
Shadowcrypt is an arcade-style dungeon crawler with tactical sword & shield combat. Find the Necromancer and defeat his horde of undead warriors through a series of labyrinthine rooms.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 49 reviews with recorded playtime.
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
Would be a decent freeware game, but for what they are asking there simply isn't enough content to justify a purchase. The 70+ non-linear rooms they boast is a downright lie. The game is very linear and a large majority of the rooms are copy-pasted. All the weapons are identical apart from damage and a few enchantments they can have. Get it for a dollar, otherwise I'd recommend getting something better.
There's two big reasons, two different types of people who play games. There are people who play video games to unwind, because they had a hard day at work and they want to let loose and not have to think, people who want to have fun without the worry of being stuck or presented with obstacles. Then there are those who love punishment, people who live to play games like Journey to Silius, I Wanna Be The Guy or the more recent Dark Souls series. Diehards who don't want their hand held and want to be beaten mercilessly over and over until they finally learn what they've been doing wrong this whole time. Shadowcrypt is absolutely a game for the latter, and I'm proud to say I'm one of these deranged masochists. This is a game that presents players with a big question; are you in touch with your roots? As the torches of the title screen begin to flicker around the ominous skull decorating the entryway the haunting chants of the intro music beckon you to the dank and dark depths of the most brutal arcade platformer I've had the pleasure of playing. Shadowcrypt is all about the combat. The bleak and claustrophobic level designs of the game only lend to your unbridled focus on the task at hand. All of your attention will be drawn to the beautifully crafted sprites and their precise animations as you slash and bash your way to the heart of the Crypts in pursuit of the wicked Necromancer. Only 4 rooms into the game my mysterious cowled hero crumples to the floor dead..again..for the third time. "I-I'll just try this again later.." I whimper to myself, tucking my gamepad away and walking away to make a sandwich to hopefully forget about this brutal game that just made me it's slave. Not even a minute later, I toss my condiments to the ground and declare "Eff that, I can do it!" and find myself rushing back to the computer where I give these beckoning crypts another go. I feel that same kind of determined spirit I held in the Famicom days. The gameplay with it's visceral combat and the insane amount of concentration needed exceed my expectations, it's almost a little overwhelming. I've heard people call other games "the Dark Souls of 2D gaming" before many times in the past but Shadowcrypt is probably the first title I've played to actually match and truly capture the punishing and calculated approach to combat Dark Souls has, where every little move you make has a huge impact and consequence. Even more-so are the striking similarities to what seems to be the developer's hugest influence, Zelda II, from the candle finding objective needed to progress to the highly memorable and iconic shield-wielding Iron Knuckle battles that the combat here seems to inspire from heavily. It's the refreshing change of pace I've been waiting for since the golden-era of games. While I can see a lot of less patient players outright quitting in frustration the moment they die and are reduced to the starting 3-7dmg sword prior to a strong foe, the more retro-minded of players will remember this sort of challenge from our earlier and most important days of gaming. We'll stick with it and experience something exceedingly rewarding. You'll die often, but everytime you start again you'll feel better, stronger, and make it a little bit further. And when you do finally beat those rooms? Holy crap, it feels [b]good[/b]. Though the system of losing your only reliable weapon will feel almost too brutal for newcomers, it's what gives Shadowcrypt the refined gameplay it has. To give a sense of real distress in every confrontation and to make death that much more consequential. The punishing nature is extremely familiar to the first Castlevania titles where dying would lose you your chained whip, sticking you back with the puny leather alternative in the midst of a tough level. Konami in general were masters of this formula, as my other favorite series Gradius was very similar in nature with deaths reverting you back to the almost useless pea-shooter. That fear of losing what was making me do better in those classics caused a much higher level of awareness and addiction to the game. To succeed in Shadowcrypt you will need to adapt and get into the motions of the combat. You will block, dodge, and bash your way through enemies, you will learn to stand face-to-face with your most feared adversaries. Eventually, things just start to 'click' with the player. The game is certainly short and decidedly so. It requires a level of focus that if prolonged would just cause player fatigue on unmanageable levels. The short, sweet, and very to-the-point approach gives a lot of breathing room for the hectic and chaotic nature of the player's progression. Shadowcrypt is composed of one lengthy stage or "level" roughly the size of the original Castlevania, but the amount of practice and dedication required in order to pass even a small section will have most players retrying for days before they're able to conquer nearly all of the evils within. You will get no breaks nor will you receive any hand-holding, it's a game by the hardcore for the hardcore. Unfortunately that may drive the less strong-willed of players away, but it's that determination in presenting the game how the creator intends which is extremely admirable and is exactly what draws me to the titles I have the fondest memories of. When video games are developed by people who genuinely love the culture and obviously grew up with a passion for them it's always a breath of fresh air, and Shadowcrypt is the kind of game I and probably many others have wanted to play since the late 80s as kids.
