Galaxy of Pen And Paper Steam Screenshot

Genre: RPG
Game Page: Game On Steam
Should You Buy It: Wait for the bugs to get fixed (but after that: 100% yes)

About The Game

Galaxy Of Pen & Paper is a spiritual successor of Knights of Pen & Paper, by Behold Studios. It’s a turn-based rpg game that features questing and battles. The setting is what makes it different from hundreds of similar games: the game takes you into the role of a DND player, seamlessly shifting you between the “real” world and the “space” world. At one moment, you see the game master and players actively discussing game mechanics at the table, and at the next – their alter-egos, questing through space, picking fights.

Pros and Cons

The game is packed with not-so-subtle references to other space series and puns. Writing and wordplay are the strongest moments of the game. That also means you’d need to read a lot: between battles, there are a plenty of dialogues and character interactions.

Combat is pretty straightforward: you have two battle lines on each side (3 characters on every one of them MAX). Characters take turns hitting each other. If you want to succeed in combat, you’ll have to take advantage between skill synergies. For example, you could learn a poison skill on one character, and a skill that gives attacks healing effect on the other one. Or the skill that burns poisoned enemies. There are quite a lot of combinations and that make the combat fun.

The good thing is that since you are playing as a GM and a party at the same time, you can often pick the amount of opponents that you are facing. If you get a task to defeat 4 enemies, you can split them into batches of two and fight them two times separately. The difficulty decreases, but the amount of rewards also goes down.

One new thing that has been added is space battle element. It’s a minigame that essentially involves ships throwing dice, accumulating action points that can be spent on healing/attacking. One thing that I could not find out is the way to upgrade the ship health: right as you get your ship, you get sent into optional quests that involve destroying other spaceships. There’s a catch though. You can not see the strength of the ships that you are going to fight. So when I encountered a starship with 400 hp, it quickly annihilated my 140 hp ship. This happened quite a few times. There was also no way to escape from the combat like this.

One thing that could be improved is the character progression UI. All of the skills are mixed in one box, available to see from the start, sorted by price. In my opinion, this is not a right approach, as it can get quite confusing. It’s also not so easy to distinguish between learned and not learned skills, since they all seem to be bundled together. It would have been easier to group the skills in some ways (passive / active? Class/generic? Group by effect?)

The other thing is bugs: the game have quite a good number of them. I could occasionally open the character window in inconvenient game moments and then never close it. Once I’ve started a class questline (and failed it), the savage stayed with my party and when I got another party member – it has been placed in the same position and essentially I had two characters in one slot during the combat.

Summary

Overall, $14.99 might seem like a steep price – but I say the writing and the immersive atmosphere are worth it. However, there are quite a lot of bugs, so I’m a bit hesitant. I genuinely had fun while playing it, but be prepared to encounter quite some bugs as you play. The different reviews of the game mention bugs of different severity and one of the encounered ones was quite severe, but not absolutely gamebreaking. If you don’t mind the bugs – I can recommend the game to all of the RPG fans.

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Feature Image taken from the game store page, here

Kingdom of Loot Steam Game Screenshot

Genre: MMORPG
Game Page: Game On Steam
Should You Buy It: Wait for early access to end

Today, I wanted to take a look at the game called “Kingdom of Loot:” I did not stumble upon it randomly, its ad has been displayed to me on Facebook. The game is in early access, so lots of work is planned ahead.

About The Game

The game is a massive multiplayer rpg game, made fully in pixel art. The game’s aesthetic is definitely well-thought out: the palette is colorful, the pixel art is well done and shows lots of care put into it.

Pros and cons

The ui is well-drawn, but clumsy. To equip a new item, you need to unequip the previous one. You can’t quick sell items (at least I did not find the way). You need to drag every one of your items towards “sell” button, which can become tedious if you take into account how much loot the game actually drops. There are no quick way to compare the item that you are going to equip with the item that you already have equiped. I could go on, but I think you get the picture.

You’ll have to pick up lots of loot. Luckily, this mechanic is well-done. The hitting animations and reward collections is polished fine, which is important. Every time enemy drops coins / weapons – there are visible effects and pleasant sounds on pickup. One thing that I would change is the loot attraction distance. Right now, you have to be almost on the coins in order to loot them. This brings some unnecessary walking around. Ideally, it would be much more entertaining if the coins were pulled towards you from 2-3 tile distance.

