게임 정보 / ROGUE BY ROGUECrypt of the Necrodancer
원문 · 영어Crypt 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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플레이어 의견 요약
원문 · 영어A 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.
원문 · 영어Critics 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.
플레이어가 칭찬한 점
- 원문 · 영어Soundtrack 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
- 원문 · 영어The rhythm-plus-roguelike fusion is seen as genuinely innovative, turning turn-based dungeon crawling into something frantic and tactile
- 원문 · 영어Enemy movement patterns are learnable, giving a Souls-like mastery loop: players say it is deeply satisfying once it clicks into a flow state
- 원문 · 영어Large roster of characters with different rules (Aria, Bolt, Dove, Coda and others) and many modes gives huge replay value
- 원문 · 영어Good 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
- 원문 · 영어Clever, inventive bosses and enemy design; clean, readable pixel art
- 원문 · 영어Good for short sessions and quick runs; some players with ADHD say it suits brief bursts
- 원문 · 영어No Beat Mode and broad accessibility options give an on-ramp for people unsure about rhythm play
플레이어가 비판한 점
- 원문 · 영어Very 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
- 원문 · 영어The beat system is rigid and leaves little room for flexibility, so one mistake can cascade into death
- 원문 · 영어Some reviewers find the roguelike layer repetitive: the loop wears thin and enemy variety is low (many reskinned skeleton variants)
- 원문 · 영어Bosses are sometimes called gimmicky rather than threatening
- 원문 · 영어Heavy 100% completion demands: a few achievements and harder characters are described as near-impossible
- 원문 · 영어Some players report desync between visuals, audio and input that makes timing feel off on certain setups
- 원문 · 영어Item and inventory UI can be unclear: items are hard to identify by name and weapon damage is not shown
- 원문 · 영어Damage feels inconsistent and unforgiving: a perfect run can collapse to a single ranged hit that removes half your health
차별화된 특징
- 원문 · 영어Everything moves on the beat: enemies, traps and the player are all locked to the soundtrack, with a beating-heart UI
- 원문 · 영어Score multiplier system tied to staying on beat, with coins rewarding rhythm consistency
- 원문 · 영어Bring your own music: custom MP3s generate beats for levels
- 원문 · 영어No 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
- 원문 · 영어Composed by the Super Meat Boy and Binding of Isaac composer, making music the core mechanic rather than decoration
- 원문 · 영어Spawned crossovers and spinoffs (Cadence of Hyrule, Rift of the NecroDancer) and a large modding scene
의견이 갈리는 점
- 원문 · 영어Rhythm 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
- 원문 · 영어Difficulty: fans see it as rewarding mastery; others call it exclusionary and poor design in late zones
- 원문 · 영어Synchrony DLC value: praised for rollback online multiplayer and modding, but criticised as thin content for its price and with a low online population
반복과 부담
- 원문 · 영어Dying repeatedly in the first zone for new players before the timing becomes instinctive
- 원문 · 영어Repeating zones 1-3 just to get a fresh attempt at Zone 4, then relearning them at 3 hearts in All Zones mode
- 원문 · 영어Completionist grind: a handful of very hard achievements, and 100% is described as a huge time sink
- 원문 · 영어Constant DLC upsells: some longtime owners are annoyed by repeated DLC promotion and the count of paid add-ons
- 원문 · 영어Music can wear on some players, and a few find the rhythm requirement stressful or ill-suited to ADHD or weak rhythm
- 원문 · 영어Frequent in-game popups and prompts pushing tips and DLC, which some players find annoying
기대하는 개선 사항
- 원문 · 영어Better explanation of items, scrolls and weapon stats in the UI and a gentler onboarding for non-rhythm players
- 원문 · 영어More enemy variety and less reliance on palette-swapped skeleton and shield enemies
- 원문 · 영어More meaningful hub/shop unlocks beyond mostly new loot in chests
- 원문 · 영어Rebalance the hardest characters and the late-game zones, which many players call a wall
- 원문 · 영어Make online multiplayer and mod support part of the base game instead of paywalling them in Synchrony
- 원문 · 영어Smaller, cheaper DLC bundling; reviewers dislike the number of separate paid add-ons
원문 · 영어Launched 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.
커뮤니티 자료 출처
- 원문 · 영어Top helpful positive and negative English Steam reviews (local file) ↗
- 원문 · 영어Steam appid 247080 data: 95.5% positive, 26.5k reviews, Metacritic 87, SteamSpy owners, revenue estimate ↗
- 원문 · 영어Metascore 87 (45 reviews) and user score 7.8 ↗
- 원문 · 영어OpenCritic 87, 96% recommend, 47 reviews, outlet scores ↗
- 원문 · 영어Critical review: repetition, enemy variety, gimmicky bosses, shop rewards ↗
- 원문 · 영어Shacknews 8/10: innovative, steep learning curve, rigid beat system, divisive ↗
- 원문 · 영어Early Access exit and launch community reaction ↗
- 원문 · 영어Synchrony DLC review summary: paywalled multiplayer/mods, thin content, dead online ↗
- 원문 · 영어Estimated gross and net revenue (Boxleiter method) ↗
- 원문 · 영어Steam community discussion on DLC order and Amplified reception (via search summary) ↗
보관된 제작자의 의견 1
자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.
원문 · 영어Tier list Part 1 (2023)
원문 · 영어Crypt 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.
제작자가 칭찬한 점
- 원문 · 영어Rhythm-driven core concept is well designed and he respects it
- 원문 · 영어Phenomenal soundtrack that carries the experience
- 원문 · 영어Good variety of playable characters
- 원문 · 영어Great that a rhythm-based roguelike became so popular and successful
- 원문 · 영어Rewards mastery: knowing enemy patterns lets you act precisely to the music
제작자가 지적한 문제
- 원문 · 영어Very hard for a random person to pick up; fast-paced with many things to track at once
- 원문 · 영어New areas bring new enemies with new patterns that must be memorised or progress is hard
- 원문 · 영어Not a huge number of items, and runs rarely produce crazy builds
- 원문 · 영어Never feels overpowered; purely skill-based mastery rather than build power
설계에 대한 관찰
- 원문 · 영어All actions tied to the music beat, making it a rhythm game fused with roguelike dungeon crawling
- 원문 · 영어Progression comes from player skill and pattern knowledge more than from builds or synergies


