A roguelite deckbuilding adventure game about magical coins. You play as a lootmancer, who can unlock the hidden power inside of coins and use them in magical duels. The loots you take from chests and enemies also become your next moves, so plan carefully!
User reviews:
Overall:
Very Positive (421 reviews) - 88% of the 421 user reviews for this game are positive.
Release Date: Nov 18, 2013

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About This Game

A roguelite deckbuilding adventure game about magical coins. You play as a lootmancer, who can unlock the hidden power inside of coins and use them in magical duels. The loots you take from chests and enemies also become your next moves, so plan carefully!

Features

  • Roguelike structure: randomly generated levels and permanent death!
  • 19 unlockable character classes with unique gameplay!
  • One of those classes is a monkey! (!!!!!)
  • Constant, delicious tension: you always need to spend coins to get more coins
  • A grandma that packs a whollop!
  • SECRETS! (duh)

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: XP, Vista, 7, 8
    • Processor: 1.2GHz processor
    • Memory: 512 MB RAM
    • Graphics: DirectX 8-compatible graphics card with at least 32MB of video memory
    • DirectX: Version 9.0c
    • Storage: 15 MB available space
    Minimum:
    • OS: 10.7+
    • Processor: 2.4 GHz Intel Core 2 Duo or better
    • Memory: 512 MB RAM
    • Storage: 15 MB available space
Helpful customer reviews
8 of 8 people (100%) found this review helpful
1 person found this review funny
11.1 hrs on record
Posted: February 24
Best review would be a lengthy description, imo. Coin Crypt is roguelike top-down RPG w/ real-time card-based combat, and an on-map encounter system for enemies (touching an enemy in the "overworld" triggers combat). The way the card game system is done is far different from anything else I've ever come across. I suppose it would make the most sense to start by explaining how the real-time part works.

When you play a card, your character removes it from your hand, and starts to cast it, during which time you cannot do anything else. Casting basically presents as a windup timer showing how long that particular played card needs until it is put into effect. When it comes down to it, casting is what really ties the combat together, and makes the real-time part viable. Cards cast quick enough to keep the feeling of real-time –combat feels like a continuous string of actions–, but also slow enough so you have time to think during an opponent's cast –effectively preventing it from coming down to a battle of luck and who clicks quickest. The best comparison I can give of how it feels would be to say when casting is at it's very worst the combat's flow slows the same way it might when reloading your gun in an FPS, and when casting is normal I'd say combat flow is more akin to chess utilizing a stop clock –you feel pressure to be quick, but there's enough time to be deliberate, and overall strategy/planning definitely feels like the main focus and factor in winning.

However, casting is far from being the only uncommon part of the card system. That said, every unique mechanic seems to be carefully designed with each of the others in mind, chief of which are the roles cards themselves play. Cards are essentially everything. Not only are cards the combat medium, but cards are the loot, cards are the passive effect carriers, some cards are one-use skeleton keys, cards remaining in your deck is a secondary health bar, and –most importantly– all cards are currency. In line with this duel nature, used cards are not given back after battle (they are dropped when you play them), forcing you to choose a little more literally, and much more carefully, how you spend them. Using cards to buy useful items and influence the island gods needs to be balanced with keeping a large enough and carefully built enough deck so you don't run out of cards. On top of this, you are forced to take only a few out of a small group of coins chest ghosts offer when you're looting a chest, so it can often be a tough choice deciding how many of the weak/low-value cards of the type you're low on (for example Heal 2 worth $5) you should take versus how many of the average/mid-value coin (like Attack 4).

Building around that duality, a lot of the other mechanics are designed in order to make deliberate, personalized deck construction and management the backbone of the game. This is also why the card game mechanics have to be so unorthodox compared to most card games. Your hand size is only 3 cards (by default), your health is only 10 (by default), and when you play a card you also draw a fresh hand. Additionally, all drawn hands will organize any duplicate cards into stacks (stacks if played will cast all the cards in that stack at once as a single cast). Having a small hand and possible stacks means trying to prevent cards that don't help your build from accumulating in your deck and not taking care not to be too prone to finding yourself choosing between using two Attack 4 cards (or w/e) on a 2/10 health monster, or letting their cast finish while you redraw and taking 4 damage.