However, when it comes to gameplay, the game faces a serious challenge: right now, after level 5, the game throws you into the dungeon. Unfortunately, this is the only dungeon you can go to. I’ve tried playing with two melee classes and an archer, and did not see any active skills upon reaching level 5. All I got was passive attack enhancements, which essentially reduced the gameplay towards hitting the space button and drinking potion occasionally.

At this point, there is not much variety: one location to get to level 5, then dungeon to get to progress further. It’s better to group up for that one, since monsters are getting tougher and much harder to kill.

Summary

From the development perspective, the game is in peculiar state: if the game is being actively marketed, there’s not much content to keep player’s playing. The thing that can definitely be improved is an early game: players gather most of impressions from it, and if they just need to roam around and simply grind right from the start (except for one quest) – a lot of people are going to be lured by awesome graphics and polish, but not many are going to stay.

If it was up to me – I’d add more early game content specifically and work on basic UI improvements: that way the players will be able to better see the promise the game shows and follow it closer. A few things that could definitely make it much more entertaining would be early early game location alternatives, active skills for all classes, UI that would allow selling loot quickly (after all, the game is about loot, right?). Essentially, focusing all effort on the early game, to improve retention (more active players means that new players will be able to find the party easier and form friendships, thus forming additional bond with the game world).

Kingdom of Loot is the game that shows a lot of potential, but feels like it went into early access too soon. Overall, keep your eyes open for this one, but wait before it actually leaves early access.

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Switchcars - Indie Game Reviews 2017 - Steam Screenshot

Genre: Action / Roguelite
Game Page: Game On Steam
Should You Buy It: Absolutely Yes

In Switchcars, you take a journey. However, in this case, the journey by the road also symbolizes the journey through time: by driving forward, you literally travel through the years. You have to go from year 1950 to 2055.

It’s a curious action / roguelite game that asks you to switch cars to pass different kinds of terrain to outrun the time (and the cross-dimensional monsters that go after you). You have three car slots that you can fill with any passing car. If you press a button near a car, the car is added to your car inventory and is usable at any time by pressing that same button again. Each level consists of multiple road lanes. Those road lanes have different terrain types like air, water, railroad, forest, etc. So in the end, you have to match the car type with the lane type and do it in the most efficient way possible.

This is done in a really good way: a lot of vehicles are too fast, so unless you have godlike reaction you ought to get in lots of trouble and will be forced to switch and replace cars due to encountering tons of obstacles. However, since lane terrain types don’t change that often, there’s a good strategy element which makes path optimization much more important than avoiding obstacles. So even if you are as bad at action games as I am, there’s still possibility for completing the game if you pick the route correctly. There are also pickups, aka consumable items that can improve your car or help your character.

Switchcars Steam Screenshot

Some cars have special abilities like nitro boost, electrical engine, tank tracks, sled, etc. There are more than 1000 cars available, some are recolrs, but most of them feel very different indeed. Another interesting thing is that cars and landscapes depend on the in-game year. The cars do change with time, from retro-ish to futuristic, which adds a great twist to the game process and makes it much less linear. The pixel art is very polished and the cars are well drawn.

Another thing is your character’s grappling hook: you can attach it to most passing cars or static obstacles, ensuring faster travel through the level and allowing you to get the cars that pass you by. One thing that I did not like was the controls when trying to grab the flying vehicles, like planes or helicopters, because whenever I held the “up” button on d-pad, the game often ignored me and went in horizontal directions towards other cars or obstacles. So it was pretty much impossible for me to grab aerial vehicles that are in the sky already.

Another thing that left a bitter aftertaste was the impossibility to effectively control your car at higher speeds, despite the game having very responsive controls. The speed was just too much to understand what was going on the screen. Before you start shouting “git gud,” I have to say that maneuvering through the lanes happen almost instantly, but you still need a godly reaction to notice all the small details. So in the game, despite having big speeds, there are very few moments when you get to enjoy these. Perhaps the game could use some sort of a slow-mo bonus that would allow the player to slow the time down without loosing a feeling of speed. Another solution would be making cars a bit more durable, since a lot of the fast ones can’t survive a head-on crash with another one.

But to sum it up, all of this seemed like a very minor drawbacks to otherwise a great game. SwitchCars is an amazing example of an indie roguelite game that creates a spectacular product on top of an original idea. I can highly recommend the game to those of you who like action/fast-paced indie games.

