Comments (11)
Cool game!
As Usual Gameplay from Z9ZGAMES Channel!!
With All Thanks to the Creator of the Game!!
Dead?
LAAAAGS...
Wow! Looks cool!
Cirrata is a rogue-lite, metroidvania inspired, action-platformer.
You play as a red panda named Kier. Cirrata will bring together aspects from beloved games like Dead Cells, Castlevania SotN, and Risk of Rain. All in new ways unique to Cirrata.
You were once a chef. You are armed with your always dependable chef knife. You will come across many other chef tools to aid you in battle. All with their own destructive three tiers of attack.
Search for provisions and fuel for the fires in the kitchen. Supply the chefs with this and be rewarded with the nourishment needed to fight. Each meal has its own unique effect on you. Combine these abilities in your own way to overcome large scale encounters and acquire unique weapons and loot.
Gameplay:
- Find a bar run by frogs and use it as a central hub for your adventures. This bar will grow with you as you increase in power.
- Collect ingredients as you explore and fight enemies. Use this to supply the kitchen for new items or as currency to buy back previously discovered food items.
- Combine different powers from consuming different foods (up to 5 at a time) either found in the world or created for you by chefs.
- Find and collect many different chef tools to use as a secondary weapon. Each with 3 levels of attack: Regular, Enhanced and Ultimate.
- Defeat elites, mini-bosses, and large scale bosses to gain abilities, new weapons and ultimately become stronger.
Planned to come to early access in 2025. Please wish-list on STEAM to support the development of Cirrata!
If you would like to help the development of the game please take this short survey after you play. It helps immensely!
https://docs.google.com/forms/d/e/1FAIpQLSfYMKZpLVQiN1OCvYk-PZRd99UXS4WN6WLrqdaQOa9CqaHpuA/viewform
https://www.youtube.com/watch?v=wREOBGGKPt0
Optimizing systems to prevent slowdown and stutters. My code needed some reworking after a lot of research on optimizing. Mostly finished. New particle system FX here as well as reworked jump through collisions.