
⚔︎ Embark on an epic adventure inspired by Gameboy aesthetics. Explore the world and dive into six challenging dungeons to recover the Chalice of Higland ⚔︎
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About
In Chalice of Highland, embark on an epic adventure inspired by Gameboy aesthetics. Explore the world and dive into six challenging dungeons to recover the Chalice of Highland. As a brave bird, you’ll wield a sword to battle enemies and use your unique ability to fly, uncovering secrets along the way.
6 Unique Dungeons: Each dungeon presents its own mechanics and challenges, keeping the gameplay fresh and exciting.
7 Epic Bosses: Face off against formidable bosses guarding each piece of the Chalice of Highland.
7 Dream Sequences: Uncover the hero's backstory through dream sequences that reveal the mysterious past of the Highlands.
Customizable Screen Colors: Choose from different screen color palettes to enhance your retro gaming experience.
Classic or Widescreen: Play in the original Gameboy format or switch to a 16:9 widescreen view for a modern twist.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Spanish - Spain, Catalan, Japanese
Reviews
Nice little game! I enjoyed the simplicity of both presentation and controls. It definitely feels like it could be a Game Boy game. Length is just on point (took me around 3-4 hours to complete) with difficulty being on the easier side. The game, however, would benefit from some more variety. Overworld was pretty bland and empty, while the dungeons for the most part were linear, only rarely splitting into two paths to explore. The spells felt kind of useless, especially given that each use of them took away some of the maximum health (which is a design decision I don't understand at all). It would be great if they had some more impact and perhaps be used to solve some puzzles in the dungeons (which would also benefit from being more varied). All in all, I think this is still a neat experience, especially given the low price tag. I recommend it for enthusiasts of Game Boy era gaming.
Really nice little indie game, I enjoyed every second of it as the gameplay and rythm goes along well and the dungeons each have their own mechanics which brings a lot of variety in the flow of the game. The game is also really nice of the art side with unique enemy designs for every dungeon and a large number of mini-bosses and final bosses. The controls aren't sketchy at all and allow for precise maneuvers to be made which is really nice considering some of the bosses are tough. The lenght of the game (3-5 hours) is also perfect and the dungeon by dungeon style of the progression keeps you from being lost if you decide to stop for a bit and come back later. Despite having had the game for free I would have totally paid the 2.99$ for it. It was overall a really nice experience and I recommend the game for classic RPG lovers and fans of gameboy games. | || || |_
面白いのですが、「おすすめ」をするかしないか選ぶならば後者です。 本作はライフ(HP)、エネルギー(飛行のスタミナ?)、アタック(攻撃力)の3種類のレベルがあり、倒した敵からのドロップによりそれぞれのレベルが上がります。高い頻度でドロップされるのはライフのレベルアップで、回復もドロップされます。 私はアクションがあまり得意ではないため、雑魚を倒してライフをレベル10にしてから最初のダンジョンのボスに挑みました。ハートを3つ残して何とか倒せたのですが、次のエリアに行くとハートの表示が「♥♥♥♡♡♡♡♡♡♡」から「♥♥♥」に変わっている…?おやおやと思いメニュー画面から各種ステータスを確認したところ、「ライフ Lv.3」の文字が。(><)←こいつを何度もリポップさせた時間なんだったんじゃ。 更にボスを倒すとスキルを取得するのですが、スキルを使うとライフのレベルそのものが下がるようです。「どんな感じかな」と虚空に試し撃ちしたら「ライフ Lv.1」になっていました。 最初のダンジョン以降、唯一の回復手段である雑魚からのドロップは激減しますが、相手のHPは低く動きも分かりやすいので、アクションが苦手な自分でも適度な緊張感がありつつ楽しめる難易度でした。 操作性も良いですし、グラフィック、BGMもストアページの通りGB愛を感じます。設定もですが、特にBGMは当時のゼルダシリーズを彷彿とさせます。 不満はライフ周りの仕様のみですが、これだけ素晴らしい点があっても「おすすめしない」になるほど、自分の中ではかなり大きな減点要素です。「RPGに於けるライフやHPは経験値によって増えるもの」という固定観念がどうしても強くあり、大袈裟かも知れませんが努力の数値化ではないかとすら思っています。それが一瞬で無かったことになるのがめっちゃつれえです。死にやすくなることよりも、そういう感情的な面でつれえです。 結局スキルも最初の試し撃ちだけで、以降一度も使いませんでした。多少雑魚狩りが楽になる程度で、最大HPを削ってまで使う意味が見い出せませんでした。 スキルはスキルメニューを開いて選択すると使えるようになるのですが、スキル用のボタンは無く、通常攻撃が選択したスキルに変化します。せめて別途スキル用のボタンがあれば、ここぞというときに使ったかも知れません。 あと、日本語訳が見たこと無い種類の拙さです。例えば最初に流れる文章が「ダガ コノ コップ オ モツ モノ ワ フコウ ニ ナル ト イウ ウワサ モ アッタ」。「chalice」を「コップ」と訳しているのは、タイトルでもあるので本来は良くないのですが、まだ良いです。「を」「は」はどうにかならなかったのでしょうか…。 意味は理解出来ますし、他は文字情報はほぼ無いので構いませんが、せっかくの導入部分がおもろくなっているので直したほうがいいかと思います。敢えてだったらすみません。
Played a ton of the demo, charming little game that nails the old gameboy aesthetic. Make sure to open the menu and look at the map frequently to avoid getting lost. Works on the deck right out the box with no fiddling.
