Ficha del juego / ROGUE BY ROGUECrypt of the Necrodancer
Texto original · InglésCrypt of the NecroDancer is an award winning hardcore roguelike rhythm game. Move to the music and deliver beatdowns to the beat! Groove to the epic Danny Baranowsky soundtrack, or select songs from your own MP3 collection!
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Resumen de la comunidad
Texto original · InglésA hardcore roguelike dungeon crawler where every move and attack must be made on the beat of the music, by Brace Yourself Games with a soundtrack by Danny Baranowsky.
Texto original · InglésCritics and players both treat it as an inventive genre fusion and a modern indie classic: 87 on Metacritic and OpenCritic, and 95.5% positive across about 26.5k Steam reviews (Overwhelmingly Positive). The soundtrack, tight beat-based movement and the amount of unlockable characters and items get near-universal praise. Reception is tempered by a steep learning curve, a brutal late game (only about 8% of Steam players finish the final zone) and complaints about a long tail of paid DLC. It left Early Access in April 2015 and has been supported since with the Amplified expansion (2017) and the Synchrony DLC (online multiplayer and modding), so it is not abandoned.
Lo que elogian los jugadores
- Texto original · InglésSoundtrack by Danny Baranowsky is called one of the best in games; reviewers say there is no weak track, and you can also play to your own MP3s
- Texto original · InglésThe rhythm-plus-roguelike fusion is seen as genuinely innovative, turning turn-based dungeon crawling into something frantic and tactile
- Texto original · InglésEnemy movement patterns are learnable, giving a Souls-like mastery loop: players say it is deeply satisfying once it clicks into a flow state
- Texto original · InglésLarge roster of characters with different rules (Aria, Bolt, Dove, Coda and others) and many modes gives huge replay value
- Texto original · InglésGood value at $14.99 for a game with a huge roster of characters and modes; the Amplified expansion is described by fans as adding a lot of content
- Texto original · InglésClever, inventive bosses and enemy design; clean, readable pixel art
- Texto original · InglésGood for short sessions and quick runs; some players with ADHD say it suits brief bursts
- Texto original · InglésNo Beat Mode and broad accessibility options give an on-ramp for people unsure about rhythm play
Lo que critican los jugadores
- Texto original · InglésVery steep difficulty spike: early enemies and mini-bosses can kill in one or two hits, and Zone 4 and All Zones are a wall for many players
- Texto original · InglésThe beat system is rigid and leaves little room for flexibility, so one mistake can cascade into death
- Texto original · InglésSome reviewers find the roguelike layer repetitive: the loop wears thin and enemy variety is low (many reskinned skeleton variants)
- Texto original · InglésBosses are sometimes called gimmicky rather than threatening
- Texto original · InglésHeavy 100% completion demands: a few achievements and harder characters are described as near-impossible
- Texto original · InglésSome players report desync between visuals, audio and input that makes timing feel off on certain setups
- Texto original · InglésItem and inventory UI can be unclear: items are hard to identify by name and weapon damage is not shown
- Texto original · InglésDamage feels inconsistent and unforgiving: a perfect run can collapse to a single ranged hit that removes half your health
Características distintivas
- Texto original · InglésEverything moves on the beat: enemies, traps and the player are all locked to the soundtrack, with a beating-heart UI
- Texto original · InglésScore multiplier system tied to staying on beat, with coins rewarding rhythm consistency
- Texto original · InglésBring your own music: custom MP3s generate beats for levels
- Texto original · InglésNo Beat Mode and several characters that change the rules (for example single-heart or bard-style restrictions), so it is effectively many games in one
- Texto original · InglésComposed by the Super Meat Boy and Binding of Isaac composer, making music the core mechanic rather than decoration
- Texto original · InglésSpawned crossovers and spinoffs (Cadence of Hyrule, Rift of the NecroDancer) and a large modding scene
Opiniones divididas
- Texto original · InglésRhythm mechanic itself: some call it the best part of the game while others find it only neat for ten minutes or feel it is more a roguelike than a rhythm game
- Texto original · InglésDifficulty: fans see it as rewarding mastery; others call it exclusionary and poor design in late zones
- Texto original · InglésSynchrony DLC value: praised for rollback online multiplayer and modding, but criticised as thin content for its price and with a low online population
Repetición y obstáculos
