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  • EverCrawl review

    I'll be the first to admit that there's a combination of buzzwords that can get me excited about a game. EverCrawl being a pixel-art, short-session, portrait-mode roguelite is one such combination. But these traits alone can't make a game feel like it has staying power. Unfortunately for EverCrawl, there seems to be little substance lurking beneath its enticing surface.

    Quick crawl

    EverCrawl is a dungeon-crawler where your goal is to take a hero as far as possible past monsters, traps, and more without dying. Doing so is much easier said than done as you can only move in forward directions across a four-lane corridor and encountering any enemy directly in front of your lane or in the lane to either side initiates combat.

    The entire game is turn-based, which can help you plan out your moves, but even with all the planning in the world it is very likely that you will meet your end early and often, particularly when you first start playing EverCrawl and only have access to the lowest level of basic hero classes.

    Grind it out

    The early-goings of EverCrawl make your runs very short, like a handful of minutes at most, allowing it to fit pretty easily into any gaming regimen. As you keep doing these runs, you'll get better at the game and at the same time you'll accrue coins that you can spend on upgrades to heroes you've already unlocked and experience toward unlocking new color palettes and hero classes you've yet to unlock. All of these things work to extend your individual play sessions with EverCrawl, though still keeping overall run length pretty short.

    The only problem with this is the road to earning all of EverCrawl's unlocks is pretty long and seems to require a lot of repeat play where very little changes between runs. This might not be a huge problem for a game that has a lot more dungeon and enemy variety or other systems at play, but EverCrawl's tiny scope starts to feel repetitive very quickly if you aren't at a point where you can unlock the next thing to switch things up.

    Tough and unfair

    You can definitely get better at EverCrawl to the point that–without a new unlock–you get significantly further in runs than you have before. The game doesn't really do you any favors in accomplishing this, though. It takes a long time to figure out how EverCrawl's world works because its rules are not entirely consistent. Enemies can walk over traps without getting hurt but can get hit by other enemy attacks, for instance.

    Figuring out all of these nuances is all part of the game, but almost all of them suggest an intention of unfairness as an effort to keep you grinding to unlock and upgrade all the character classes. So, despite my ability to potentially overcome these things, each new discovery ends up working like a disappointing discovery to a game that already feels like it has a lack of depth working against it.

    The bottom line

    I don't mind roguelites that encourage replayability through persistent unlocks, but you have to make the game feel good enough that you want to replay it even without having a new unlock to play around with. EverCrawl can't clear this hurdle as its only compelling features revolve around the unlock system that is tedious to work your way through.

    Source link:https://www.148apps.com/reviews/evercrawl-review/

  • Kraino Origins review

    Throwback-style games can be hard to get just right. Sticking to old design principles can make a game feel too simple or obtuse, but if you add in too many modern twists suddenly you're making something that just looks old. Kraino Origins doesn't have these problems, though. This platformer feels like it dropped out of a Super Nintendo and satisfies mostly because of its varied and interesting level design.

    Skeleton with a scythe

    Kraino Origins fits right into the same mold of tons of 16-bit era action platformers. You play as a cartoonish skeleton with a scythe who–through a brief intro–you learn was apparently reanimated to a weapon to be used for good. In practice, this means running through levels full of zombies, vampire bats, mermen, and more until you get to a boss who you then cut down with your trusty scythe.

    Things are similarly straightforward in the control department as your tools for beating these levels include just a jump, attack, and mid-air attack button. Oddly, Kraino Origins contains one other control button, but it is never explained in the game's opening tutorial and also doesn't appear to do anything (more on that later).

    Level lord

    The simplicity of Kraino Origins wouldn't work without some great level design backing it up. Fortunately, every new stage in the game is full of new enemies and hazards, most of which follow a “tough-but-fair” logic that establishes an almost Mega Man-like difficulty curve. This is to say you will likely die a few times on your first encounter with new enemies or bosses, but learning and adapting to these situations is all part of the fun.

    On dying, Kraino Origins sprinkles a few checkpoints across each of its levels that you spawn back to if you take three hits. Death also causes you to lose some collectible treasure which mostly just seems to be an arbitrary measure of “score” on top of overall progress through the game. There is no apparent limit to the number of times you can die, but the distance between checkpoints is such that you need to prove a legitimate degree of proficiency with each level's new tricks to make it through.

    Devil in the (lack of) details

    On top of gathering treasure and killing bosses, Kraino Origins also has some hidden collectibles in levels and branching paths to discover. These things add to the game's replayability and contain some significant rewards for the curious that make progress forward a little easier. If you ever get tired of the color palette in Kraino Origins, you also unlock new filters as you progress through the game that are fun to use.

    The only thing I'm a little perplexed by in Kraino Origins is how it hides so much information from the player. In true throwback game style, it's easy to never learn (or learn by accident) that there are special powers you can unlock and collect or a merchant hidden in certain levels who can sell you upgrades. Also, it seems that Kraino Origins left at least one move out of its touch controls, as playing with a bluetooth controller allows you to do an additional scythe-spin attack that you can't perform otherwise.

    The bottom line

    There's a lot to enjoy about Kraino Origins, but you have to have the patience to go and find all of it. It is fortunately very upfront about what kind of game it wants to be, but even then there are secrets hidden beneath the surface that are easy to miss and can very well sour you on the experience if you do.

    Source link:https://www.148apps.com/reviews/kraino-origins-review/