
Koya Rift is a roguelike 2D shooter-platformer. Each run, the player is dropped off at the surface of a hostile planet and must venture into procedurally generated caves, earning upgrades and buying units as they progress. The difficulty is subtly tuned between runs automatically.
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About
Note: Koya Rift is not in active development. It first released in 2011, and was last updated in 2012.
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Koya Rift is a roguelike 2D shooter-platformer. Levels are procedurally generated, and the difficulty is tuned as you play, to make the game more difficult when you win, and easier when you lose. In Koya Rift, the player must enter a hostile planet and destroy an alien race so the planet can be colonized. Each run, the player is dropped off at the surface and must venture into procedurally generated caves, earning upgrades and buying units as they progress. The goal of the game is to provide a challenging, yet casual experience that’s easy to pick up and put down.
A game of Koya Rift is pretty straightforward – you find yourself above ground standing in front of one of the delivery pods from the mercenary mothership. Your minimap hides the area below ground – and you have no idea what awaits you. Below ground lies a web of tunnels and caverns that is different every single time you play. Procedural generation isn't just in the level – all of your enemies will seem different too. Their size, speed, color, health, damage, and weapon behavior will be unique for each one you fight. Your own weapons are generated the same way, so you must adapt to what you have when approaching a fight.
You have to venture down into the unfamiliar cave system and eliminate all of the Phantom Crystals (Where the enemy soldiers are grown). Unfortunately the Phantoms are hunting you the whole time, while their crystals evolve and grow. If you manage to destroy all the enemy crystals, you win the level.
Don’t get too proud though – if you beat it too easily the game will know and will be sure to adjust the difficulty for next time. Game difficulty in Koya Rift is complex – it’s not a simple modification to the amount of health you have, and it isn't a simple easy-normal-hard scale. Difficulty is modeled as a precise measurement that expands near-infinitely in either direction in this game. Difficulty adjustments affect almost everything in game – from the reaction speed of the Phantoms, to the speed at which they grow and evolve, to the cost of your allies, the experience they need to level up, the accuracy, size, fire rate, and density of your energy weapons, the rate of health recovery, the effects of special weapons, the size of the levels you play on, the health and damage of your enemies, the speed and fragility of your allies, the cash value of killing an opponent, the swiftness and force of enemy raids, and even more. There are so many values that change, and when they do change, they change with such subtlety that you will not be able to pick out exactly why this next game seems like more of a challenge for you than last.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Koya Rift очень посредственный инди-платформер, который впрочем и выполнен несколько посредственно. Мы робот, выбираем оружия и уничтожаем головы динозавров. Чтобы разблокировать сюжет нужно поиграть в довольно таки унылые уровни, да и компания ничего особо интересного не дает. Не рекомендую, разве что вам нравится абсолютно разные платформеры. reVote 4/10
Koya Rift is a 2D Action Platformer, with a big emphasis on random generation of both maps and weapons, as well as a scaling difficulty. While it has its heart on the right place, and does everything it says (on paper), its methods don't prove as effective. The main problem here is that all the random generation alters stats and numbers, but everything [i]feels[/i] the same. [b][u]Presentation[/u][/b] For the game's scope, I think it looks and sounds pretty good! Especially since it was made by only one person, and a musician. It won't blow your mind, but it's really solid. It's simple looking, but each weapon has a different color, creating some pretty great light effects. The fact that it's not low-res helps it quite a lot to stand out as well. The enemy design is my favourite part. While there's effectively only one design (with some changes between each type), it gives the game a lot of personality. The player character, allies and turrets also look pretty cool. It's more modern that you would expect from an indie game. The only problem with it is that, when there are many enemies and allies close to you, all shooting at each other at once, the game gets a bit frame-y, and the explosion obfuscate everything else. Your best bet is to just stand back, otherwise you'll be hit by a lot of hidden bullets. Everything is also [b]color-coded[/b]. From the enemies to the weapons, its color will determine its effects, like piercing, explosive-damage, life-steal, etc. This leads to the next aspect: interface. The interface is simple and functional, I like it. However, the loading screens and the way it teaches you these mechanics is a bit of a problem, to me. During the loading screens, you're presented with leaflet-esque presentations with the colors, story or enemies explained. While they're pretty neat, visually, it's still a screen with paragraphs of text, which is definitely not ideal to teach a game's mechanics. Regardless, I don't think it plays a huge part in actually playing it, and you'll learn what you need in the first battles. The [b]sound-effects[/b] were pretty standard, nothing noteworthy. Still, whenever an enemy died or you destroyed a crystal, a sound played, giving you good feedback. The [b]music[/b] wasn't bad at all, although it was a bit... generic, I guess. The musicians is clearly talented, so it would have been nice to have something a bit more unique. Also, it doesn't loop very well, and it's pretty short, so you're very likely to hear the wrong looping every level. [b][u]Structure & Mechanics' Overview[/u][/b] There are two modes: Battle and Campaign. The [b]campaign[/b] is basically progressively more difficult battles, with a progression system added to it. The [b]battles[/b] lose a lot for not having any progression. They take 5-10 minutes at most, so it's not like a Binding of Isaac, where there's progression in each battle. Not at all. You can pick a few power-ups, buy a few droids, but it's almost meaningless, since they're so short. However, these battles serve two purposes: as a [b]tutorial, and difficulty measurement[/b]. Before you unlock the campaign, you'll have to play a few battles, first. This is basically to teach you the general mechanics before jumping