
Critadel is a futuristic platform/shooter/roguelike with three playable characters, hundreds of branching paths and over 100,000 unique weapon configurations!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, Japanese, Traditional Chinese, Spanish - Spain
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
最初は面白かったけど 遊んでいく内に良くない点が目立っていってつらくなってきました 足場なのか背景なのか壁なのか落とし穴なのか こっちの攻撃なのか敵の攻撃なのか 避けれるようで避けれない回避アクションや 戦闘画面のエリアが狭いのや 画面外から急に突撃してくる敵や 狭いフロアで敵が爆発物や配置攻撃してきたりや 邪魔でしかないバリケードや リロールできないショップや ラスボスと戦う為の条件を満たそうとすると遊びの幅が制限されるのや ゲームパッドを接続するとマウスとキーボードで動かせないのや ゲームパッドで標準を動かすと敵に吸い付いて狙いたい箇所へ撃てないのとか まだありますが書き出すと止まらないぐらい良くない点でつらくなっていきました でもアニメチックでカッコいい可愛いキャラや武器をパーツでカスタマイズや単純明快で分かり易いシナジー効果は良かったです つらい
Намальна
After 26 hours of gameplay, I had to write a review for this game, as it's the definition of a game where the core gameplay loop is very enjoyable, but the rest of the game and subsystems design is almost all bad. Almost every single avenue of potential for something amazing is seemingly intentionally stomped out for questionable design decisions. - The core gunplay is indeed fun - But the underlying weapon mechanics and management is all low/mid and no high point, becoming noise very quickly. It's basically Breath of the Wild's weapon durability system in roguelike form, though admittedly not nearly as severe. This will click for some people, but if you like keeping weapons, watch out. - There are branching paths to the map - But without a specific rng powerup, the entire map is effectively blocked off and you can only see one room ahead that only ever has 2 choices max, making your choices in room selection random and pointless. - Side quests are long and has different goals, comes in chain of 3 - But these quests spans two floors, and you often have to turn your ENTIRE run's focus into fulfilling these goals or you'll fail. I've had runs where I literally didn't come across any rooms that I needed to hit the goal. - Your default weapon gets a little better as you get more exp - Which means they're now more expensive to upgrade, and the money/loot rewards DON'T INCREASE COMMENSURATELY WITH EXPERIENCE. This means as you hit late game, it's actually much less satisfying because you'll struggle to upgrade your "better gun" - Has a perfect clear reward for every room - ...That doesn't give you anything but useless points and occasional side quest credit, and only results in a small currency reward for bosses, which, beyond the first couple of bosses is exceedingly difficult. - Gives you a lot of weapons and attachments that enhances them - Except half of them are completely useless or barely more useful than your default weapons in many situations and the attachments can only be added 2 to a weapon max, so there's no real way for this mechanic to result in something highly enjoyable. - The general art styles look nice - But the UI do stupid things like having a hard split between map and inventory for some reason. And, leaves out specs like...how fast it shoots, any kind of demonstration of what it may actually look/behave like. Leaving you either having to remember what all of these weapons look like and behave exactly. This would be fine for items with effects roguelikes, but weapons mold much more tightly to play style, and here you have to weigh cost and benefit of what weapon to take and sell with lots of very specific behavior, but do it completely blind. The bones on this game isn't all bad, but it's so, so flawed in so many ways.