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Caveblazers - Indie Game Reviews 2017 Steam Screenshot

Genre: Roguelite / Action / Platformer
Game Page: Game On Steam
Should You Buy It: If you enjoy difficult games

About The Game

In caveblazers, you venture down the cavern to explore it. It’s a roguelite platformer, where you’ll have to jump from wall to wall, fight different enemies and descend deep down into the cave. The game is aimed at hardcore roguelite/action/platformer audiences due to high difficulty.

The Good

The combat system is pretty simple, but really well done. You have a melee weapon, a bow with unlimited ammo and a slot for special item. You just need to attack the enemy either from a distance or swing at him after he swings at you (and hopefully misses). If you swing at enemy at the same time he does – the swing is parried. Enemies do not have bounding boxes, so you can often go through them, thus flanking them and making them miss an attack against you.

As you progress, you find new weapons and magic items that can give you one special ability like super speed, high jump or some passive perks. The variety is good and it leaves a lot of space to decision making: do I want to equip a boots that will allow me to run faster once in a while or do I want a demon that duplicates ranged attacks?

You’ll spend lots of game time jumping, and this aspect is done really well too. Your character can jump from the walls, meaning that you can climb up this way. The jump controls are really well done, they are intuitive; you can change your direction mid-air, ensuring that you can easily navigate wherever you want to.

AI deserves extra mention: monsters know how to jump from walls to walls and can find how to get to you. You also encounter friendly adventurers on your travel, and friendly ai really gives a great impression: it can maneuver carefully and traverse complicated levels while following you.

The graphics are also nicely done and well-polished. The pixel art is done with love and fits the style of the game.

The Bad

  • The game often feels like it is relying on random too much. Some runs will be successful simply because your rooms spawned perfectly.
  • I’ve also noticed that sometimes enemy-containing rooms are generated without open passages to them. You’d need to blow up the ground if you want to get to the enemies. There were no problems with the exit.
  • At the rate the new perks are unlocked – the game gets a bit monotonous. Unless you unlock relevant perks – you always start with the same weapons. I’ve played for about 3 hours and I still only have one perk that gives me different ranged weapon.

Summary

Caveblazers is the game that leaves a somewhat bad impression at first. During the first hour of playing, I seriously disliked how things went. The gameplay was really repetitive: spawn, die, repeat. After that time, I’ve unlocked a few perks that altered the gameplay process and the game began to feel different and more varying. I’m glad I’ve persevered past the first 1.5 hours, because after that the game really became fun. To sum it up, Caveblazers is very focused on its mechanics, so I’m pretty sure that you are new to the genre – it won’t motivate you to carry on. For those hardcore fans that enjoy this type of games and have some sort of idea about what they are getting into – I recommend the game.

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Rush Rover - Indie Game Reviews 2017 Steam Screenshot

Genre: Action / Bullet Hell
Game Page: Game On Steam
Should You Buy It: Absolutely Yes

Disclaimer: game is still in early access, some things are ought to change.

Rush Rover is a top-down 2d action/roguelite game. In the game, you control a robot that fights the other, “converted” AI bots. Each playthrough consists of multiple randomly generated rooms, and you must defeat 5 bosses to win the game. As you kill enemies, you level up and get to upgrade various abilities.

The Good

  • Content: enemies are very different, their movement paths and attacks require different type of maneuvering and dodging from you. Some rush towards you and you have to dodge, others shoot in circular patterns so you have to keep moving in-between bullets. In any case: standing in one place means certain death. The guns are also really interesting: some charge up before firing, the homing missiles lock on targets before flying towards them, the “wave” gun tries to fry the enemies in a cone pattern.
  • Skill-Based Gameplay: the drops are random, but damage is not. You have to dodge lots of bullets and fire accurately, otherwise you get obliterated. If you die – it totally feels like your fault, which is a great game design.
  • The game handles roguelite randomness really well: your initial weapon does not suck. It’s not terribly powerful, but you can upgrade it as you level up, so even if you don’t find a new one, you can still complete the game. In fact, I’ve completed my first run without actually changing the weapon.

The Bad

  • One playthrough is extremely short: it took me about 40 minutes to finish one game. It’s not easy so you won’t be able to do it on the first playthrough (probably), but it took me a bit more than 2 hours to finish the game for the first time.
  • The graphics are not that great: the animations are well-detailed, but the backgrounds do get repetitive after some time. The UI is also a bit clumsy, i.e. you can’t pause the game by pressing ESC, you have to open inventory and click “menu” there before the actual game menu opens.

