krustallos
A downloadable game for Windows and macOS
You play as an automaton trying to escape a crystal cave you woke up in. Why are you here? What is this place? Begin your journey by escaping, and searching for the answers to these questions.
This a metroivania-like game inspired by Hollow Knight. The current abilities are jump, dash, double jump, and wall jump. Collect all the crystals in order to proceed through the door, and into the next room. Be careful, some rooms have obstacles that'll stall your progress. Pass through all the rooms to escape!
Controls:
Walk = A(left) D(right) | horizontal joystick
Jump = Space bar | Xbox A Button
Dash = Shift | Xbox X Button
DbJump = same as jump, but in the air
Wall Jump = Start by jumping on the wall (initiating slide), same button as jump once wall-sliding (Note: can slide slower by walking in the direction of the wall & can exit slide by walking opposite the wall)
Pause Menu = ESC| Xbox start (button7)
Inspirations:
Hollow Knight, Gris
The different levels of interconnected rooms. We also drew inspiration from the ability-unlocking feature based on levels completed.
Sounds:
Item Pickup: https://mixkit.co/free-sound-effects/coin/
InGame Background: https://pixabay.com/music/beats-password-infinity-123276/
InMenu Background: https://pixabay.com/music/synthwave-synthwave-80s-110045/
Dash: https://pixabay.com/sound-effects/jumping-1-6452/
Jump: https://pixabay.com/sound-effects/swing-whoosh-110410/
Attack: https://pixabay.com/sound-effects/whoosh-6316/
Slide: https://pixabay.com/sound-effects/snow-step-1-81064/
Walking: https://pixabay.com/sound-effects/sand-step-87182/
Death: https://pixabay.com/sound-effects/retro-video-game-death-95730/
Status | In development |
Platforms | Windows, macOS |
Authors | eukleides, ChristyLin, kora, nishma |
Genre | Platformer |
Development log
- Build FixesApr 10, 2023
- PostmortemApr 07, 2023
- Game Development Process and PlaytestingApr 07, 2023
Comments
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I really enjoyed playing this game. Although it is a bit difficult, I think that leaves a lot of room for skill expression, which I found to be rewarding once you finally master the necessary skills. I found the choice to restrict aerial movement to be an difficult hurdle to overcome, but I don't think it hinders any of the gameplay and simply sets a steeper learning curve, which is perfectly fine.
Ashley Liu: I love the player sprite's sketch aesthetic but I don't think it matches the rest of the world. The controls are also a little hard to get used to.
Remi Vaughan: The art style of the game is very pretty and ambitious, especially the player character. I like that you made sure to inform the player of the mechanics - this is something that I often forget about when making my own games until the very end, when I just add in something that doesn't really work as an afterthought lol. I think the next steps for this game would be to double down on the aesthetic and maybe even focus on the story; this seems like it would be a very chill story-focused game, if you wanted to take it in that direction
Anna Teng: I love the art style and the overall atmosphere of the game. I also love the idea that more mechanics are introduced as the player progresses, and I think that makes the game a lot more interesting. After playing it myself, I do agree with people's comments in class in regards to the controls, not being able to change direction after you started to jump does make the game slightly difficult and slightly unintuitive. but it is a small thing and the game as a whole is still really great.
Hah-Young Kim: I love how the game includes a UI at the beginning of each level to help players become familiar with the controls. I think it would be nice to include sprite animation for different states of the player like idle, walking, or jumping to make the game feel more polished. I also like how the current level restarts instead of having the game restart completely if you collide with the red stone/fire.
Roger: I like the progression system that helps the players familiarize themselves with the available movement abilities before the last level. The player animation from the concept art looks really dynamic and I wish it was in the game. The last level was a bit too difficult imo and i think adding a parallax effect for the background can make the level and character more stood out and make the player experience better.
Yuxuan Lin (Kerwin): Great progress since the last time. Sprites and UIs are included and the game is much more complete. However, the game is a little lack of animations. Hopefully, the player can have different movements when either walking, jumping, or dashing.
I really like the main character's swordsman look. Very elegant, while the shape and movement are very distinctive. But I feel that the character and the overall atmosphere of the game is not the best match, but I still like it.