[quote]Just saying, but I do have a curator page. If you like my remarks about games, you can find more of them here: https://store.steampowered.com/curator/44130985-TDP%27s-Gaming-Escapades [/quote] I once heard from someone that the first two or three hours of any game is a very important part of them; Because many players gauge the quality of their experience in the beginning hours to see if a game is actually worth continuing past that point and if they are not satisfied, they're going to drop it. I kinda agree with this statement. With the way refund systems work and the fact that many of us are very busy with our lives, not being able to dedicate our limited free time to waste on something we do not enjoy, this time period is indeed very important. Something needs to be there in a game to interest you and drive you to continue with it, and this becomes more important if that game is a roguelite, as this specific genre relies on the longetivity of its experience. I think it's now obvious why this review is a negative one, right? [h2]It looks good, BUT...[/h2] Critadel is a roguelite twin-stick shooter which utilizes a side-view camera, something akin to games like Fury Unleashed and Neon Abyss, which means it feels more like a run'n gun rather than what you usually see from this genre. Every level in the game is randomly generated using a pre-made batch of rooms and the player can use various weapons & equipment given to them by the RNG drops to overcome the enemies, even upgrading those guns in various ways to make them more powerful. Then there's the synergy system, which rewards you with various buffs depending on the weapon and bullet types you have equipped at a given time. All of these give you this first impression that the game should be good, but actually the opposite is true. Critadel is seriously flawed, to the point of feeling like an unfinished early access game. It has so many critical problems that are quite baffling to see, as games that came years before it had completely solved them, and the new things it offers on its own bring nothing new to the table. The more you play Critadel, the more you get underwhelmed and will start to feel like maybe most of the development focus was on the eye-catching pixel art rather than the gameplay. [h2]Randomization? What's that?[/h2] The biggest problem with Critadel is how it loses steam about 2 hours into the gameplay and fails to give you any encouragement to push forward. It quickly starts to turn into a repetitive borefest, which is quite disasterous for a roguelite. The story plot is an uninteresting cliché, lengthy side missions have no worthwhile rewards, playable characters don't feel very different from each other aside from their starting weapon, and to add a cherry on top of everything, the randomization is also very poorly done. Not only the number of rooms you get in each level is pretty limited, but all of them have pre-determined enemy spawns; Which means the exact same enemies will always spawn in exact same locations. After two hours, you have seen everything in the first 3-4 levels and yet the game wants you to keep going. In absense of mechanics that exploit such limitations (e.g. Fury Unleashed's combo system), this makes for a severe case of repetition. You will run into the same special room in a level multiple times, with them even appearing back to back in some cases. You can encounter three shops in one level, with two of them being right next to each other! You can desperately hope for a good weapon to drop, only to get duplicates of the common weapons that you already have and don't need! [h2]But nothing is as bad as the meta progression...[/h2] Meta progression feels almost nonexistent in this game, which is one of the big reasons why it feels so boring. You can get new passive abilities with the XP you get after finishing a run, but you can't do much with the premium currency (soul cubes) that you get from defeating the bosses. Soul cubes are only used to unlock teleport stations (which are useless & we'll get to them later), unlock the extra characters and their costumes, opening cheap optional chests mid-run and getting cheap random items before starting a new run. The game unlocks new equipment by itself, so you never get to use you runs' rewards for them. Every time you beat a boss at the end of an even numbered floor, you will bring a colored core back to your base which unlocks a big batch of weapons and items for free, that you'll later find in your runs. You won't unlock these yourself, so your failed runs have no meaning and will be equal to wasted time. Not only that, it also makes things harder for players unable to beat those bosses, as many of the weapons are incredibly useless. [h2]Where did they get these guns from? Temu? Wish?[/h2] The majority of the available weapons, and especially the common ones, absolutely BLOW in this game. Unless you have a powerful weapon in your hand, the rest of them will feel like peashooters that barely damage the enemies, or literal jokes that do absolutely nothing to help you. The game expects you to change this situation using the synergy system, but that itself is another can of worms. The synergy system gives you various buffs depending on what weapons you have. If you have a specific number of weapons with the same type (rifle, pistol, etc.) or bullet types of the same kind (normal, laser, etc.) you'll get a buff. So you will be encouraged to pick up as many weapons as you can. Seems harmless, but there are two big problems with this system. One, you have to cycle through all your weapons in real time. There is no quick select ability like Enter the Gungeon to allow you switch between weapons in a firefight and not get distracted. Two, you only get ammo for your weapons by finding and spending money in a specific, RNG-based level tile. You can also resupply if you get a duplicate, but goodluck finding those for your good weapons. This literally forces you to keep playing with the bad guns and leave the good ones for the bosses, which ruins the fun. [h2]But wait! THERE'S MORE![/h2] Aside from all of the issues which I talked about so far, there are also a bunch of others that either add nothing to the game at best, and decrease its value at worst. The map is an unnecessary addition that adds nothing to the regular roguelite formula, and you can remove it without anything changing. You cannot go back to where you once were, and cannot see everything everywhere all at once, so it serves no purpose. If the map worked akin to something like Slay the Spire, where you can see the whole map and try to plan your progression ahead of time, we could have had something unique here. Teleporter is completely useless and makes the game unbeatable. After teleporting to your desired floor, you'll have to fight all of the tougher enemies with your basic starter weapon, praying to RNG gods to find a better weapon soon or your run is over. And the compensation of in-run currency is in no way helpful. Parts of the environment are in the foreground which obstruct your view, hiding hazards behind them. The artstyle fails to tell you which parts of environment can be passed/shot through at times. Enemies can attack you from offscreen. And if you REALLY want to see how little care was put into maintaining the game, then please look at the chests you can find mid-run that unlock with soul cubes, yet show you the image for the other currency! How is this mistake still in the game after roughly 3 years and no one has spotted it?! [h2]TL;DR[/h2] Another example of the weakest roguelites on Steam. Bad implementation of randomized content, lack of a proper meta progression and various other big issues all make for a repetitive and boring game.
