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Crown Trick

Estrategia por turnosEstrategia y táctica

Texto original · InglésEnter a labyrinth that moves as you move, where mastering the elements is key to defeating enemies and uncovering the mysteries of this underground world. With a new experience awaiting every time you enter the dungeon, let the power bestowed by the crown guide you in this challenging adventure!

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Jugabilidad principal25 %—
Combinaciones y estrategia25 %—
Rejugabilidad20 %—
Azar y equidad20 %—
Acabado y usabilidad10 %—
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Resumen de la comunidad

Texto original · InglésA turn-based, Mystery Dungeon-style roguelite by NEXT Studios (published by Team17) in which the dungeon only moves when you do, with elemental magic, a limited teleport (Blink) and monster Familiars as the core toolkit.

Texto original · InglésCrown Trick is received as a good-to-very-good tactical roguelite: Steam sits at Very Positive (about 85% of roughly 5,400 reviews), Metacritic PC is 83 and OpenCritic is 81 from 37 critic reviews. Critics and players praise the pace-flexible turn-based combat, cute pixel art and build variety, while the most common complaints are opaque UI and tooltips, uneven item and boss balance, punishing curses and repetitive dungeon layouts. The user Metacritic score is lower at 6.7 (only 35 ratings), and a few critics found it derivative. Several recent Steam reviewers say the developer has stopped updating the game, leaving long-standing readability and translation issues unfixed. It launched on Switch, PS4 and Xbox in 2020-2021 and reached Steam later; the Steam price is now about $4.99.

Lo que elogian los jugadores

  • Texto original · InglésTurn-based combat where time only advances when you act lets you rush through trash rooms and slow down for bosses
  • Texto original · InglésBlink (teleport) and the Break/stun mechanic reward positioning and planning over reflexes
  • Texto original · InglésElemental magic and debuff combos, plus a large pool of weapons, relics and spells, give lots of build variety
  • Texto original · InglésMid-boss Familiars grant inheritable abilities, swappable between runs, which gives a satisfying sense of progression
  • Texto original · InglésCharming, colourful pixel art and funny enemies; the chessboard-style tile layout keeps the grid readable
  • Texto original · InglésApproachable for newcomers to roguelikes, with a gentle entry and plenty of unlockables (blueprints, soul shard upgrades)
  • Texto original · InglésMagic resources reset each room, which encourages actually using tools instead of hoarding them

Lo que critican los jugadores

  • Texto original · InglésPoor information design: many keywords lack tooltips, there is no icon glossary, and elemental debuffs are explained only in wiki footnotes
  • Texto original · InglésHard to tell which enemy is starting an AOE attack, since only the danger area on the floor is shown
  • Texto original · InglésItem balance is swingy: a few items carry a run while others ruin it, and level-up choices are sometimes all weak
  • Texto original · InglésBoss fights can demand specific builds, run long, and sometimes end a run with an instant-cast skill
  • Texto original · InglésCurses are effectively unavoidable and the downsides often outweigh the upside; one curse can destroy gems needed for permanent upgrades
  • Texto original · InglésTranslation and skill wording are confusing (for example what 'shield absorption' means), and some relics read as nonsense
  • Texto original · InglésEnemy variety is limited, with stronger versions of the same foes, and dungeon layouts feel samey
  • Texto original · InglésBusy turns with many simultaneous triggered events make it hard to follow why you won or lost
  • Texto original · InglésHard to read what is happening on your tile depending on camera angle, per a helpful negative review

Características distintivas

  • Texto original · InglésMystery Dungeon/classic-roguelike style synchronized turns where every action, even attacking, is its own step
  • Texto original · InglésBlink teleport that does not cost a turn and recharges on room entry or after breaking enemies
  • Texto original · InglésLabyrinth that shifts as you move and a chessboard grid, described as a more accessible modern take on Brogue or Tangledeep-like design
  • Texto original · InglésElemental system with debuffs and cross-element synergy as the main build axis
  • Texto original · InglésMid-boss Familiars whose abilities you absorb and carry into later runs
  • Texto original · InglésPace control: a turn-based game you can play fast or slow depending on the room

