
Metroidvania dungeon crawler about Death & Grief full of puzzles, secrets & challenges. Inspired by old GameBoy Color games with Retro Pixel Art Aesthetics but with challenging boss fights & Lore-Rich
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 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
Based on the trailer, I expected a rogue-lite because the genre is known for the dungeon crawling; however, the game is more like 'The Legend of Zelda' with a dungeon theme. You can save your progress and as far as I can tell the level design is handcrafted, so far no RNG - so technically not a rogue-lite because it's not designed around a gameplay loop. I am still relatively early in the game, just passed the first act boss, but I have a lot of positive things to say already. I assume this game was inspired by Paradroid, the main mechanic in the gameplay is taking control of enemies and using their special abilities that occasionally interact with puzzles in unique ways. Also, I have to say that this is a great game for anyone that enjoys puzzles in general, there is a lot of variety in terms of how the game utilizes its mechanics. For example, if you take control of an enemy with hands, he can fight, push blocks and open chests. However, if you need to go across the gap, you need a flying creature or a ghost form. While this game is not a full-blown RPG, it has a good balance of basic upgrades and unique abilities that are introduced as you keep playing. I think the devs did a really good job making a simple game that is not too repetitive. There are some generic upgrades that you can get, such as maximum health and stamina which can be purchased with currency, but for the most part, there is no stat management. Even though the game runs with borders to get that retro look (not a huge fan personally), it does have a rather charming animation and sound design. The story seems kinda interesting, and I like the artwork in the books, but generally, I was kinda too lazy to read them. Ultimately this game strikes me as a very polished experience in every aspect, even though it's still in early access. [h1] Pros: [/h1] + good balance between simple gameplay and adding new abilities + fun gameplay mechanics with controlling enemies + many creative puzzles with intuitive design + charming look and animation + good achievement support [h1] Feedback: [/h1] [u] Coloring [/u] - For the most part the visuals in this game are not a problem, but I was very annoyed by the first act boss, his projectiles were very faded and the foggy foreground made it even harder to see. Also, I wish I knew the direction of the lasers without looking at the walls (it's a boss mechanic to fight him). On that note I think you could increase contrast for walls and blocks that can be destroyed. [b] Overall Thoughts: [/b] I get a feeling that the developer knows exactly what makes this genre work, it captures that Zelda style exploration while also having a twist with controlling enemies. The gameplay has a good balance between simplicity of older games, while also adding a few modern mechanics. As long as you don't mind playing games with borders, I think there is a lot to love about this little dungeon crawler, especially if you like puzzles and exploring dungeons full of secrets. [code]For more Hidden-Gems: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
This game is genuinely good and deserves all the attention. Whether you're an old-school lover or you're new to the genre and style, this game will surprise you. The team has worked very hard on the game and the result is a good game. The game is very inspired in old gameboy dungeon crawler titles and while it might feel difficult at first glance once you get used to the mechanics and controls it isn't. I believe everyone should give it an honest try!
I'll start by saying I like this game. I don't love it, but I do like it. There are not many games that can take the Zelda top-down formula/aesthetic and make it their own, but Hebi Lee did a great job in that regard. I can't stress enough how much I loved the art, the writing and/or lore behind the world, the puzzles, and the delightfully "old" feeling soundtrack. I am eagerly anticipating the developer's next game to see what they come up with. Let's get onto why I can't recommend this game though: there are numerous mechanics and processes within the game that are backwards, unforgiving, or don't make a ton of sense. One of the most egregious parts of the game that I will refer to that exemplifies this is level 6 (SPOILERS AHEAD). Level 6 is a pitch black area that is illuminated slightly by your character and slightly more by a torch/sconces. When I say pitch-black, I mean black as pitch can't see anything outside your sight radius which is all totally fine until we get to the next part. Now, in Zelda games when faced with an area like this you struggle for a while before eventually finding a lantern or other item that helps you see in the dark BEFORE you get to any crazy encounters/bosses. You get this item (a flaming shield) AFTER a pitch black boss fight with multiple enemies swarming you. This boss fight is one of the most frustrating fights because it's in water, in the dark, your torch constantly goes out, you have 2-3 skeletons swarming you at different intervals, AND there's a floating boss that you can only hit if you are able to possess a skeleton (which take 4-6 projectiles to stun for possession), light a brazier in the boss room (make sure your torch doesn't go out), and have a decent enough weapon to actually do meaningful damage. It's one of the numerous fights that feels like it could have done with some editing. There are many enemy encounters that quickly become frustrating in this game as well. I'll chalk this up to the incredible speed in which enemies move, do constant damage, and are relatively unphased by your primary ghost ball attack. In addition to the previously mentioned enemy strengths, the fact that your ghost form only shoots ghost balls in a straight line and in cardinal directions is a huge hinderance to good combat. I bring up our good friend Link from Zelda once again because starting in A Link to the Past, Link would swing his sword from right to left in front of him so that the player did not have to line up right in front of an enemy to strike them. Perhaps Kharon's Crypt 2 can give the player a wavy hand that arcs along with the ghost ball projectile. I will iterate that I like this game, there's just many things that hold it back from being a fantastic game (again, hoping to see bigger and better things from the dev) and earning my recommendation. HOWEVER, If you don't get frustrated easily, don't mind some mechanics issues, and want a fun yet uneven sendup to Zeldas of the past then I say grab it.