Good grief what a wild ride this one is. It's really good! Then it's really bad! Then it's REALLY good! Then holy exploding cows, Batman, it's REALLY bad! Critadel is a game that had an amazing amount of good ideas, but feels like it wasnt tested at all, or perhaps it was tested while everyone was high on like, all of the drugs. I cant imagine how else it could come out in this state. Let's start out by talking about the controls a bit. They are very good. They are very bad. That doesnt make any sense, but I find it to be true anyway. In terms of movement, jumping, and all of that, everything is extremely precise, you're not going to find any moments of feeling like your character didnt do what you wanted. In addition to that, there's a superb dodge system, one of the best implementations of the idea that I've seen. You can dodge roll, or you can perfect dodge roll, which happens if you hit dodge the moment the bullet would hit you. So, a parry system, but unlike so many parry system, it doesnt feel hyper awkward to use, doesnt require you to hit the button slightly BEFORE impact, and isnt on a separate button. You can dodge in mid-air, too. But of course you cant just run around and hop all over the place. No, you have to use the game's awful, awful controls to shoot at things too. I've never felt so consistently confused when aiming stuff. Never. At least, not with a controller anyway... this feels designed strictly for keyboard & mouse, which is really bloody strange for a freaking platformer of all things. The problem is that you need to aim and shoot, but you cant use the right stick and jump at the same time, since jump is on X. Now, I want to stress that other games have figured this part out already; just look at Neon Abyss for the right way to handle controls in this type of game. This aint Neon Abyss though, so we have... whatever nonsense is happening here. Because of the borked aiming, you have a lock on system. This does not work very well. You still need to use the right stick to choose a target, and then you have to hit the stupid button- er, I mean, you hit R3 to actually lock on. Just as a tip to future devs: never, and I mean NEVER require that the player frequently hit L3 or R3. No, I dont care what excuse you have for it, DONT FREAKING DO IT. Aside from being terribly awkward, frequent use of those is probably the absolute fastest path towards RMI problems for the player (think carpal tunnel, or similar injuries). Once you have locked on, things are okay, but this also means you are always aiming directly at a target, you cannot lead your aim for fast moving things. However, you CAN still use the stick, for aiming (only when NOT locked on), because why the heck not, but this means of course going between that and X. You can also aim as you would in, say, Contra, with the LEFT stick, because... oh I dont know why. Because the target and right stick are both so bad to use, I found myself frequently defaulting to that ancient NES style of aiming just by instinct. A style this game is NOT designed for. On top of all of that, there's a very unnecessary reload mechanic. The game is very high on the chaos factor, so this just confuses things further. It kinda feels like they did it because Gungeon did it, but didnt quite grasp why it worked there. It really doesnt work here. It doesnt ruin the action, but it does get real old, real fast. On the other hand, there's the guns and items and such. These are so good. They are SO good. The only other game I've ever seen that does guns this well is Gungeon. No other. Every gun is fun to use, satisfying, and feels like it has a niche to fill. Even guns that might seem bad at first, if you stick with them, they'll click, and you'll see what they can really do for you. There's a lot of creative things here. Sure, you've got your direct shotguns and whatever, but many guns are very strange. One of my favorite is the frog gun. It is a frog. You charge it up and it fires smaller frogs in an arc. If they hit the ground, they'll start hopping forward. Hit with the initial arc or with the hopping, and they explode either way. It sounds deeply stupid. But it is very effective and lots of fun. I havent found any guns I dont like. Unlike Gungeon, Critadel REALLY wants you to actually use these things. It hands out guns frequently, and you can carry up to 9 of them. Much like in Gungeon, getting an empty gun back to a usable state is tough, as actual ammo drops (or repair kits, in this game) are pretty rare. But not so rare that you'll never get any further use out of your most upgraded weapon or whatever. There's never any need to be stingy with ammo in this game. Speaking of upgrades, each weapon has 2 slots for attachments, which can do all sorts of things. You've got an inventory of these, so you can hold