Summary

Rush Rover seriously made me think about what makes the top-down shooter games good. Frankly, I have not felt this excited about top-down games since Enter The Gungeon. However, the game does some things much better than the former: namely, the room balancing. First, you can teleport from every room after you kill all enemies. Second, the room is always equally full of enemies. They won’t rush towards you. You need to start approach them, and then they attack you. This contributes to a feeling that every room is literally filled with enemies, but still leaves you space to maneuver.

At the time of this review, the game costs 5.99 EUR (or your regional equivalent) and I definitely recommended it, as it’s a great price for the entertainment that you are getting.

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Super Stone Legacy - Indie Game Reviews 2017

Genre: Action / RPG
Game Page: Game On Steam
Should You Buy It: Wait for 50%+ discount

EDIT: 30-second victory screen has been made significantly shorter, removed that point by request of developer since it was fixed.

Super Stone Legacy is an action game. You go through randomly-generated dungeon rooms and kill all enemies that you encounter. One thing that makes it distinguishable is amount of boss fights: you encounter the boss after clearing two or three rooms. That means one boss fight approximately every 5 minutes. I must say right away that I’m on the fence about this game. Here are the reasons why, starting from the good ones:

The Good

  • The gameplay loop is really well done. The room battles are very dynamic and it is where the game shines.
  • Six characters with different attack patterns (that can be switched during game time) add enough variety to make fights exciting.
  • Skill-Based gameplay. Not much of a random factor: rooms are randomly generated, but nothing else. It’s up to you to dodge enemy attacks / move properly.

The Bad

  • Shooting/attacking mechanics: you have to click every time to perform normal attack. Why not make it possible to hold the left button for continuous attacks? There are two more attack types, but it would be much nicer to see them bound to right clicking / holding right mouse.
  • No difficulty settings. Once you level up your character to 7+ level, get plenty of hp and study enemy attack patterns, the game becomes a grind, you just go through enemies and simply click lots of times to defeat them without fear of being killed.
  • One walkthrough takes about 1.5 hours. You don’t have much incentives to start another one. There are no unlocks or anything like that.
  • There is no save feature, meaning you have to complete the game in one run. 1.5 hours might not be too crazy, but the feature would help.
  • UI: You can not alt-tab and minimize the window. It stays on top of the display all the time. For those of you with two+ displays: you can not choose the display in Unity launcher, which seems weird, because other games made in Unity normally allow that.

 

Summary

The game battles are fun and you can’t take that away. On the other hand, there are terrible UI / UX issues and not that much replayability. You completed the game – now what? You can try again with the different characters, but chances are you’ve seen most of the bosses and the enemies will be the same, even if they will be appearing in the same sequence. Taking the bad sides into account, I suggest waiting for 66% discount or more before grabbing the game.

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Feature Image taken from the game store page, here

MegaSphere - Indie Game Reviews 2017 Steam Screenshot

Genre: Action / Platformer
Game Page: Game On Steam
Should You Buy It: Yes

Disclaimer: the game is in early access, so a lot of things are probably going to change/improve. The review is actual for the 4th of May 2017.

In MegaSphere, your character is investigating why are the stars of Solar System are going dark. It is an action-platformer, where you explore massive randomly-generated levels with well-defined objectives and progression.

The Good:

  • Challenging difficulty. The game feels really skill based. When you die from the enemy attack – you know exactly how you messed up.
  • Plenty of weapons with different shooting patterns and tactical uses. Weapons can also be upgraded by putting special modules in the slots. I.e. reflection that makes bullets bounce from walls. Shooting also feels nice: the weapons you get at the start are by no means powerful, but it’s a great feeling when you hit something successfully and then finally destroy it.
  • Great lightning and particle effects: the backgrounds are dark, and they make a great contrast with explosions / other game effects, which are masterfully made. These are hands down some of the best effects I’ve seen in a 2d game.
  • The music and sounds are OK. Not exceptional, but not bad: music does not feel repetitive and gives a good background for playthrough.
  • Environment with destructive elements: some parts of the levels can be destroyed, there are also explosive crates which you can use strategically to damage enemies.

