Actually, meta progression is not that important in Crown Trick, so this might be considered a classic roguelike as well. But that, along with strange camera choice, is my main problem with the game. Depending on which weapons and trinkets you find, the run can be either a walk in the park or almost impossible. To summarize the above paragraphs, the game doesn't handle risk/reward and randomness well. So choosing abitility to earn gold over a random trinket is always better (unless you are about to go fight the final boss, then getting another free trinket makes perfect sense). Crown Trick’s synchronous gameplay means you’ll have the choice to stop and assess the situation at any time, setting. Take up the unbelievable crown and start your underground adventure with the power bestowed. The thing is, you can easily earn 300-500 gold in a room, while even the most expensive trinket costs less than 1500. Crown Trick is a procedurally generated dungeon-crawler game with turn-based roguelike gameplay and hand-drawn art style. Say, one of the cursed chests gives you a random trinket but prohibits earning gold for 8-10 rooms. Most of them have extremely bad negatives yet benefits are very dubious. The same is true for trinkets: some common ones provide benefits for your build, while even legendaries might be useless or even bad (because some have negative side effects). On the bright side, some common weapons are also very good. And I don't think I ever got an epic even once. In 17 hours playing the game (and beating all 5 main locations including the final boss), I only managed to obtain a legendary weapon once. Even though there’s some minor lag, the game still runs nicely in both handheld and docked mode for most of the gameplay. The artwork is vivid, and you can clearly see it in each dungeon. Legendary and epic weapons are much more powerful that common and rare ones, yet it's almost impossible to get them. Crown Trick has a beautifully designed cartoony art style in a darkish dungeon setting. Since the game uses one point perspective, you often can't see objects (including enemies or the player character) behind other objects, and it's often critical since you can easily miss a potent attack that way. Add cute visuals and solid mechanics with familiars (acting as spells) into the mix, and you get yourself a good game. And since DoD, there weren't any (?) rogulites with that mechanic. 17h 40m PlayedIn its core, the game is very similar to Dungeons of Dredmore: enemies act (attack or move) after the player character acts.
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