
Be a true explorer! Explore hundreds of hours of hand crafted content while getting constantly stronger and learning new abilities on the way. Features one truly immense world that is constantly expanded by players and developers alike. What gem of a creation you will uncover just around the corner?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
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Long before [i]Mario Maker[/i], there was [i][url=https://gamestarmechanic.com/]Gamestar Mechanic[/url][/i]. And somewhere between the two lies [b]Below Kryll[/b]. Fans of both will feel at home with its level editor, allowing you to make an amazing variety of stages with even the simplest of elements. If design isn't your thing, then challenge hundreds of community made stages and see how many you can perfect. There's something here for beginners and experts alike. Where Kryll loses its footing, however, is a sparse active player community (as of the time of this review), a neglected plot-line, and a long lag between updates, including consumables that still carry a "coming soon" description. But if you can look past those imperfections, then a rich experience still awaits you in [i]Kryll[/i]. [h1]Pros[/h1] + Straight-forward tutorial to teach you the basics + Hundreds of levels. Adding the sandbox mode, seemingly endless playtime. + A level-up system that not only grants additional player abilities, but restricts how many floors deep you can go, which allows for a somewhat consistent difficulty curve + In-game text chat and also on-screen drawing tool! + Great soundtrack. Only limited in number of tracks, and some can't be chosen in player-made stages. + Sizable creation kit, not the least of which includes: ++ Pixel Art (one player recreated the Mona Lisa using multiple stages as murals!) ++ Races (Set a start and endpoint to challenge other players within 24hr period, winner keeps the pot of gold) ++ Logic Gates (Allows you to create storylines and gameplay challenges. Player creations include Quizzes, Word-searches, Memory games, and so much more) ++ Mutators (Powerups and Powerdowns - jumping, attacking, projectiles, dashing, etc) ++ A controllable mecha. Adds a few specific mechanics impossible to player character alone ++ Musical Notes - There are recreations of popular tunes in some stages [h1]Cons[/h1] - Difficulty to find other players online. Small population. And this leads to another huge problem: - Expensive creation tools. Your tools are limited by level and trophies, the latter earned by other players liking your stage. No players = no likes. And there's also the question of whether you can build a likable stage with limited tools to begin with. - Limited stage tags. Incorrectly tagged stages. Kaizo-Mario par stages. - Story is not the game's focus, but what story is there is both level-gated (thus easy to forget) and incomplete. At the time of this writing it still says to be continued, years after release. - Unimplemented creation tools and limited options. Surprisingly, there are still only 5 NPCs to choose? Likewise, there is quite a small number of enemies. This creates a lot of repetition across stages. - No key rebinding. Subsequently, difficulty for foreign language keyboard users. Use a gamepad if you can. - Hidden mechanics not taught explicitly in the game. Some of the advanced player stages are built around these, and they don't want to "ruin the surprise", so good luck figuring them out. Sometimes there are hints in the stage guestbook, otherwise you have to DM other players and hope they still log in anymore. The above list is by no means complete! You could probably write a short novel getting into all of the nuances of Kryll, both in game mechanics and in level design tips and tricks. And that's what makes it so great - you can get out of it as much as you put in. If you do decide to pick up Kryll, by all means, try to grab a friend. While players cannot interfere or assist each other directly (you appear as shadows to each other in the same stage), you can communicate via drawing on-screen and text chat. I enjoyed this game most when I had a partner working out the hidden collectibles in the story stages. Both of us found pieces the other didn't, and together, we were able to perfect them all. [u]Achievement Hunters[/u]: As you work toward 500 perfected stages, you'll probably obtain everything. The only tricky parts are: 1. Finding all secrets in the hub zones (look for any NPCs with triggers over their heads) 2. Dodging death for a couple minutes (look for a passage zone and pray at the shrine to spawn him) 3. Win in a race (need another player within 24 hours to participate) 4. Completionist (there is an error - you need 6, not 5, perfected story stages) I believe the game can be 100% in about 20 hours, provided you cut every corner possible, and target only easy stages as much as you can. But hey, it's your adventure, so you decide...
