
The peaceful island of Yukrea has been invaded by the evil Dread Corps! It's time to blast your way through over 6 stages of mayhem to rescue civilians and push those robots out. Use their own powers against them and help reclaim peace to the island.
Modeled estimate, not a reported figure. How we estimate →
About
Embark on an epic journey to save the island nation of Yukrea in CRISIS Command, an action-packed platformer inspired by retro platformers like Mega Man and Blaster Master, where every battle shapes your destiny. As a C.A.R.E team member of CRISIS, face off against the dreaded masters of the sinister Dread Corps and steal their unique powers to turn the tide of battle. Each victory gives you new abilities to unleash against the forces of General Rend, as you fight to reclaim Yukrea from its oppressive invaders.
But your strength alone won’t be enough. Along the way, you’ll rescue trapped civilians, unlocking powerful upgrades and hidden abilities. The choices you make will determine the fate of an entire nation.
Immerse yourself in hand-crafted pixel art, and experience a nostalgic yet modern take on the platforming genre. With fast-paced combat, fun power-stealing mechanics, and a world teeming with secrets, CRISIS Command is a heart-pounding adventure that puts you at the center of a rebellion.
Can you defeat the Dread Corps and restore peace to Yukrea? The island's future is in your hands.
Features:
- Fast-paced platforming and intense combat that rewards strategy and skill! Slide, wall jump and blast through hordes of enemies
- Over 6 stages of action platforming. Decide your route towards victory!
- Steal unique powers from bosses and wield them in your fight against the Dread Corps
- Rescue civilians to unlock special abilities, hidden upgrades, and rewards
- Hand-drawn pixel art by a single developer, blending nostalgic charm with a modern flair
- Explore a detailed world filled with dangerous enemies, traps, and secrets
Search and Rescue for Yukrea's Future!
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 24 reviews with recorded playtime.
Reviews
This game reminds me of the old games, It is a fun throwback.
Fun but the first boss is hard.
[h1]|《危机命令》 | 评分:70/100 [/h1] 一款致敬老洛克人的作品,回归复古画风,场景和敌人都有着熟悉的味道,不过难度方面有所降低,敌人可掉落回血物品,地图会有多个复活点保存,流程怪物也有所减少,流畅的操作手感,游玩体验还算不错,就是爬墙功能抓墙很不牢固,向反方向跳跃很容易掉落,容错率很低。 [quote] [h3]💖💖[url=https://store.steampowered.com/curator/43660430][b] 涩涩评测小社 [/b][/url]💖💖[/h3] [h3]⭐⭐[url=https://store.steampowered.com/curator/44943987][b]不太正经小社[/b][/url]⭐⭐[/h3] 不仅仅是涩涩哦,不正经玩游戏,正经评测每一游戏( • ̀ω•́ )✧ 欢迎加入成为我们的伙伴 [/quote]
This game is great, the mechanics are smooth and the enemies have some pretty neat designs in my opinion. So far, the bosses are pretty interesting and I would 100% recommend this game.
A Retro-Inspired Adventure with Modern Touches One of the game's strongest points is its smooth controls. Navigating through the levels feels intuitive and responsive, which is crucial for a platformer that demands precision. Jumping, shooting, and executing special moves are all seamlessly integrated. The level designs are thoughtfully crafted, offering a mix of platforming challenges and enemy encounters and I found this kept the gameplay engaging. The bosses are particularly noteworthy. Each one presents unique attack patterns and requires a strategic approach to defeat. I found these fights challenging but fair. The soundtrack of Crisis Command is a standout feature. The music complements the action perfectly and enhance the retro atmosphere. The game's pixel art is clean and simple, evoking a classic aesthetic that fans of the genre will appreciate. But there are moments where I thought the art style could benefit from additional detail, particularly in the character portraits. More intricate visuals could have added depth and personality to the characters, making them more memorable. While Crisis Command shines in many aspects, it does have a few shortcomings. I found the in-game text could be hard to read, which definitely impacted my immersion in the game. Additionally, a few areas of the levels felt a bit empty, featuring larger open spaces without enemies or environmental challenges. I found this disrupted the pacing and made the levels feel less dynamic. Overall, I think the game successfully captures the essence of classic shooter/platformers while introducing modern enhancements and offers a fun and engaging experience that is well worth your time.