Chalice of Highland, developed and published by RetroValou, is a retro-styled action-adventure RPG that clearly draws inspiration from early handheld-era classics while attempting to blend exploration, combat, and light platforming into a cohesive experience. From the moment it begins, the game establishes its identity through a deliberate throwback presentation—low-resolution pixel art, limited color palettes, and a design philosophy that favors discovery over direction. It positions itself less as a modern reinterpretation and more as a faithful homage to a time when players were expected to explore, experiment, and figure things out on their own. The structure of the game is built around open-ended exploration. Rather than guiding players through clearly marked objectives, it encourages wandering through interconnected areas, uncovering secrets, and gradually piecing together where to go next. This approach gives the world a sense of mystery and encourages curiosity, rewarding players who take the time to explore beyond the obvious paths. However, it also means that progress can occasionally feel unclear, especially for those accustomed to more guided experiences. The balance between freedom and direction is one of the defining aspects of the game, and it will resonate differently depending on the player’s tolerance for ambiguity. Gameplay combines several elements into a hybrid system. Combat is relatively simple, relying on timing and positioning to defeat enemies, while platforming introduces moments that require precision and careful movement. The protagonist’s ability to move through the environment with a degree of vertical freedom adds an interesting layer to exploration, allowing for alternative routes and creative navigation. At the same time, this mix of mechanics can feel uneven, as platforming sections sometimes demand a level of precision that the controls do not always fully support. The result is a system that works well in concept but can feel slightly rough in execution. Dungeons serve as the primary milestones throughout the game, each introducing its own challenges and mechanics. These areas are designed to test both combat skills and problem-solving abilities, often requiring players to understand how different elements of the game interact. Boss encounters punctuate these sections, providing moments of heightened intensity and requiring players to adapt to unique attack patterns. While these encounters add variety, the difficulty can fluctuate, with some segments feeling more demanding than others without a clear progression curve. The narrative is intentionally understated, unfolding gradually through environmental details and occasional sequences that hint at the protagonist’s past. Rather than presenting a fully developed storyline, the game relies on atmosphere and subtle storytelling to create a sense of intrigue. This minimalist approach aligns with its retro inspiration, but it also means that players looking for a more structured or emotionally engaging narrative may find it lacking. The story exists more as a backdrop to the exploration than as a central driving force. Visually, Chalice of Highland stands out for its commitment to its aesthetic. The pixel art is carefully crafted to evoke the look and feel of classic handheld games, with options that allow players to adjust the presentation to suit their preferences. This attention to detail gives the game a distinct identity and reinforces its nostalgic appeal. While the visuals are intentionally simple, they are consistent and effective, contributing to the overall atmosphere without distracting from the gameplay. The audio design follows a similar approach, with a modest soundtrack that supports the tone of the game without drawing too much attention. Sound effects are simple but functional, complementing the retro aesthetic. While the audio does not stand out as a defining feature, it fits well within the overall design and helps maintain the game’s cohesive style. One of the most notable aspects of the game is its commitment to old-school design principles. It does not provide extensive guidance, and it expects players to learn through exploration and experimentation. This can be rewarding for those who enjoy uncovering systems and solving challenges independently, but it can also lead to moments of frustration, particularly when progress is not immediately clear. The lack of modern conveniences is both a strength and a limitation, depending on the player’s expectations. Replayability is modest, primarily driven by the desire to uncover missed secrets or refine performance in combat and platforming sections. The game’s relatively contained scope ensures that it does not overstay its welcome, but it also means that there is limited incentive to return once the main experience has been completed. Its appeal lies more in the journey itself than in long-term engagement. In the end, Chalice of Highland is a focused and passionate homage to classic action-adventure games. It succeeds in capturing the spirit of its inspirations, offering a world that rewards curiosity and persistence. At the same time, its adherence to retro design choices and occasional mechanical roughness prevent it from reaching a broader level of appeal. For players who appreciate old-school exploration and are willing to embrace its challenges, it offers a satisfying and atmospheric experience. Rating: 6/10
I played the demo back before the game was released, and found it charming enough that the full game was an instant buy once i realized it was out. The same smooth jump-gliding mechanics and exploration based powerup collection made it a pleasant start, the classical music chiptune soundtrack is great. However- It's foreshadowed that the main McGuffin is cursed in the intro exposition, which is fine, could make for some interesting mechanics. but the curse is harsh and pointlessly punitive. each of the segmented pieces of the chalice when picked up decreases your maximum health. every subsequent use of the spell that action unlocks decreases your maximum health further. by the time i realized what was draining my max health, i was down to two hearts, (which is less than you start with) yes, it is possible to grind your max health back up, but that is SLOW. The thought of doing that is not fun for me, and games should be fun, even if challenging. I feel like the game punished me for following it's PLOT, and then punished me for USING IT'S MECHANICS. This is a weird and hostile game design choice, which is not well explicated or justified. maybe in further play it would feel better explained/justified, but at this point i just feel like giving up. If the mechanic was instead subtracting current health, that would be frustrating but tolerable. This game design decision however makes no sense at all. In it's current state, i cannot recommend this game. However if you insist on playing it anyway, is seems the only reasonable way to do so is to NEVER use the spells the cursed items grant, and grind your health back in between pickups. (assuming the spells aren't required to be used for progression) Maybe this was the developers intent? some moral message about virtue in the face of temptation? or a strong push to "GIT GUT" enough to survive on very little health? Either way, it's not for me, and i suspect not for you either.
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