"Cryptark is a 2D roguelike shooter that challenges players with boarding and neutralizing procedurally generated alien starships to earn income for their Privateering enterprise. Purchase improved equipment and weapons to tackle more dangerous targets, but be cautious as failure will result in a loss of investment and profit. The decaying alien arks will defend themselves from intruders with a wide arsenal of cyborg monstrosities, robotics, and security systems, all obstacles that must be surpassed to achieve victory, the destruction of the ship’s central System Core. - Complex, procedurally generated alien space-hulks to board and defeat. - Challenging, re-playable campaign that tests your strategy and tactics. - Over 60 weapons and items, including frag-cannons, tractor-beams, flamethrowers and nukes. - High-score leader boards to rank your skills. - Fully lip-synced voice acting brings your fellow shipmates to life. - Blood-pumping soundtrack perfect for intense firefights."
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And so wake me up inside, bcuz I sleep. It's not really the best game out there, it does its job but it's minimum wage. There are a few weapons of Mass Destruction and a few enemies of la muerte pero no tenemos mucho stuff to differentiate each run. There's Fog of War maps? And varying ways to not have the player go straight to the finish line, including a brain that teleports (insert skull emoji). We are not cutting corners, just dashing in hallways.
Btw idk about doin it solo, but playing with someone reveals just how cluttered the screen gets, at which point I don't even see what's happening, this is the real Fog of War. All that just to be cut loose by a basketballer sized toad. Can't I just book a voyage across this exceptionally empty galaxy? Would you grant me the honor of seeing a character worth a damn? Didn't think so.
the balance of numbers suggests you shouldn't be taking hits, yet the mission objectives invariably trigger uncontrollable chaos. it's hard to get through unscathed against the erratic enemy AI, the volume + speed of projectiles, and the random level layouts where it's easy to get cornered. limited and expensive ammo makes it preferable to avoid combat, but many levels are swarming with enemies and even create more as the mission goes on. healing is expensive, health pools are low, and iframes are short. the rewards and item costs need tuning; the bounties for optional objectives are often less cash than the raw value of the ammunition required to complete the objectives. there's not enough incentive to grind it out and master the bullet hell when failing the campaign means losing all the upgrades and options in the arsenal.
i'd love to see this tuned in one direction or another - towards a stealthier, fragile action that occasionally breaks out into chaos when alarms are tripped, or a more endurance-based run-and-gun to outlast pursuing swarms of enemies. as is, this sits at an unsatisfying middle ground.