- Texto original · InglésDying repeatedly in the first zone for new players before the timing becomes instinctive
- Texto original · InglésRepeating zones 1-3 just to get a fresh attempt at Zone 4, then relearning them at 3 hearts in All Zones mode
- Texto original · InglésCompletionist grind: a handful of very hard achievements, and 100% is described as a huge time sink
- Texto original · InglésConstant DLC upsells: some longtime owners are annoyed by repeated DLC promotion and the count of paid add-ons
- Texto original · InglésMusic can wear on some players, and a few find the rhythm requirement stressful or ill-suited to ADHD or weak rhythm
- Texto original · InglésFrequent in-game popups and prompts pushing tips and DLC, which some players find annoying
Mejoras esperadas
- Texto original · InglésBetter explanation of items, scrolls and weapon stats in the UI and a gentler onboarding for non-rhythm players
- Texto original · InglésMore enemy variety and less reliance on palette-swapped skeleton and shield enemies
- Texto original · InglésMore meaningful hub/shop unlocks beyond mostly new loot in chests
- Texto original · InglésRebalance the hardest characters and the late-game zones, which many players call a wall
- Texto original · InglésMake online multiplayer and mod support part of the base game instead of paywalling them in Synchrony
- Texto original · InglésSmaller, cheaper DLC bundling; reviewers dislike the number of separate paid add-ons
Texto original · InglésLaunched from Early Access around 23-24 April 2015 to very strong reviews (early Steam score around 99% positive per community comments). Metacritic: 87 from 45 critic reviews (Generally Favorable) with a user score of 7.8 from about 310 ratings; OpenCritic: 87 top critic average, 96% of critics recommend, 47 reviews, 98th percentile. Steam owner estimates are 1-2 million, and steam-revenue-calculator estimates about 16.8M USD gross and about 5.0M net (Boxleiter-method estimate, not audited; no exact copies figure found). Amplified (2017) was well received as a content doubling; Synchrony (online co-op, modding) drew mixed feelings over price and paywalled features. Available on PC, PS4, PS5, Switch, Xbox One, Vita and iOS.
Fuentes de la comunidad
- Texto original · InglésTop helpful positive and negative English Steam reviews (local file) ↗
- Texto original · InglésSteam appid 247080 data: 95.5% positive, 26.5k reviews, Metacritic 87, SteamSpy owners, revenue estimate ↗
- Texto original · InglésMetascore 87 (45 reviews) and user score 7.8 ↗
- Texto original · InglésOpenCritic 87, 96% recommend, 47 reviews, outlet scores ↗
- Texto original · InglésCritical review: repetition, enemy variety, gimmicky bosses, shop rewards ↗
- Texto original · InglésShacknews 8/10: innovative, steep learning curve, rigid beat system, divisive ↗
- Texto original · InglésEarly Access exit and launch community reaction ↗
- Texto original · InglésSynchrony DLC review summary: paywalled multiplayer/mods, thin content, dead online ↗
- Texto original · InglésEstimated gross and net revenue (Boxleiter method) ↗
- Texto original · InglésSteam community discussion on DLC order and Amplified reception (via search summary) ↗
Comentarios archivados del creador 1
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Texto original · InglésTier list Part 1 (2023)
Texto original · InglésCrypt of the NecroDancer is a top-down dungeon crawler roguelike where every action must be made on the beat of the music. PepperHead, a drummer himself, was excited to play it but admits he is bad at it after three separate attempts over the years. He respects the design and is glad a rhythm roguelike became so successful, but it is too demanding and skill-based for him personally. He lands it at low B, explicitly refusing to drop it to C.
Lo que elogia el creador
- Texto original · InglésRhythm-driven core concept is well designed and he respects it
- Texto original · InglésPhenomenal soundtrack that carries the experience
- Texto original · InglésGood variety of playable characters
- Texto original · InglésGreat that a rhythm-based roguelike became so popular and successful
- Texto original · InglésRewards mastery: knowing enemy patterns lets you act precisely to the music
Problemas señalados por el creador
- Texto original · InglésVery hard for a random person to pick up; fast-paced with many things to track at once
- Texto original · InglésNew areas bring new enemies with new patterns that must be memorised or progress is hard
- Texto original · InglésNot a huge number of items, and runs rarely produce crazy builds
- Texto original · InglésNever feels overpowered; purely skill-based mastery rather than build power
Observaciones de diseño
- Texto original · InglésAll actions tied to the music beat, making it a rhythm game fused with roguelike dungeon crawling
- Texto original · InglésProgression comes from player skill and pattern knowledge more than from builds or synergies