The Bad:

  • The beginning is a bit slow and somewhat boring. There’s a good idea about gradually introducing game features by continuously unlocking them to the player (dash -> gun -> upgrade menu -> codex -> map, etc), but right at the start you need to traverse large spaces without much stuff going on. It gets much better when you enter the second location though.
  • No pausing the game when you open codex / equipment window. It’s probably by intention, but it often prevented me from reading codex / equipping stuff when I felt like it.
  • Maybe a bit more explanation about how saving works? I.e. codex record about this: right now even if I reached the checkpoint before boss, died, then respawned at the same checkpoint a few times, then exited the game – I still get thrown one level back to the checkpoint there.
  • Navigation tab could really use a legend somewhere, because icons of the map are not really obvious (i.e. at least in codex, where weapons are described; the game could do the same with navigation icons: icon – description).
  • AI is sometimes easily fooled (especially with destructive environment) – but in all honesty it does not make the game any less challenging

Summary

I think the game got my attention by its difficulty. The no hand-holding approach definitely works here, making fights and exploration entertaining and victories rewarding. Due to this, I can strongly recommend the game.

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Riptale - Indie Game Reviews 2017 Steam Screenshot

Genre: Action
Game Page: Game On Steam
Should You Buy It: Wait for 50% discount

About The Game

In Riptale you take the role of the swordsman, a dragon hunter of sorts. You go through randomly generated levels and hack/slash through the enemies. Literally. There’s lots of blood and when you strike an enemy, you really go through him. Non-boss enemies die from one hit, but you must plan your attacks carefully, because it’s pretty easy for them to hit you too.

The Good

  • Hitting enemies feels great. The blood, the slow-down of time at the moment of impact that allows you to start another combo.
  • Challenging Difficulty: the game is really hard
  • Good selection of music and sounds. The music can get repetitive after a while, but it never felt annoying. The hit sounds are very satisfying: it’s exactly as you would imagine when you think about something alive that got hit by a sword.
  • Customizable attack combos: you don’t have a traditional attack cooldown. Instead, you have three attacks (gems). Each attack costs one gem, so you can do three rapid attacks at once. Gems replenish over time though, so you can’t combo immediately. The interesting thing is you encounter shops as you progress in the game, and those sell special gems that can alter your attack pattern and make you stronger. This is the main way to change your strategy and playstyle. For example, as you play, you discover that placing some gems in first position makes charging harder, so you put them in second attack position (i.e. your first attack remains normal, but second attack becomes homing, allowing to kill the enemy quickly if he dodged).

 

The Bad

  • Collisions could be better. Occasionally you go through flying enemies without damaging them.
  • Gems are not recharged when you enter new room. If the game expects to have a fast gameplay, it’s a bit counter-intuitive to have player stand in one place and wait till the gems are refilled.
  • Aiming controls felt subpar quite a while: the 45-degree directions are fine, but enemies that are located at a different angle from you are frustrating to hit.
  • Slow-mo during falls could be useful. From time to time you get into situation when you jump down a platform and collide with a monster below (but there was no way to see it).
  • The levels are randomly generated. Traversing some rooms is not very pleasant due to a huge number of obstacles or maybe randomly placed stuff. The level compositions seems to be a bit broken and the gameplay speed gets hindered because of that.

 

Summary

What game excels at is the feel when you kill something: once your character cuts an enemy, you know this was for real. The time slows down for a split second and you just know that you’ve delivered a crushing blow of unstoppable force to something. That feeling of speed, action and being in the center of the events is something. Due to the other flaws and pretty simple graphics – I suggest waiting for 50% discount before grabbing the game; It gave me ~2 hours of good gameplay, but I doubt I’d return to it later.

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Ruin of the Reckless - Indie Game Reviews 2017 Steam Screenshot

Genre: Action / Roguelite
Game Page: Game On Steam
Should You Buy It: No

Think of Ruin of the Reckless like Nuclear Throne with melee feel. Traverse the tower levels, kill the monsters, get the key to go to the next floor and then escape via elevator. All that until you are free! As you progress through the tower, gain levels and collect “power orbs” – the orbs that amplify your abilities / enhance your character. Think of those as of mostly passive skills: vampirism, pet follower, “more money drops. You can also gather new spells that are more like active abilities (but you can have one at a time).

