Despite some stellar-looking titles in the bunch, I haven’t always enjoyed Rendercode Games‘ releases. They’ve occasionally been more about style over substance. But, generally speaking, each new title has been slightly better than the last in terms of its playability1. Crypt of the Serpent King ($1.00) is the developer’s swan song on XBLIG, and while it feels like the culmination of Rendercode’s work on the service, it’s still lacking in some spots. Important spots.
This dude is pretty and ugly. Pretty ugly.
Crypt is best described as a first-person hack-and-slash dungeon crawler, with some light RPG mechanics. Traversing a series of labyrinthian and randomized floors (don’t worry, the minimap fills in as you explore), you’re tasked with finding a certain number of keys to unlock a boss room, fighting dozens of baddies in-between. The RPG aspect comes in the form of gaining experience, used to level up your personal attributes such as health, melee attack power, and speed. Finding gold in chests scattered throughout allows you to purchase new weapons between stages, choosing from melee (sword, halberd2, etc.) and a pair of ranged bow options.
Depending on the level of difficulty chosen, you’ll find less food (recovers your health) and gold, which should force you to play conservatively and purchase new gear wisely. Then again, dying in Crypt isn’t as roguelike as you might think; you keep all experience and gold you’ve found even after death3, mitigating any disasters that might befall you. On the reverse side, ‘Hardcore’ mode attempts to please masochists, taking away the map and the chance to heal.
There’s enough variety in the enemy and boss types, to be sure, but the same can’t be said for the way you approach each of these fights. Essentially, so long as you start your attack animation and ‘walk into’ your foe by the time you’re swinging whatever weapon you have equipped, you’ll deal damage and avoid taking any yourself. This makes all basic encounters a cinch, and reduces every boss fight to a simple, repetitive exercise of attack and retreat, attack and retreat.
Less tense than it looks.
And ‘repetition’ is the operative term in Crypt of the Serpent King, as each level looks and plays out exactly the same, regardless of the randomized layout you’re given4. There’s only a handful of room / hallway types, and the visual ‘sameness’ that greets you at every door opened and every corner turned begins to wear out its welcome by a few stages in. Add to this the increasing key requirements (each floor tacks on another missing key) and the requisite backtracking that implies, and you’re all set for tedium.
To be fair, messing around with different weapons can be fun, and Crypt of the Serpent King‘s art and enemy design may be impressive, but ultimately, the varying difficulty levels and only slightly-changing layouts can’t do enough to mask the game’s more serious flaw of repetition. As is, it’s merely a pretty and passable dungeon crawler that’s capable of more.
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EDIT 10/16: There’s been an update to the game that addresses some of the issues I mentioned above, adding enemy spawns in the corridors between rooms, as well as a few tweaks to the flow of combat, which should make things a little more varied.
- There’s definitely been improvement if you’re counting from The Monastery (terrible) up to Assault Ops (decent) and onward, which I am. ↩
- My personal favorite. Excellent range, and the piercing attack is quick enough to stop most of the enemies’ attack animations. ↩
- Depending on who you talk to, this can either be a very good thing, or a very bad thing. ↩
- Enemies come in pairs, and are only ever found in ‘key rooms’, which basically takes away any tension or surprise that random exploration might have supplied. Even with the dull combat, random enemy placement would’ve helped to mix things up further. ↩