Kharon's Crypt is a rarity. A game developed by such a small team giving away so many quality gameplay hours through such a polished formula is not the usual for indie games. The game feels like an endurance dungeon-after-dungeon test for hardcore Zelda fans, because this game is basically like a classic Zelda without the overworld part. It's all dungeons, and they are pretty damn well connected.
Following old-style Zelda-like games, this game develops a Kirby-like mechanic. You play as a ghost that can transform into the enemies after defeating them. The story is very well established. The graphics are nostalgic and beautiful. Together with the music, everything establishes an environment that introduces the player to the story. It is a 100% recommended game, it does not matter if you are casual or hardcore, it is good for everything. :)
I almost never write a review, but this game needs all the attention it can get. My favorite Zelda games are the GameBoy ones (Link's Awakening, Oracle of Seasons/Ages) and I am often on the search for games like them. Still, this game managed to fly under my radar for almost a year. Kharon's Crypt is the best of all the games I've played, at capturing the magic of those Zelda titles. Not only that, it does many unique things to differentiate, so as not to be just a lesser knock-off. To sum it up, it consists of a multi-floored dungeon, where you can possess the bodies of your enemies and use their abilities and also items you find on each floor to solve puzzles and move forward. As you progress the floors become more and more interconnected and challenging. Cherry on top, the pixel art and the music are great. One thing I could live without is the save system (it uses a consumable), but other that that it's an awesome game, well worth the asking price.
I'm about two hours in, and I'm surprised by two things: One, how incredibly well realized this game is in it's design and execution. Two, why haven't heard of this game until now. I understand it's been out for less than a year, but this is arguably the best Zelda-like I've played, and I've seen no buzz about this. The state of indie gaming makes me so sad. I'm happy that something like Pizza Tower can get traction, but how do games like Elephantasy and this go completely without any write ups or promotions? I can't even remember where I heard about this game, except for maybe somewhere on Reddit. If you play this game, tell a friend. I know I will. (Incidentally, if you read this comment and want to recommend similar games of quality, let me know!) Update: Adding a bit, since I've now beaten this game, including doing a bunch of extra stuff as well. This is now on my short list for one of the best indie games for the past ten years. The end game stuff was some of the funnest puzzle solving and dungeon crawling I've done in a long time. Hebi, I don't know if you'll ever read this, but you knocked it out of the park with this game. Great stuff!
Very interesting game. It's a multi-story dungeon somewhat in the vein of the [b]Eye of the Beholder[/b] games, [b]Stone Keep[/b] and [b]Legend of Grimrock[/b], though done like a 2D [b]Zelda[/b] dungeon. As well as that, you are a ghost that can possess enemies, granting you their powers sort of like in an older retro game called [b]Avenging Spirit[/b]. The moody dark castle grabbed me right from the start, with how the audio ramps up when you press the A button to enter the title screen. The whole game is dark and stylish and sets a nice atmosphere. I stopped playing just past halfway. It's the sort of game I want to love more than I actually do. I do recommend it though, perhaps you'll dig it more than I did, it's quite original.
Excelente juego en todos los aspectos: -A nivel de jugabilidad, ofrece una experiencia reminiscente de las mazmorras de los juegos de Zelda de Game Boy Color, añadiendo mecánicas únicas (como la habilidad de poseer el cuerpo de cualquier enemigo) y un progreso no lineal, por lo que cada partida puede ofrecerte una experiencia distinta, según cómo desees explorar las zonas del juego. Cabe mencionar que los diversos niveles de la cripta están repletos de secretos y de coleccionables (mejoras para Caronte, páginas perdidas que relatan historias...). Una partida normal puede durar perfectamente unas 15 horas (o más, si quieres dedicarte a completarla del todo). -El apartado gráfico y sonoro encajan perfectamente en este juego. Cada nivel ofrece un entorno único y memorable, con una música capaz de darle el ambiente adecuado a cada lugar y en cada momento. -La dificultad del juego suele estar a un nivel retante, pero hace un buen trabajo enseñándote a prepararte ante todo (hay algunos puzzles que puede costar más de lo normal resolverlos, pero no son obligatorios para pasarse el juego). Realmente merece la pena jugar a Kharon's Crypt.
I would compare this game to a stack of Zelda dungeons with new and interesting mechanics and all wrapped up in lovecraftian lore. 10/10 would recommend.
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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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