them until you feel you've got the right thing to attach them to. On top of all of that is the synergy system, which is very auto-battler-ish. It's a bit strange, but I think it works out decently enough. And of course you've got your typical passive items too, which are pretty well done. But let's go back to problem land for a moment. There's the map thing, which seems utterly pointless unless you have exactly one VERY specific item, because without that, you cannot see more than one room ahead, rendering it pretty pointless. An exception is made for the quest guy you'll find sometimes, but the quests are pretty freaking stupid and sometimes amount to a very high amount of luck AND a lot of time needed to do them (upgrade 5 guns! Hope you find the stupid anvils AND have the money!) During combat, there's also the odd visibility issue. There are occasional foreground things, and I dont mean just small boxes or something; these are things that you can get lost in, like a big fence or something, and it's real darn annoying to get hit because of that. Combine this with the occasional wonky enemy/boss design, and things can get frustrating. And while the guns are well done, the upgrades you get at the anvil dont feel like they do much. Sometimes it'll be like, pay a couple hundred crystals and get a 5% bonus to some stat. Not very satisfying, not very useful. I think I've made my point here. I really wish Steam had something between thumbs up and thumbs down, as that's what I'd like to actually give this, I feel it's the most fitting. It's darned good, but holy heck is there a lot of jank and "what were they thinking" moments. Worth playing maybe, but this is definitely one where you should wait for a sale.
I don't often leave negative reviews, but I think this game warrants one. It comes off as very unbalanced. It really feels like it needs some core changes to make it more fun. I played for about five hours and had some fun with it, but ultimately ended up uninstalling it. Let me explain what I mean. The synergies (weapons have key traits, when you have multiple of one, you get bonuses termed 'synergies' in the game) are a great idea that is poorly implemented, because you cap out at nine guns. Because guns are limited to only one or two synergies, players are essentially shoehorned into choosing one or two synergies to focus on in a given run, based off of whatever early guns they start getting. The mob and boss health can get crazy high on the higher floors, so synergy is not something that can really be ignored either. You must do it as it's a great source of dps. My last run I got two charge weapons right off the bat and even though charge weapons aren't necessarily my playstyle, by the third or fourth floor, I kind of had to build into that synergy playstyle. My run was already defined. Which leads to an underlying issue in the game: there is very little choice the player actually gets in this game as far as playing how you want to play. It's more, discover what is there and play around that build for that run, like it or not. I didn't really like that. The synergy system is a cool idea at first that has potential, that I feel is squandered as you progress more in the game. If there was no cap on the amount of guns, the player power could scale better as more synergy bonuses would be unlocked the further in the tower you got. But you can't. This leads to another issue. The guns. The guns are neat ideas that frankly I didn't use much. I used the base assault rifle quite a bit, because the guns are *consumable.* Yep. They breakdown. And fast. You know how in breath of the wild you can use a great weapon for a little bit then it breaks and it's gone. It's like that. You may use an entire gun in one single mob room. Broken. Can't use it until you repair it, which can be costly. You know what doesn't break down though? You're starting weapon. Which is pretty reliable and easy to use too. So 80% of my runs I kitted out and buffed my starting weapon and used it to clear rooms, then I'd get my best weapons for boss fights. Worked great too. It just wasn't fun that way. Because you as the player are *disincentivized* from using the new guns that you do find because you are penalized in the form of your gun breaking down. Another issue, there is little in the way of meta progression. Now, that's not bad on it's own. A game doesn't need to have meta progression in this genre or even at all to warrant it being a good game. However, this game as it lies now, would greatly benefit from one. But there are giant crystals that you get from bosses that are a meta progression currency! They don't do a whole lot though. They unlock some warp gates to start you out higher in the tower on a given run. You can also spend a couple prior to each run to unlock one of