Tiny Knight and the Corrupted Crystal
BlackBreeze Studios
Your master got pulled into a crystal, so go get him back. A simple, chunky survivor roguelite where your knight swings on his own and you decide what he swings with. Blend fire, frost and lightning into every hit and fight through five biomes.
Configuration requise
Exigences minimales
Exigences recommandées
À propos de ce jeu
Bring him back
Your master was the best fighter in town, right up until the Corruption Crystal pulled him inside it. Somebody has to go in after him. That somebody is you, and you are, at the moment, not very good at this.
Tiny Knight and the Corrupted Crystal is a small, chunky survivor roguelite about walking into a field full of enemies and coming back out with a slightly better sword.
Moving is your whole job
Your knight swings on his own, in a steady pulse, forever. There's no attack button. What you actually do is walk: decide who's inside the radius, thread the gap in the pack, and read the field half a second before it happens.
The camera doesn't move and the arena doesn't scroll, so everything that can reach you is already on screen. Easy to pick up. Harder to get good at.
Decide what your sword is made of
Somewhere in your first run you'll commune with the Fire Crystal, and your swing gets a little warmer. Later you'll pick up the Frost Crystal, and now you have two elements and a dial that decides how much of each goes into every hit.
Fire burns things down over time. Frost drags the horde into slow motion so you can walk circles around it. Lightning jumps between bodies and clears the clumps. Run 60% fire and 40% lightning and see how it feels. Go pure frost the next run and find out it's a different game.
Three buttons worth pressing
Bulwark plants your shield and throws everything around you backwards, with a window of invulnerability while it lands. It's the answer to being surrounded.
Bladestorm sets a ring of blades spinning around you and lets them chew through anything that gets close. Unleash the blender.
Dash bursts you a short way in whatever direction you're moving. Nothing can touch you mid-dash, and your next swing always crits.
That's it. Three abilities, on cooldown, all game. Knowing when to spend them is most of the skill.
You're not out there alone
The Herbalist provides buffs. The Cleric patches you up. The Peasant helps you collect gold, so maybe give him a knife and see what happens. None of them can be targeted by enemies, because you have enough problems already.
Five biomes, twenty-five stages, five bosses
Each biome runs five stages deep with a boss waiting at the end. Between stages you come home to town, spend what you found, and head back out.
The corrupted land chews on your health the whole time you're out there, which keeps runs brisk and stops anyone from turtling in a corner for twenty minutes. Max Health is the stat that matters, and every upgrade is really just buying yourself more time.
The town remembers
Gold survives your death, and so does everything you spent it on. The Blacksmith permanently upgrades your sword and shield, so the run where you die badly on stage 1-3 still moved you forward. Peasants haul gold out of the mine while you fight, so even a bad run comes home richer.
And then there's the crystal's offer
The thing that took your master is perfectly happy to make you the same deal.
There's a corrupted branch in the skill tree that's stronger than anything else on offer, and it doesn't just buff your abilities, it replaces them. It's a reckless road, but is it truly worth it?
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