
Crystal Catacombs is a challenging, retro inspired “Megavanian” love letter that utilizes Rogue-like procedurally generated levels/enemies/items with a heavy emphasis on classic 2D platforming.
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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 47 reviews with recorded playtime.
Reviews
Themes across 47 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
Es muy bueno te parecera estar jugando un megaman con toques castlevania y bastante desafiante cada nivel
Nice looking concept but suffers from difficulty and balance issues. Also, the controls aren't very nice. It's Ok, but not that ok.
Die Grafik sieht eigentlich ganz nett aus, aber springen und kämpfen fühlt sich besch****n an - Die Steuerung ist Mist. Keine 10 Minuten hat das Spiel geschafft...
Tags: Platformer - Metroidvania Additional Tags: Delete Local Content & Remove from Library TLDR: Floaty jump and precise tiny platforms. Clumsy walljump. Timed levels. Foes that tank multiple hits. Grind oriented. Blind jumps. Hard. The flavor of the game is fairly spot on. There is a strange 8bit grimdark atmosphere that you somehow spruce up by activating checkpoints, making little neon runes glow up in the environment. Lots of pixelart microdetailing. The controls are fairly horrible, enemies have odd movement patterns, they can dash attack, some have a spawner. So they are varied threats but your toolkit to deal with them is one straight sword attack and thats it. Seems you can level the strength of your attack through grind but given that levels are timed with an hourglass at the top this sorts of defeats the viability of resorting to this as a crutch. I would frequently have to walljump long sections only to have flying enemies come down the pipe and wait for them and wasting time. Many enemies would come towards me in a new screen forcing me to attack and retreat, often clumsily jumping back on the hard to pin down platforms so as to avoid hits, undoing my progress and exposing me to risk of falls. Eventually you just sort of cave in and take the hit but the game just does not allow you to do so and survive. Conclusion: The game just does not strike a balance between its multiple features, did not nail controls and wastes a nicely presented pixelart maze dungeon. The level design makes progression grueling, the combat is iffy... I would rather just not sour my appreciation of metroidvanias by forcing myself to play this when there are slick and well executed alternatives out there. Removing permanently for declutter.
Not nearly as bad as everyone's making it out to be. I quite enjoyed it.
怀旧风里还行,可以鼓励性好评。we need chinese. 我们需要中文。202210本平台充值折扣,支付宝红包(?),humble,杉果(?),fanatical,本平台,本平台掉卡零钱,淘宝,它处自定义包入的本体4元。目前就这,看以后追评。
I backed this on Kickstarter back in the day- fun platforming roguelike with good pixel art.
This is yet another low quality shovelware retro 2d pixel platformer amongst quite literally thousands of others infesting Steam. This one is particularly badly made, while it almost tries not to be a retro game at all. For example, there's support for multiple resolutions, but no proper HD support (despite being released in 2015). But supporting multiple resolutions is a tacit admission from the developers that their game does not feature graphics that meet the minimum standards of contemporary PC gaming. Putting my console peasant millennial hat on for a minute (I had to club a zoomer to death for this with his own ironic Gameboy), the retro art is extremely bad. If the devs ever played any of those games from the 1990's that they're aping badly, they would see the artwork looks nothing like what they slapped together here. This is pretty much a failure on all levels, it even fails at being bad on purpose as most 2D retro pixel platformers try to do. Impossible to recommend.
интерестно но кака
1/10
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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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