I wish I could recommend this one. It is obviously made by someone who was inspired by Mega Man and I love trying fan games. But lacking a neutral review option, the negatives in this one (which hopefully will be fixed) just nudge it to a no on the recommendation. Controls are good, Astra handles really well. OST goes between serviceable to pretty good, and it's pretty cheap. But the level design is atrocious with incredibly longwinded levels. Some the engine struggles to keep up with, including the one with not-quite-instant-deathbeams, others didn't account for players walljumping to the top, making large segments skippable. More have you reset from a fall to a not-safe location (to fall anew, instantly). Hidden passages need certain weapons, but the game does not do a good job of telling you this. Blue-veined rubble needs the first special boss' blade beam (B button on x-box controller), brown doors need the bouncing lightning, but activated right by the door and the bomb-containers need the flame thrower. Switching weapons is a bit of a chore too. Open the menu and the cursor is instantly at the upgrades field rather than the weapons one, and while you can equip one each to the L1&R1 buttons loading from a safe unequips them. Back to the levels... you need to rescue npc's to 'buy' upgrades in the store. But the devs were sadistic in their placements. You need to scour the levels pixel by pixel, wall by wall, ground by ground and with every weapon/upgrade to find them all. Some are beyond where a floor will drop. Others at the bottom of indistinguishable pits. One is behind the chasing mouse tank. The relative blandness of the levels in combination with their length really does make this a chore of chores. Lastly, enemy variety is severely lacking too. Just 8 grunts, a handful of minibosses, the not-robot masters and the last fortress bosses. If these issues are fixed or mitigated somewhat, you'd have a perfectly fun little fan game, but as is only crazy Mega Man fans will have any fun with it. Now excuse me while I go look for lightning lemons.
This game pulls a lot of cool ideas from the Mega Man/X series, including the level-select progress structure, hidden items, and a shop for upgrades. These are great, fun, tried and true features. But of all the ideas that are copied from Mega Man/X, the maneuverability system has been critically borked. The momentum physics are far too loose. You can't halt your momentum during a jump; can't release a direction input in the air and simply drop straight down. This feels bad. You can't cancel a dash, and there is a stark delay between dashes. This feels bad too. All the precision you love about X's movement has been eliminated, while the speed has been increased. Some of the enemy/room set ups require quick and accurate planning and execution. It would feel great if you had perfect control over Astra. There is more breathing room than there really needs to be in levels; the area planning is not nearly as tight as the MM/X classics, nor as good as some other clones like Rozenkreuzestillete and Magnetta. This is okay and not a great bother if you just really like the Mega Man feel, like I do. The wack momentum physics make it hard to enjoy though, because they undermine the main reason to play the game. This would be a +rec except that it handles that much worse than any of the significant number of MM clones you can play.
Классический платформер, который перенесёт вас в атмосферу добрых старых 8-битных игр. А музыкальное сопровождение станет отличным дополнением к этому ностальгическому путешествию.
类洛克人游戏,很熟悉,和以前的操作差不多, 就是默认键位不太友好,不支持改键挺麻烦的,UI还行够简洁,攻击蓄力没有消耗,这个就很爽,整体场景表现还不错,短小精悍很符合这个表达。
I kind of knew what I was getting when I watched the game’s trailer, and it starts with the main character failing to jump on a platform. Like… it’s so bad that I honestly can’t believe this is in the trailer. Still, I like Megaman and wanted to give it a try. Why? Because it was cheap, and I got it for sale even cheaper. I’ll be honest, there are only three things I can say I really like about this game: 1: I like the main character’s design. I have no idea what her name is, but that’s a whole other issue. 2: I like the music. I don’t think it’s 10 out of 10 perfect, but I enjoyed it. Clearly, there was a decent amount of effort put in. I like it more than some Megaman soundtracks. 3: The controls feel good. I like jumping around and like the dash jumps feel good. Everything else isn’t good or just bad. Level design feels nonsensical with layouts that make no sense to me. The art comes off as someone who doesn’t understand pixel art but wasn’t going to let that stop them from making the game. The game is buggy. I could only use the start button to progress forward on my controller during cutscenes, but that ended up skipping the cutscenes. So don’t even ask me about the story. I had no choice but to skip it. I also only beat three bosses on normal difficulty, somehow got to the credits, then the game crashed on me. I… have no idea what happened. I was going to keep the game, but a game crash twenty minutes is enough to tell me it's not worth it. I gave this review more time than the amount of time I played the game. The bad more than outweighs the good. I really hope they make a second game that keeps the good and throws away the bad, but as it stands… It's not great.
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