameplay so I'm glad you have nothing to complain here :D

(+1)

This is a blast. It's crazy how you improved the game in just two months. I tested it at the feedback quest in March and this is a whole new deal. 

Now the only thing I can think of to go further would be adding affixes and boons to the deck building part of the game.  So that every game feels really different. 

Great great work here!! 

Developer

Thank you so much for the feedback!
Indeed we worked hard to improve our last version by using all of the amazing feedbacks we received during the previous Feedback Quest.

Adding traits and affixes are clearly in our ToDo list. Maybe you'll be able to try them for the next FQ ;)

Deleted 93 days ago
Developer(+1)

Thanks mate for this very detailed feedback!

Some points are currently in developpment and well known (1 / 2 / 4 / 5 / 7)

About point number 3, do you think that the crystals should be pickable from a greater distance ? Or do you think that the dropped rewards should be automatically picked like the crystals ? Or both ?

Point number 6 is a real problem. I have to look for this one deeper. Did this bug happened during a run or inside the ship?

Point number 8 is a dream I will do my best to pursue. I want way more things to be destroyable :D

Deleted 93 days ago
Developer(+1)

You'll be happy to know that your 6 first points were fixed for the demo we will launch on steam next week ;)
Well among other things, I have a patch note with more than 70 entries.

 
7 and 8 are in my "improvements todo list" :D