The Good

  • Good item / spell variety. You can also unlock different cards that affect the gameplay: be it a new starting item / spell loadout, more enemies on levels (for harder difficulty) or more money drops to make the game easier.
  • Characters / Monster are very well-detailed for a pixel art. You can see that a lot of effort went into this.
  • The music/sound effects are decent.
  • Interesting approach to difficulty: no traditional difficulty settings per se, but a special “cards” that you can equip in the game lobby. Those cards affect the gameplay modifiers, making the game easier or more difficult: your character can have more hp, more monsters can spawn on the level, levels become easier, etc.
  • The tower that you are climbing feels like a part of its own world: the characters you meet have their own personality and it adds to immersion.

The Bad

  • The melee mechanics just do not seem to work. Technically, everything is there, but the process becomes pretty straightforward and repetitive: go to the monster and kill him. If he rushes – stay a bit back, wait until he attacks, find an opening and perform your own strikes. The weapons do not feel different: they have different hit patterns, but mostly the attacking process feels the same over and over again. Spells save the situation a bit, but this is not enough (charges are limited and you are holding 1 spell at a time, right?).
  • Backgrounds / Tiles are rather bland. They do the trick and they fit into the style color-wise, but overall they are not detailed well-enough compared to other characters.
  • The Game is made in Game Maker, which might not be the best choice to show so many details / monsters on the levels. My setup is I5-4670 @ 3.4GHz / 8 GB Ram / GTX 760 – the game’s fps would drop significantly when a lot of monsters appear.

Summary

I really wanted to like the game: you can see how much effort went into making it. However, the core idea of melee combat just did not seem to work well. It is done with a lot of attention, but that does not make it interesting or exciting. If we compare it to the Nuclear Throne: there, you have different weapon shooting patterns, but so do enemies. You need to get creative when dodging the attacks and shooting on the run, trying to avoid the enemy touches / bullets like a plague. On the contrary, the process here feels repetitive and not captivating: there’s some dodging involved, but most of the time (when you are not using spells) the end of the combat is the same. You need to approach the monsters and hit them in melee. You don’t care much about the environment / hiding like you did in Nuclear Throne. The challenge of masterfully evading and keeping the distance is gone here, and while it seems like a minor thing, it changes everything. Because eventually the ending of every melee combat is the same: you need to approach the enemy and hit him. Because of that, I can not recommend the game.

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Feature Image taken from the game store page, here

Crawl - Indie Game Reviews 2017 Steam Screenshot

Genre: Dungeon-Crawler / Local Multiplayer
Game Page: Game On Steam
Should You Buy It: Yes

Crawl is a peculiar game. It recently left early access, entering the fully released stage. The game’s idea is really original: four players (either bots or humans) are playing at the same time. One of them gets the role of dungeon explorer, going through the dungeon. Other take the roles of ghosts, who can spawn monsters or possess the traps across the rooms. If someone manages to kill the dungeon explorer, he takes his role, while recently deceased player becomes a ghost. The player who manages to get level 10 and kill the dungeon boss wins.

The Good

  • Really innovative and fun gameplay: there’s also no downtime for anyone, because all players influence the game in a way. It’s like telling a story from two different points of view
  • Lots of content and variety: different bosses, monsters, weapons and items. As you play more games, you get more unlocks, diversifying the randomized gameplay even further
  • AI is really good
  • The game has its own style: the pixel art is well aligned and fits the theme well

The Bad

  • A bit of a snowballing tend to happen. If one player levels up while playing explorer, other players (ghosts) are getting stronger monsters. Technically, that tends to even out the disadvantages (weaker players have stronger monsters -> statistically they tend to kill explorer more and take its role) as the game progresses. But if weaker player gets the role of explorer – he still has to fight the strong monsters of at least two other ghosts which often won’t be in his favor. During the midgame this gap is felt the most, but then it evens out if the game drags on a bit. That’s really the only drawback I can name.
  • No online multiplayer: the game could really benefit from it.
  • Also, minor thing, but I could not switch active display on my machine (could not move the game to second screen). The option to do this is there, but it did not work if I changed it.

Summary

The game is good in singleplayer, because AI can use the surroundings well and both control and combat the monsters skillfully. However, Crawl shines brightest when played with friends: the hot-cold relationship that turns upside down when someone takes control of the explorer (and the old foe, in turn, becomes somewhat your friend) makes up for a lot of funny and exciting moments. The content unlocks also makes it really replayable. Overall, it’s a solid game with original premise and I highly recommend it.

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Feature Image taken from the Crawl store page, here