Beyond that, it forces you to create a deliberate style of deck-build & corresponding combat style by making "use the most overpowered coins you can find" type strategy almost useless. Using lots of Steal an enemy card type cards depletes their deck to win, and so physical damage is a waste to have in your deck (most of the time), and a wasted turn could easily mean losing 40% of your health. Poison damage builds rely on overwhelming the opponent more than they can heal while trying to stay guarded, so passive cards –which usually also have a draws often effect– would (normally) get in the way of that. The thing is, there are ways to combine these kinds of cards into a useful deck, but they don't play well together if you just throw them together. Having a lot of damage cards and a few Steal cards can be useful for shield card focused enemies because you can deplete their shields quicker by just taking them (a lot of the time) than letting them keep playing them as you attack over and over, and you can augment this balance to withstand other types of enemies by having most of your deck comprised of shields in case of a bad draw, as shield health and shield time-remaining carry over between battles, so it's not nearly as much of a risk if you don't get the card type you needed. Decks have a lot of depth, esp. depending on your play style, yet coins themselves are often very straightforward.

There are 201 unique cards in the game so far, and there are tons of items, passive-power cards, blessings, and other things that all modify your stats or mechanics, often in classic RPG fashion. Using items or modifiers in tandem with particular deck builds, strategy complexity can potentially be increased to much, much further depths depending on the chosen play style. Ex. the Joker Token card with the coin pouch. When played, anything that damages the user now heals them, and anything that heals the user now damages them. Two of the status will reverse healing and damage back to normal. A coin pouch lets you store a coin from your current hand for use at any point/battle in place of one of the coins you drew. Using the saved coin also draws a new hand, and clears the quickslot. The Joker Token is one of the best coins to put in it. It can save the player from the brink of death and allow them to survive very powerful attacks, such as the Explosion Chip (Attack 20) used by the "Grandma" enemy. Furthermore, donations to gods lets up two of them bless chests and add several of their card class to your options to pick from, allowing you to more easily tune your deck to a particular play style. The more you donate, the more likely to be rarer cards of that god's type.

In addition to all of those modifiers, every one of the characters (except for the starter) have more major, unique modifiers of their own, making the game play differently for each character. For example when playing as Demon: whenever the enemy plays a card, one cursed card (that does damage to your player if cast) is added to their deck, but demon also makes all card currency values negative (so cursed coins become positive currency). Basically Demon doesn’t have to buy items or get blessings using the useful cards in his deck, and constantly makes good amounts of money from battle spoils –but the more money you save up the more chance of drawing a hand polluted with harmful cards, and you need to choose between ending battles quickly to take more of the enemy’s original cards (you [default] take 100% of their unplayed cards), or stalling to grind for cash.

Other characters have more simplistic modifiers, like Monkey: he casts more slowly than other characters, but redraws his hand at quadruple speed and always casts all of the cards in his hand. So, In order to do well as Monkey, the player must learn the effects of all the coins they carry, and be a little more frugal to make up for occasional unnecessary card casting caused by his unique traits.

All of this makes for a tight combat system with tons and tons of styles of play, and giving it an immense amount of replay value, all while remaining very intuitive and fast paced. 11/10 would build a deck again –and again –and again.
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11 of 15 people (73%) found this review helpful
1 person found this review funny
16.8 hrs on record
Posted: February 15
Undoubtely one of the best Roguelike experiences you can get on Steam.

I definitively recommend this game.

Unique blend of features resulting in something new and original, yet somehow familiar and not easy to learn ( any game unlike I have ever played before is already a huge plus for me ) .

Simple short game where features are extremely well matched and the replay value is enourmous. Makes you keep wanting one playthrough after another.
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7 of 11 people (64%) found this review helpful
5 people found this review funny
3.2 hrs on record
Posted: November 4, 2015
i still don't know what we need to do
or how to play but i love it !
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1 of 1 people (100%) found this review helpful
27.7 hrs on record
Posted: January 10
This game is amazing! so many things to do, but i was wondering, is it possible for you guys to make seeds so i can compete against my friends like you would binding of isaac, especially since there is a daily i think it would be possible,
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2 of 3 people (67%) found this review helpful
61.8 hrs on record
Posted: December 5, 2015
I liked this game. I don't remember buying it, so I must have gotten it as a Humble Bundle. I played it thinking it would not be any good, but it really surprised me. There are choices all over, from the character you play, where you go and especially what coins to pick up. The coins are like a big collectible card game, essentially, and you will unlock a bunch as you play. Strategy is key, but there is also randomness and twitchiness at play.

The developer also made a lot of changes as it goes, adding a lot of coins and content to the base game. It's not even sold as an early release game, so they obviously care about it instead of moving on to the next project.

The graphics are OK. It could use some work in that department, I guess. The music, however, is awesome. It changes with different environments and is enjoyable.

I've beaten it with the demon character (easiest, I think, once you figure out the tricks involved) and two or three others. Different characters need different strategies. There's even a monkey!

Ipicked up the DLC for it finally during the winter sale, so you know it's a good game. Total surprise, but there you are.
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