Below Kryll is a deceptively simple yet innovative platformer with a solid community that just never quite found its niche. Building the game around user-created levels was a gamble that paid off for the developers. There's often a real Jekyll/Hyde quality to homemade content, but the levels in Below Kryll are consistent. They vary from extremely technical and difficult platforming challenges to exhibitions of surprisingly sophisticated art and music. User tags make it easy for each player to find levels which suit their own play styles. The level designer itself is on the simple side, though clever users have found innovative applications for just about every tool. The first time or two designing a level can be frustrating - not all features are immediately available, something which might not occur to aspiring designers until they fire up the designer. Fortunately, Below Kryll has a very supportive community that can offer assistance to anyone tripped up by a design snag. In sum, Below Kryll is a fun little indie gem that offers a massive, ever-growing amount of content for a low price. Strong recommend for anyone into platformers.
When it will pass the "Authenticating Steam account" process I will say if it's good or not. Until then, it's unplayable.
Fun, simple interface is great for introducing younger kids to programming logic, music, and the fundamentals of 2-D level deign. My nephew, 7yrs old, really REALLY wants to get into being a 'gamemaker'. He had downloaded a few ad-laden shovelware Android apps that were just awful. Ad break after every ingle screen change... I suggested minecraft, which he likes to play, but said it was too hard to create in...I've never really tried Minecraft, so I couldn't call him for bs....Tried to get him into LBP3 on PS4, but my psPlus expired, no more access... Then I remembered I bought this a few years back. It scratched that itch for him perfectly, and motivated me to actually play the game to unlock more tools for him to use in creation mode. Really an under-discovered gem.
This is really great, yet it has it flaws. The community is creating the world which we are playing in. Players have to decide if they give the creator a reward or not while earning currency and experience by completing their levels which allows them to create parts of the world in their own (if they want to) in order to participate in the creation of an already huge metroid-like world. Each level has a guestbook in which you can talk about what ever you like, with other players and or the creator. Mario Maker on a different (better) level, if you want to say so. It is a jump 'n run - puzzle game with RPG influences. The controls are okay but not great. Some kind of stiffness in the controls, hard to explain. But it is still enjoyable and fun. Also, it is not optimized for controllers. My X-Input controller worked by default and the out-of-box configuration works quite good but the menus are not even the slightest made for controllers. You have to move the mouse cursor with the right control stick which can be very, very fiddly, you can't skip the intro scene due to the missing ESC button and a few other minor but annoying issues. You can play it with the controller but you don't want to be too far away from your mouse and keyboard.
If you get this game on sale, it might be a good timewaster, otherwise it's not worth it. The community content, which is the main course, is nothing great and surprisingly unpolished: dead ends, unwinnable situations, very questionable spawn/checkpoint placements, and RNG heavy sections are far from uncommon. Add in respawn/reset mechanics that are broken by design (and exploited even by some of the devs' levels), and you have a very frustrating experience. If that wasn't enough, the game runs at 30 fps and requires an internet connection to play.
I was very pleasantly surprised by this. It's a game that does user-generated content very well.
Very nice game and well worth the price. Requires a bit of grinding levels for money before you can get to making your own levels, but that doesn't matter. all the community levels are good and completeable.
A fantastic concept with an enormous capacity for world-building! The closest I can come comparing it to anything else is by describing it as a Metroidvania Little Big Planet. There *is* a story mode, but the user-created maps are the big draw, in my opinion. To date, there are over 2,000 individual stages, each with their own unique charm and difficulty. You can build and play parkour challenges, combat stages, or story-driven puzzles. You can create pixel art. Make it easy, make it difficult, make it funny, sad, or scary. The possibilities are endless. Each user's level connects to at least one other, depending on how they set up their entrances/exits. Sure, gaining access to a particularly interesting-looking stage can pose an issue if a connecting level is ridiculously difficult, but a good deal of the time, you can either just find an alternate route, or even build your own connection! I hope this game gets more attention as time goes on, because I think it's woefully underrated. I've put nearly 40 hours into it so far, and I haven't even explored a quarter of what's there. An astounding amount of content for a 2D platformer, and the number of map squares yet to be filled in with user content is absolutely bonkers. Hundreds upon hundreds of thousands. I'm not kidding. You could literally claim a huge block of map squares somewhere far away from anyone else's world, and build your own full-on platformer, complete with dialogue, traps, monsters, and any other bells and whistles your heart desires. Awesome, awesome game. ^w^
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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