Opiniones divididas

  • Texto original · InglésReplayability and depth: some call it a favourite that hooks them, others say meta progression feels thin and it is not something to return to after beating it
  • Texto original · InglésDifficulty: described as challenging without being too punishing by some, while others find bosses and curses unfair
  • Texto original · InglésOriginality: praised as a fresh turn-based take on roguelikes, but one reviewer called it derivative and mobile-like
  • Texto original · InglésAudio and presentation: some love the art, others find the music and sound effects sleepy or limited

Repetición y obstáculos

  • Texto original · InglésIntrusive tutorial prompts and the talking crown NPC interrupting play to explain things
  • Texto original · InglésSlow start and some grinding for soul shard/meta unlocks; 100% achievements need the free DLC and hard-mode boss clears
  • Texto original · InglésController inputs can be dropped while animations finish, causing accidental wrong-direction attacks that throw runs
  • Texto original · InglésSlot machines, cursed chests and curse deals widely seen as poor risk/reward, making chunks of each floor feel skippable
  • Texto original · InglésLong boss fights and repetitive room structure once you have seen what the game offers
  • Texto original · InglésWeak, generic story and dialogue per several critics

Mejoras esperadas

  • Texto original · InglésAdd tooltips for keywords, a proper icon glossary and real numeric values for items and skills
  • Texto original · InglésShow which enemy is causing each AOE telegraph
  • Texto original · InglésLet players decline or skip the intrusive tutorial pop-ups that cover half the screen
  • Texto original · InglésRebalance items, curses and boss design so more build types are viable, and tame overpowered combos like the ice familiar stun
  • Texto original · InglésMake hub/meta upgrades and gold use more impactful and clearer about what gold is for
  • Texto original · InglésFix Steam Deck/Windows launch problems, improve the translation, and vary audio and music more

Texto original · InglésLaunched on consoles first (Switch, PS4, Xbox One in autumn 2020 to 2021) and got generally positive critic scores (Metacritic 78-83 by platform). Steam reception is Very Positive. Estimated Steam gross revenue is about $3.16M (net to developer about $0.93M) and owners around 500k-1M per SteamSpy-style estimates; these are modelled figures, not audited. Steam is Windows-only; there were Steam Deck/Proton launch problems, with reviewers reporting that an older Proton version works. A recent Steam review says the developer stopped updating the game, and 100% achievements require the free Requiem of Elements DLC. Steam price is now about $4.99.

Comentarios archivados del creador 1

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Texto original · InglésTier list Part 3 (2025)

Texto original · InglésCrown Trick is a turn-based, board-style roguelike where a sleeping princess explores a dream fantasy world, beats a realm boss, and returns for light meta progression. He loves its sense of grand adventure, with varied biomes, bosses and monsters that are hard to achieve in an indie game. The gameplay undercuts it: the free blink is so strong that most fights collapse into the same dodge-and-hit loop. Inconsistent enemy attack telegraphing led to deaths that felt unfair during long runs, and he never finished it. He places it at low B, saying it could have been a high A with some tweaks.

Lo que elogia el creador

  • Texto original · InglésStrong sense of a grand adventure from level, biome, monster and boss design
  • Texto original · InglésClear run structure with an end goal that cannot be reached on the first attempt, with multiple realms and final bosses
  • Texto original · InglésBosses with unique mechanics, such as the chess board boss where pieces move like chess pieces
  • Texto original · InglésMini bosses convert into spirit buddies granting abilities, a concept he likes
  • Texto original · InglésDistinctive visuals and good story, characters and world building
  • Texto original · InglésLots of content and enemy variety

Problemas señalados por el creador

  • Texto original · InglésBlink ability is so strong it distorts balance and makes most encounters a repetitive dodge-then-attack loop
  • Texto original · InglésEnemy attacks are telegraphed only some of the time, so instant unpredicted attacks cause cheap deaths (the Poseidon boss example)
  • Texto original · InglésSpirit buddies are unbalanced and there is little incentive to switch, so players stick with one build
  • Texto original · InglésWeapons feel similar to each other and meta progression is minimalistic
  • Texto original · InglésRuns are long (about an hour), which makes unfair deaths demotivating

Observaciones de diseño

  • Texto original · InglésTurn-based movement combined with a free teleport blink that regenerates each room
  • Texto original · InglésConverting defeated mini bosses into spirit allies, two equipped at a time
  • Texto original · InglésChess-themed boss that moves pieces by chess rules
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