
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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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 73 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
结论来说,确实不算一款好的picross,但上头也是确实上头,不耐玩也确实不耐玩。 作为picross来说,首先填错有惩罚且填对的无法再次消除,对于解picross习惯不太标准的玩家来说那就是各种卡手。同时,手柄操作可以说非常糟糕了,光标移动速度慢,没有循环光标功能,而且也不能改键位。至于谜题质量就更不用说,要么简单过头,要么复杂过头,有些谜题能否以常规思路解谜(反复找共性,偶尔需要排除法,不需要依赖揭秘功能)都是个问题。 但是作为肉鸽来说,那倒是确实上头。毕竟谁能想到picross都能搞出个技能picross来呢?早期挑选低难度谜题解开,积攒artifact后逐渐自动解谜概率越来越高,这时即使高难度谜题也能自动解掉一大部分,难度骤降,低难度谜题甚至有概率自动全解。甚至到更后期,有可能连填错扣血这个惩罚都不是问题了,可以硬抗,甚至有些artifact还必须靠填错来触发,那么结果就是不知道怎么做时直接填一排就完事。当然,这么个技能picross显然已经和传统picross没太大关系了,但是嘛,爽就完了。 而且至少在这么个技能picross里,玩家自身的传统picross能力还是有一定作用的,能力强的玩家能在数值不太够时给自己换取一定的优势,数值高了之后也能更快触发各种技能,通关概率自然比不擅长picross的玩家要更高。至于如果有玩家抱怨,不擅长解谜的话会很吃亏,那不擅长动作游戏的玩家去玩动作肉鸽不也一样吃亏吗?只能说彼此彼此罢了。而游戏手柄手感差这个问题也被极其流畅的鼠标操作给弥补了,倒不如说这游戏本就应该用鼠标来玩的。哪怕是在steamdeck上也应该用触控板而不是手柄。(话说反而NS商店上搜不到。。。虽然NS不太适合玩,但起码NS2标配鼠标啊,多少有点可惜了。) 最后,关于为什么不耐玩,因为以上我描述的游玩方式基本上就是唯一可行的游玩方式了。甚至这游戏里做build的意义都不大,因为前几层楼对于擅长picross的玩家来说,只要不太非,用什么都能通关,而后面的楼层基本上所有东西都拿了一遍了,自然也就不存在build了。而且这游戏楼层高了之后boss血量膨胀十分离谱,但是玩家能造成的伤害又没跟着膨胀,难度方面也被自动解谜机制压得没有策略性了,基本上就是无聊的砍树过程。极端点说,目前的状况,当你第一次打通第15层后,你会再也不想打开这个游戏了,因为感觉很难再遇到新东西了。
What is a fun concept at first, quickly gets ruined by complete lack of balance. Some items are extremely good, but most are near useless or scale too slowly to matter. Sometimes you can get shafted by the map generation with difficult puzzles early on or paths that force you to take multiple shops and rests while you can't really use them.
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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
Lackluster
stressy nonograms.
ドパガキ向けピクロス ヴァンパイアを解放して生存していたらメチャクチャになった やりたかったピクロスと違うけどまあヨシ!
Fun variation on one my favorite types of games
I really fw the idea of a picross roguelike, but this isn't executed super well. the difficultly especially on the higher settings would kind of look like a exponential decay if you threw it on a graph. It starts off kind of interesting, having to manage the economics but after round 5ish on a good run it rly plateaus and kind of seems like doing the puzzles isnt even the fastest way to beat the levles w all the items that trigger when you ♥♥♥♥ up. If they did something like making the shops cost more or adding a gimmick that wassn't just making the board bigger to the longer stages (and also took out the bosses that put up an invincible shield you have to wait for them to lower every couple seconds) this could be a great. ts bang if i playing it on the 3ds a decade ago and you could use the toggle controls w/ the circlepad and stylus. I also think you can play this for free on itchio if u a frugal miser
I knew there had to be a monogram roguelike somewhere on steam. It's pretty fun although the time element makes it difficult to really enjoy the puzzling aspect. you really just had to get lucky with items and spam large number blocks and hope for a good combo to clear the board. I also recommend demon crawl if anyone is interested in a minesweeper roguelike.
my two niches combined
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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