the game is very simplistic and linear. i would not recommend this to anyone unless they assign very little value to their dollar and want to play a difficult game that uses poor mechanics to accomplish its level of difficulty. you must travel through the exact same dungeon each time you play. there is no random generation, there are no alternate routes, there are no interesting environments, there are no pacing mechanics. when you die you lose all your gear, meaning that upon your first death you will most likely save significant time by just ending your run immediately instead of trying to stab skeletons with the basic sword 30+ times in a row. there is a significant amount of mandatory backtracking through empty rooms each time you play the game. approximately 40% of your time spent on a run will consist of walking back through a long series of already cleared rooms. the combat gives you very little to work with: jumping can potentially provide you with an extra attack due to frame reset upon landing, but makes you very vulnerable. ducking makes you stationary, resulting in it being a worthless mechanic. enemies don't follow the rules of the game: they ignore damage from traps, and in addition to attacking you will also harm you upon contact while constantly walking forwards. this means that all forms of "normal" combat (ducking, blocking, parrying) are thrown out the window since you can not backstep their approach during all of these maneuvers. instead, you must backstep-stab-repeat ad nauseam in order to guarantee defeating an enemy safely. there is very little content. every sword is identical in usage except for the randomly varying damage ranges and the possibility for 1 of 3 elemental enchants that have a 10% chance (RNG? in a game where "quick reflex and timing are key"?) to trigger a minor effect. there are also 3 shields in the game with chances to trigger minor bonuses. that is all of the "gear" in the game. you will quickly grow tired of going through the exact same basic rooms time and time again, fighting the same limited collection of simple enemies.
not what i expected at all.. the combat gets really boring real quick, and i didn't even like it to begin with. i expected something more Link on NES -like but instead the enemies continue walking towards you to the point that they walk right into you instead of stopping and fighting, making everything even more annoying. i get that the dev went for a bit harder combat, and i love hardcore 2D platformers where volgarr's one example of a hardcore old school platformer done right, but the difficulty in shadowcrypt just feels cheap as hell and the way you have to play the game just isn't enjoyable at all. i even took up these issues and more with the dev who basically told me that this is his vision of the game even though i said that the number of people who'll actually enjoy this game is minimal. well.. i hope you enjoy your vision mr dev now when no one else is. the game had an all time peak of 17 players the month it got released, after that it's gone between 1-3 the following months and 0 the last 30days. i thought it looked really kool but got this crap instead.. what annoys me the most is the missed potential here. with some fine-tuning and adding something more to the gameplay than running through "catacombs" for fun with no real incentive. -A big DO NOT BUY on this one-
This game feels a lot like the old Prince of Persia 2D games, but not nearly as tight. It has potential, but as it stands, I don't think I'd recommend to anyone. The combat is supposed to be tight and unforgiving, but without a dodge-roll/active block, you're pretty much stuck doing hit & run/shield bashing tactics. Enemies can take upwards of 20 hits each, and are bound to hit you a few times in between, taking off precious health, which is almost impossible to replenish. You have 3 lives to beat the entire game. Lose em, start over from scratch. Also, whenever you die, you lose all of your upgrades/pickups. It kinda sucks, especially later on. The animations & visuals are pretty decent, and I'd have loved to see more out of this game, but it feels like the potential here is wasted a little. Overall, the game isn't that fun, and without a serious overhaul of the combat, probably never will be. http://youtu.be/9YsL0XDXWrY
Simply put, this game is great and the negative reivews do not have much merrit. For example, one of them complains about backtracking, which was not only a minor part of the game, but is also very easy since the enemies remain dead. Is it overpriced for what it is? Sure. When I sat down seriously with the intent to beat it, I completed the game in 40 minutes. $10 seems a bit much for that, but it was a good time. The controls are simple, and they are tight. If you died, it's completely your fault. There isn't much healing, so you need to be on point. It is hard, but fair, and if you don't like that type of game, *that's fine*, but that doesn't make it a bad game. Really, the price for the amount of content is the only valid complaint. The game can be grueling and stressful, and this is completely intentional. It feels like Dark Souls when you're out of Estus and have no idea how far away the next bonfire is. Thumbs up from me: I want more.
