
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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Languages: English
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Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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.
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Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Don't waste your time on this game.. I already beat it. It's a hard game with no story and their idea of dungeon crawling is backtracking smh. Way overpriced. Maybe if it was $.99 do it otherwise stay away tbh. Sorry!
This is a good game, and not bad for the price. Every enemy has strengths and weaknesses that you can learn by playing the game. I find the keyboard controls to be frustrating because you are unable to use the mouse, and the having both of my hands on the keyboard to play a game feels unnatural, but with a gamepad, it's a piece of cake. There's no tutorial, but a tutorial isn't necessary if you read the instructions. It's a very short game and can be beaten within 30 minutes if you excel within the gameplay. Also, be aware that there are no options to change the resolution or adjust the audio, but neither were a problem for me. It's a small annoyance, but you can simply tab out and adjust the application volume in your computer's sound mixer. It's definitely worth the money, but if you're still skeptical, wait for a sale.
The game is entertaining for a moment, but I finished it in one hour. The amount of content makes it feel like a demo. I don't want to discourage the developers because it is a unique game with a cool vision, but the mechanics are shallow and there's very little variety in the gameplay. Even given its current mechanics, some inspired level design could have given it more life and adventure. What's there feels like a first-pass prototype, taken to full polish. For $5 I can't recommend it. For $1, it would be a novelty.
Short linear smooth animated "Prince of Persia DOS"-like platform game. Pros: - Combat : Crouch, block, jump & hit fast - All is nicely animated (Prince of Persia DOS-like) - Not many but challenging enemies (skeleton unarmed, sword, axe, spear, archer & mage) - Good fitting music - Unlimited lives but you start again with basic equipment when you die - Variation of sometimes enchanted swords, spears & shield - Every defeated enemy drops an item or health - Simple controls - Low price Cons: - Sometimes difficult dungeon layout & monster positioning making it hard not to lose some lives - Hard to kill end boss - And there is only one boss - Short & linear, not a lot of variation in dungeon dressing First runs it was not directly my cup of tea and I left it there for 2 years. After reconfiguring the keyboard I gave it again a try and I began to get better at combat, blocking & jumping, progressing deeper & deeper in the dungeon. I started to enjoy it and even finished it twice (to check if my first win was not based on pure luck but also a bit of skill :-) So all in all, as a more casual gamer it sometimes frustrated me but I also enjoyed it more. Recommend to give it a try.
It's not bad, just very short and simple It's not going to set any records or blow any minds but I had fun and you might too.
A perfect sit down and play in one visit game. Thoroughly recommended for the right price. A nicely programmed little indie gem.
This game has some interesting fighting mechanics. It leaves you wishing for more. It's a game that uses the idea of fighting from Zelda 2 for the NES and that is an surprisingly good idea.
Something to end up an exhausting day with—simple and addictive game (addictive until you find out that the steam achievement have been disabled that is). Feels like good games of old with looks and sound more like the memories of them. Still it also feels like something is missing: more randomness?, level editor?, … discount perhaps ?
I don't know why so many people are having problems with this game. I read comments about how this is super hard and people would go days in between battles. All you have to do is duck attacks and use your sword on the enemy's legs. Also, the use of the shield in this game is better than any other game I can think of. Use your shield! It even deflects arrows and wizard's fireballs like in Zelda games. I also saw comments about not knowing what the different shields are for. On the right side of this page, there's a link to the game's instruction manual. It tells what the shields do. The red shield has a chance to cause damage when swung at an enemy. The blue shield has a chance to stun/confuse when swung at an enemy. The purple shield has a chance to double knockback when swung at an enemy. For those complaining about the price, yes, $10 is probably a little high if you compare the game to something like Terraria which also costs $10 and has way more content. However, if you go to the game's website link, the creator sometimes has discounts that aren't shown on Steam. It may be $10 on Steam and that same day be $2.50 on the guy's website. The play control is excellent. It was one of the first things I noticed. The jumping is very responsive. I saw comments talking about bad play control. I don't know what they were using, but I was using a mini XBOX controller and it was great. The sword fighting in this game is top notch for an oldschool-style game, especially if you know how to utilize your shield. The music is good enough for a dungeon, but becomes excellent later in the game. Besides people griping about the combat being hard for them and not knowing what the shields do and the price, the only problem in the game may be a player's confusion if you don't have a good sense of direction. This game takes place in a big dungeon with several doorway choices throughout and it could be easy to lose track of where you're going or where you've been if you're not paying attention. However, enemies that you kill stay dead and do not respawn (except for the final area), so it's easy to tell which rooms you have already been to. Also, some areas have signs on the walls, which can also help differentiate the rooms. One thing I would change is making some of the dungeon spears and non-deflected enemy attacks also hurt enemies. It was weird seeing enemies just pass through spears coming down from the ceiling without taking damage. All-in-all, I really enjoyed this game. If you're into oldschool Zelda 2 and/or Castlevania, you might enjoy this. To get all of the achievements, you will probably have to beat the game some 5-10 times. My first run took about 1.5 hours. I then did it in about 1 hour, then just over 30 minutes on my 3rd time. I usually average 40ish minutes per run to beat it without rushing.
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