
CiniCross is a dark fantasy roguelite where nonogram puzzles meet dungeon crawling. Solve increasingly complex puzzles, choose your path through a branching dungeon, and bend the rules using powerful artifacts. Each room is a puzzle. Each boss, a deadly challenge.
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About
CiniCross is a dark fantasy roguelite built around nonogram puzzles (also known as Griddlers).
Descend into a cursed dungeon where every puzzle solved brings you closer to powerful enemies, and greater rewards.
The deeper you go into the dungeon, the more complex the puzzles become.
Solve procedurally generated nonograms of various grid sizes from 5x5 to 20x20. Risk grows with depth, but so do the rewards.
Each floor offers multiple paths, all leading to a deadly boss.
Every boss has a unique power that forces you to adapt your strategy and rethink how you approach nonograms. Along the way, discover shops, campfires, and other locations to aid your journey.

Collect powerful artifacts and items that change how you play. Automatically fill columns, increase rewards, slow down time, and more.
Combine their effects to create devastating synergies during your run.
Every mistake, every wasted second comes at a cost.
Death is inevitable, but each run is a new opportunity. Start over, gather new treasures, refine your strategy, and manage your time carefully to go further than before.
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Engagement
Reviews
Themes across 73 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
日本語ありがとうございます!
This game's all about the timer, which is both the source of its novel fun early on and its biggest balancing issues later. Solving nonograms as fast and clean as possible to get better rewards for your run is pretty exciting to do, legacy knowledge to recognise which clues and their layouts guarantee certain patterns is aptly rewarded in this case. However, as you defeat each boss in a run, the rate at which your time runs out increases, scaling harder in higher difficulties as you'd expect. This timer scaling is the main issue the game has. The time you get from completing nonograms is *not* increased alongside this scaling, it is a purely negative influence on your run. After 2 bosses, your timer will often be over 2x regular speed which is simply not sustainable in any way, especially if you run into larger puzzles like 15x10s or larger (particularly on bosses, which have random assortments of boards you can't see ahead of time). The way to combat this is that, on floor 2 and onwards, there will always be a shop with fixed items that can reduce your time scaling, up to -1.0x on the most expensive item. You're effectively forced into saving several hundred for one of these anti-scaling items, the aforementioned -1.0x item costs 700. Keep in mind that this is in a game with an item system that often has you rolling for 1-2 items after each puzzle, each new roll doubling in cost, and each item that's decent-to-good costing 30-40. Other items that cost roughly 20 have effects like "5% to clear corners of any puzzle on starting". That's how weak most effects are, which wouldn't really be a problem... if you weren't reducing your chances to counter THE most difficult part of the game, which effectively becomes a run-ender if you don't have a great HP sacrifice item line-up. Of course, this isn't mentioning that items have a chance to be free which does help a good bit, but that's just not something you can really bank on. The timer just takes such a high priority in the economy that it disincentivizes engaging with the actual roguelite items, and if you deal with it well enough, it simply stops being an obstacle at all by being at or just above 0x speed: time-stop. Being at time-stop effectively removes all challenge because, well, the game is designed around being 'nonograms with timers'. Remove the timer and it snowballs into 'nonograms with a mountain of items that autosolves everything and makes you unbeatable'. TL;DR, the timer— the core difficulty— fluctuates between 'draining time much faster than you can reasonably solve puzzles and gain time' and 'non-existent'.
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Languages: English, French, German, Simplified Chinese, Polish, Japanese
Hours played at review time, across 74 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Ein sehr gelungener Genremix aus Nonogrammen und Roguelike. Ich habe nie zuvor Ruguelikes gespielt, weil die meisten eine unimmersive Top-Down-Ansicht haben und der Bildschirm schnell voll wird mit Effekten. CiniCross ist mir aber sofort ins Auge gesprungen und ich glaube, das ist das erste Mal, dass ich ein Spiel über die Entdeckungsliste gefunden und auf die Wunschliste gepackt habe. Das Lösen von Nonogrammen wird in vielerlei Hinsicht erschwert als auch erleichtert. Das Zeitlimit inkl. Multiplikator, die HP-Anzeige und die zahlreichen Bosse mit ihren besonderen Regeln erschweren es, während Artefakte, Gegenstände und Begleiter es erleichtern. Man macht sich auch Gedanken dazu, welche Upgrades/Pfade einen am besten weiterbringen. Ich hätte nicht gedacht, dass man Nonogramme neu erfinden könnte.
As someone with nearly 4000 hours on pictopix, the rogue-like elements are the perfect addition to nonogram puzzles for me, finally bringing an element of action to a usually very peaceful puzzle! Although the recent changes made it even more difficult, I think its part of the growing pains of any game thats still finding to find it footing. The developer clearly cares a lot about balance, and to keep the game from getting stale, which I whole-heartedly welcome. Also the gambling element for items is just so much fun. Also please add plinko as an additional element. Maybe as a level to reach during a run where you can throw an item into the plinko and either get an upgrade out of it, or nothing.
I really like the idea of this game, but there are definitely balance issues. I think it's worth sticking with though!
Was a rather interesting nonogram game, but after some update controls stoped working
全実績解除までプレイ。 論理パズル、特にノノグラムが好きなら楽しめるでしょう。 ただ、エンドレスモードなどで長く生き残ってプレイを続けると強くなりすぎてノノグラムをやっているという感じではなくなります。 4,5層くらいまでなら補助ありノノグラムという感じで楽しく無双できるますが、そうなると少しお値段に対して物足りないかな。 時間を潰したいならおすすめです。
Schöne Ergänzung von Nonogramm durch Gegenstände & Effekte mit Progression. Aus meiner Sicht aber nur für Leute, die bereits geübte Nonogramm Spieler sind und selbst für größere Felder "Strategien" zur Lösung haben. Ansonsten wird das mit dem Zeitdruck keine gute Erfahrung und eher nicht geeignet, um das Spiel überhaupt zu lernen. Gerade auf den höheren Schwierigkeitsgraden (wobei man die erst nach und nach durchs Spielen freischaltet). Am meisten hat mich persönlich der Look vom Spiel gestört. Ich spiele einige Nonogramm Titel auf dem Handy, um Wartezeiten zu überbrücken, die deutlich angenehmer für die Augen und vom Spielfeld besser "lesbar" sind. War für mich jedenfalls mal eine neue Variation und ganz interessante Abwechslung, muss ich dann aber gleichzeitig auch nicht dauerhaft mit dem Zeitdruck haben - gerade bei großen Spielfeldern lasse ich mir lieber die Zeit für ein perfektes Ergebnis als Fehler zu akzeptieren, um das in der Zeit zu schaffen. Fehler sind hier grundsätzlich nämlich kein Problem (und einige Items helfen hierbei dann bei der Lösung), aber entspricht nicht meinem Spielstil für Nonogramme.
holy crap guys they made nonograms into a rougelike
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