into it. Aside from that, it's seeing how well you do, and deciding the campaign's starting difficulty. I've done more battles than necessary, and finished the campaign 2 or 3 times, so you can see that it's very short. Let's now talk about the [b]weapons[/b]. As I've mentioned, there are specialized [b]effects[/b] that are color coded. These will basically determine what weapons you'll want to carry with you, for the different situations. Usually, I took one with slowing, one with life-steal, and one with explosive-damage. But there are some other choices, that I won't detail. Aside from these effects, and during the campaign, there are also [b]attributes[/b]. These include rate of fire, size, accuracy, and homing. There are 4 or 5 ranks to each, and the price for the upgrades increase the more you buy. You'll also be able to pick weapons in power-up form, that you can switch between, and also upgrade. These have a decent variety, because of the stats and effects combinations. However, the game has a tendency to overwhelm you with these. By the end, you can have 10+ weapons that you have no use for (1). The [b]enemies[/b] also have different weapons, with these characteristics. Also, some are faster, some are more deadly, tankier, etc. Visually, they have a similar base design (with differences in size and form), but you can generally distinguish well between them. In each battle, you start at your base, and then have to go underground to destroy every crystal and enemy. Your base, if not under attack, will heal you, and restore your energy. Energy depletes when you shoot. You can also buy [b]Droids[/b] and [b]Turrets[/b], in the base. These rank up, becoming more powerful as they kill enemies. Turrets are stationary, and just for base defense. Droids can go with you, or stay defending the base. Droids are basic units that will follow you around and shoot everything they see. They'll also be in front of your character, tanking the damage. If your character dies, you'll have to control a droid, and go underground to the place you died, and ressurect. You'll ressurect with as much energy and HP as you had (or, well, very little). This plays an important part about difficulty, which I'll talk about later (2). There's a bit issue with these droids, which is their path-finding. The maps are randomly generated in squares, with lots of intersections. Your allies VERY easily get stuck in those, and you'll have to manually do a dance to get them out. If you don't, they'll simply be reset back to base. This is really [b]annoying[/b]. In some levels, as you'll have to constantly go back and forth... The [b]power-ups[/b] are quite varied to. They include shields (for you or your minions), helper weapons, ranks, energy, etc. There's one particular power-up that's awesome: it's gives you the ability to basically [b]phase[/b] through the walls, slowly losing HP. This lets you go around enemies, escape more easily, etc., giving you more strategical choice. Unfortunately, there aren't that many situations where you can use it appropriately, and it's the only power-up with a cool ability. I think this is enough. Now, to talk about the 2 major points about this game, for me. [u][i]1.Weapons[/i][/u] They are indeed randomly generated, but there's one big problem: they all feel exactly the same. There isn't any mechanical quirk to any of the weapons, and every element is merely numerical. Faster rate, more damage, spread shot, etc. It's unfortunate. However, if they actually felt different (in a different game, I guess) it would be much more interesting. Perhaps an overheating laser, or a manually reloaded Shotgun, etc. Then, each type of weapon could have its own stats and progression. Just my 2 cents. In the end, they all feel the same weapon, in this game, which defeats the point of random generation, a bit. [u][i]2. Difficulty[/i][/u] While the procedural generation does what it promises, the game is still far too easy. I didn't have any issues, with the exception of the last campaign level, and because of a very specific reason. It's basically a big room with lots of huge enemies. If you die, you'll fall to the bottom. And then, getting yourself out is a pain in the ass, because you're bombarded from every direction... Aside from that, it's too easy, and you just need to be careful, with certain enemies. [b][u]Conclusion[/u][/b] This review may sound overly negative, but being critical doesn't mean I didn't enjoy the game! It's actually pretty good, [i]for what it is[/i]. Sure, it's limited and byte-sized, but it's a fun experiment, for a couple of hours. Recommended on a sale!
Why do I have to play a bunch of battles before the campaign? 5/5 pieces of poop.
Это самая лучшая игра в мире! -Интересный и красочный платформер! -Атмосферная и прекрасная музыка! -Низкая цена! -Отличная боевая система! Ставлю 10/10
Game takes 30 min to beat. Forced to play boring battles before starting campaign, how stupid, and way too many battles. The campaign has basically no story. It is the same as the battles. You literally go below the surface and destroy cystals that spawn guys, which all look the same but are apparently different. All the guns basically do the same thing except for rate of fire and damage, but that is hard to tell. Game crashes if you try to read more about guns. Every level plays the exact same, as you go below and destroy cystals, then come back up to get reinforcements and then destroy everything. game is boring and not that fun. you can make a few upgrades but they are meh. 5/10.
Basically a flash game. With a bit more polish and variety this might be worth a poo.
Slow starter, pixilated, and gets very boring very quickly. Simple rules; get farther, get more points with no additional add ons or additional rewards available. Very poor.
My overview and opinions on this game are in my Steam Backlog series (I wish there was a neutral options but I found more downsides than ups, though I really did like the way difficulty was implemented): https://www.youtube.com/watch?v=UvzkfPER4FE
It's OK; it just isn't much fun.
[b]Koya Rift[/b] is an unpolished buggy game that is NOT marked as Early Access. It hasn't received an update in many years. Everytime I open the game it has forgotten my progress and wants me to enter a player name and start at the beginning. An easy example of a 100% reproducible crash to desktop is this: Finish the first battle. Start a second battle and follow the on-screen prompt to press "W" to get more information on the weapons. If you press "W" again the game crashes 100% of the time. Here's a screenshot: https://steamcommunity.com/sharedfiles/filedetails/?id=2433544571
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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