Excellent game for anyone looking for a game that's simple but challenging. Shadowcrypt feels very retro in all the best ways: Simple controls, a manual with valuable game knowledge, no long tutorial, and the best part: its replay value comes from not the length of the game or a plethura of features and modes, but the sheer challenge of finishing the game (and getting achievements). To clear things up: This is a combat-based platformer, meaning that if you don't learn the timing and dynamics of the combat, you won't get very far. Understanding that this is by design and is meant to be adapted to is essential to enjoying and completing Shadowcrypt. The description may sound like the game has procedurally generated levels, but it does not. This isn't a bad thing though, once you get into the game you learn to embrace it. The levels are technically non-linear, but at the end of the day, they're linear. They just involve exploration and remembering where to go; the crypt is confusing and a bit maze-like, but that's a part of the game. Getting lost in the crypt is also part of the game. You'll see. You get three lives, and when you lose them all you start over from the beginning. A complaint I hear a lot is people saying once you lose your first life you're screwed because you lose all of your gear (which is an important part to progressing). To these people I say: Don't get discouraged! You can beat this game with the starting crappy weapons, as impossible as that may sound. If you're good at fighting in this combat-based game, you will move forward. And there will most likely be a weapon or shield drop or a treasure chest. Just keep going, don't give up! Final verdict: This is one of the BEST games I've played this year. It took me a long time to beat it and I appreciated the mood, the music, the excellent character animation, the sound of the dungeon doors opening and closing, and especially the challenge. It's old school and feels like you picked it up from the SNES bin at the local game store, and I love that. I'd love to see another game like this from One-bit Punch, or a sequel. I'd love to see more weapons, more levels, and more boss fights. I couldn't tell you how much money I'd pay for another, longer, more expansive version of this exact game. It's grindy, it's retro, it's moody, it's a real challenge. I'll be playing it more in attempts to get the ridiculously challenging achievements. I highly recommend this game. 10/10
Completed it in about 50 minutes. Not worth the asking price at all, which is why downvoting. It is a fairly solid old-school style platformer, but managed to complete it with the 2nd run and third of playing time (more or less) consisted of backtracking, because I initially went the wrong way. Combat is very basic, though that's how it was before so it stays true to the genre. Gameplay mostly consists of just being patient and not rushing into enemies hoping for extra hits. Can't recommend this unless you get it dirt cheap for a dollar or so. 2019 Me edit: What was I thinking? It's not worth it even for a dollar, forget about it and move on.