three random artifacts, an entirely random attachment for a weapon and an entirely random weapon. Again, no choice with this, prelocking you into a playstyle before a run even starts. You will not earn more health in between runs, you won't start out with better gear or higher tier weapons, you won't start out with set artifacts if you want to try certain builds. You start out with base kit every time. Because guns you find break down so quick and you're disincentivized from using them, your base kit is very important. And frankly, pretty boring. No meta progression. Warp gates. Granted I only did this twice, but starting at a later warp gate, really just disadvantages the player for nothing in return. I spent great crystals on an artifact, an attachment, and a random weapon, basically everything I could, and warped to floor nine. What a joke. Bullet sponge super high hp enemies, and I have ♥♥♥♥ weapons and gear. Starting at a higher floor, you'd think there'd be some way to gear you up appropriately for the level of enemy you're facing, but it's really just skipping the first however many floors you're going to skip at the direct expense of any power you would have gained on those floors. So unless you're good enough to no hit whatever room you're in with base gear (I'd venture to say most people aren't) than skipping floors isn't really viable or even fun. Another issue, since skipping floors isn't viable or fun, and starting on the base floor is almost always the best option, the runs are too long. I think that min/maxing runs is really the only way to play this game because of the difficulty, and because of that, run times are long. I'm talking an hour+ each run. You do need to pay attention to the synergy of weapons, be careful with attachment slotting, mind how you spend crystals and how you farm them, pick optimal routes for each floor, etc. At 10-12 minutes per floor, this turns into an hour and a half run for the game. That's too long, especially for not giving the player any real meaningful choices. There is no option to turn screen shake off. I absolutely hate that. It gets pretty sensitory overload in the later floors. I mean, it's hard to complain because I got the game for 90% off at $2USD, but still. Critadel is a game that I really wanted to like, has some great ideas and potential, that ultimately falls flat because of a few core systems/issues that have been overlooked. Great art style, music is good (it's from Nicalis which is same publisher as Cave Story), some fun game mechanics, but just ultimately doesn't deliver. I got five hours worth of fun from it, then uninstalled and probably won't touch it again. Wish I could give it a mediocre or mid rating, but I can't. So the sour taste it's left earns it a thumbs down.
Just one warning, the game currently has 2 achievements which cannot be obtained in the current version of the game ("The Conquerer" and "Devilsaurus") as they seem bugged. One of these bugs is quite important as it prevents "hard mode" from working as intended, but the game is still worth playing. The devs haven't made an update in about 2 years. I am begging the devs to give these issues a look to patch them! I loved the mechanics and the action of the game, there is a lot of very creative weapons, upgrades and complements which make each run fun and the bosses have also great designs and mechanics. The 2D shooting style feels very responsive (be warned, you want to use keyboard and mouse), its very snappy and satisfying, it allows you to challenge yourself to not get hit and demolish rooms with different skill combinations. There is a lot of replay value in it, lots of things to unlock and test. One small negative aspect (if you are trying to collect all the items/artifacts) is that is very RNG heavy and it can take quite a few hours to finally get the items/artifacts you are missing. IMO once you beat hard mode you should be able to unlock missing artifacts or weapons by using Soul Orbs instead of having them accumulate doing nothing after unlocking everything you can unlock with them in the game.
Controls are way too convoluted for something like this. Takes you out of the action.
ローグライクアクションゲームとしては面白いと思います。 使用出来る3キャラに経験値があって、使い続けるとレベルアップに伴い、固有スキルが解放されて強くなります。 136587通りローグライクの良くも悪くも、ランダム性の振れ幅はめちゃくちゃあります。 そのおかげか、そのせいか、良武器引いたらクリアしやすい、その他だと面倒くさいになりがちだと思いました。 不具合が2つあることが残念な点です。 1つは、最新Verだと、高難易度にチャレンジ出来ないバグのようなものがあって、 コミュニティの手順通りにバージョンダウンしないと実績も解除できません。 もう1つは、ネタバレになるので注意です。 [spoiler]ハオンの部屋で受注した魂集めを3回成功したときにチャレンジ出来る真のラスボス、ノア戦で閉じた扉に向かって、ジャンプ回避を行うと、たまに扉の上を通り越して壁に埋まってしまいます。こうなると、ほぼリタイアするしか無いです。[/spoiler]
繰り返すことで上達していく「アクションゲームの楽しさ」 ランダム要素に経験と知識で対処していく「ローグライクの楽しさ」 この両方を感じられたのでGOOD評価です。 気になる部分が無いではないですが、概ねよく出来ています。 中断セーブがあればもっとよかったくらい。 ちょっと懐かしいドットやBGMに惹かれたなら確保しておいて損は無いと思います。
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