Before starting, I want to say that I WANT to like this game. It looks visually appealing to me and I'm interested by the setting. I wanna know what went wrong there and what the player character is going to have to go through to fix it. Speaking of, I do think that with a small number of tweaks, the game could benefit greatly and become more of a skill-based game than what feels sometimes like a bag of cheap tricks (speaking about combat being so unpredictable). The Good: 1. Shield is automatically up if you are not attacking or moving (duck to block lower. don't duck to block upper). This reminds me of Zelda 2 a lot. 2. You can also attack lower and upper areas of enemy. This provides some challenge/mix in the enemy approach and I'm sure offers some options for AI (difficult enemies could switch more often, etc) The Bad: 1. Anticipation frames are either too short or non-existent (perhaps this was a mistake on the dev's end?). These are the animation frames that queue the player into knowing what the enemy is doing next with enough time to react. Dark Souls, for example, bakes this into every enemy, every move. Because you cannot anticipate the actions of these enemies, you cannot overcome the possibility of being damaged even with enough practice and skill... and this is really a deal-breaker for a game that's around 98% combat system. Don't believe me? Here's what I mean: In a game where the emphasis is on skill, one could easily go 30 minutes straight of watching, anticipating, and blocking the first skeleton you encounter without taking a single hit. A newbie couldn't do this, but skill could. And I don't mean weeks of skill. This should be possible as soon as you're done learning about the enemy (maybe a dozen minutes?) and are perceptive. The problem is that I don't believe this is actually possible on a consistent basis as the game currently stands. 2. You receive damage when an ememy touches you. This wouldn't be so bad if enemies weren't constantly approaching during a fight, but they are. Because of this, you are forced to either jump backwards or shove the enemy back with your shield very regularly. The shield shove isn't a bad idea - I think it's great! But making it so that I have to press this button almost as much as I press attack just feels... cheap? 3. You cannot shove with the shield when crouched. Some of you are probably thinking that this totally makes sense.. and it does. Could you imagine shoving someone from a crouched position in real life? No way. But this isn't what I'm talking about. I mean the Shove Button is DISABLED when crouched! So if you're in a pinch, you have to not only press [shove], but you also have to remember to first let go of [crouch]. This can be overcome with practice, but it seems like a design mistake: like he knows it works this way, but has been playing his own game so long, he doesn't realize this is actually not a great experience (especially for first time players yelling wtf at their screens when the moment of truth costs them another precious bar of life). 4. You start the game with 3 lives (well, +1 for the live you currently are using), but if you lose a life, you are instantly reset to the starting sword/shield. This is widly frustrating for Bad Reasons #1 & #2. I completely understand this for a roguelike, but I would NOT classify this game as a roguelike. Recommendations 1. I think the anticipation frames should be increased... maybe start by adding 1 extra frame and see how long you can last in testing without getting hit... you are the dev, so you'd be better than anyone at this (though this is assuming that you're using a random number generator for the actions the skeleton will take next). If 1 extra frame isn't enough, then maybe try 2 or 3 and so on. If you feel like the game is too easy once you reach this point, try testing it out on someone new! You may be surprised to find that it still takes time to master and is definitely not reducing the quality of the experience. That's my only recommendation. This kind of adjustment would mean that it's totally realistic for a skilled enough player to never die once in your game. So that takes care of Issue #4... Issue #2 will feel more like a valued mechanic than an annoyance since you don't run the risk of trying to shove right before the enemy issues a leg attack or something.
*sigh* For what it is it's awesome, but it's too little, too late... Even back on the SNES this game wouldn't have gotten published due to lack of content and game length... It's a great little game, nice graphics and lighting (for an old school pixelart 2d game) and there is fun to be had with its fighting mechanics. Almost rock, paper, scissors in their simplicity but once you're fighting a handful of enemies it's trying to say the least... The major issues I have with it is: Intentionally broken achievements, short game that would be better around a $1 price tag and just plain not enough content... There are some major balance issues and is basically training you how to react to the AI more than fight a battle and have fun. Say for instance, fighting the necromancer is basically just paying attention. The first 3 attacks are normal fireballs you can duck, but then every 3rd or 4th attack he charges up blue and makes a giant static ball you have to jump over, so as long as you remember to stay ducking and attacking the red skeletons, then jump over the blue ball you're pretty much gonna win the fight eventually... just attack the necro when you get a free chance! I hate the fact that I can't give this a positive review as I did enjoy playing it and found it a very nice atmosphere and ambiance, but there needs to be more game. It's more like a tech demo for someone's revamped game mechanics homage to Zelda 2... like if angry birds was just one level...
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