Catacomb Kids is a brutal platformer roguelike that pits you against the deadly Catacombs aided only by magic, steel, and your quick reflexes. Traverse procedurally generated dungeons and hack, slash, burn, and blast your way through hordes of things that want to kill you.
User reviews: Very Positive (155 reviews)
Release Date: 20 Feb, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“After being in development for a few years now, Catacomb Kids has now reached a point where the core of game is fun and playable. From here on out, I want to continue development in an open fashion that allows players to keep up with the game's progress in a way that lets them experience it firsthand.”

Approximately how long will this game be in Early Access?

“The game will be in Early Access until it's complete. Until that time comes, Early Access supporters will receive a regular, continuous stream of updates with a new build at least once every month or so. There will also be a website through which everyone can track the game's latest development, and I livestream development regularly at http://twitch.tv/fourbitfriday.”

How is the full version planned to differ from the Early Access version?

“The full version will have four primary environments, two major bosses, at least eight mini-bosses, dozens more skills and abilities, and a metric f-ton of secrets.
The finished game will also include various game modes including The Gauntlet, Co-op Mode, and Infinite Mode.”

What is the current state of the Early Access version?

“Currently the game is fully playable, with much of the first environment completed and two mini-bosses implemented. Most of the game's systems are in place and functional with the remainder of the work largely consisting of fleshing out and expanding the world with new enemies, traps, environments, etc. Due to the procedural nature of levels, however, there is currently enough game present to keep players well occupied until the new areas become available.”

Will the game be priced differently during and after Early Access?

“It will be the same price upon release.”

How are you planning on involving the Community in your development process?

“I host regular, weekly livestreams where players can watch as I work on the latest features and talk with me about the game. In addition, every build release will be followed by an 'open house' Google Hangout where players can come to talk to me directly about the latest build and the game in general. I'll be active on the forums and irc, where players can reach me easily.”
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Buy Catacomb Kids

CDN$ 17.99
 

Recommended By Curators

"A 2D roguelite with high emphasis on interaction, tactical engagement & strategtic character growth. Experimentation is key and also a lot of fun."
Read the full review here.

Recent updates View all (3)

30 March

0.0.8a

Just a quick bugfix build

Fixes
Crash upon defeating the reaper
Plague overload and trance costs no charge stars
Slow overload costs Magic Blast charge stars
Removed "L" debug key for disabling lighting
Crash if killed while in Force Bubble
Crash when casting overloaded Raise Dead
Flame Form burns your own spellbook
Crashes when killing yourself with dragon breath
Water looks weird at times
Magic blast overload costs 4 charges instead of 2
Spell-slotted class abilities cost energy
Portal shows a cost of 3.5
Leveling weapon skills via Bully class-up still rounds them down
Leveling weapon skills via Bully class-up doesn't remove 0-Skill traits
Game crashes when whirlwind and flame wave meet
Looting corpses tips over torches

4 comments Read more

28 March

Build 0.0.8!

HEY.

So here's the first full month update for CK! It's a lotta bugs addressed, gasses re-gassed, trances trancified, and goo balls ga-boinked.

Hope you're not too disappointed if you were lookin' for a new class and daily run mode. Between GDC, getting ready to move, and addressing bugs, I figured it'd be better to focus in this build on several less involved things so as to get you all something substantial rather than half-assin' two major features without first addressing the existing issues.

As I was working on those other tasks and thinking about classes, however, I hit upon a bit of a problem. My plan has always been to completely finish the Poet and bully Before moving on to the next classes - so that they can serve as sort of a template and guideline for the others in terms of scope and ability. However, as I tried briefly to tackle finishing the Poet this past month I found the UI unable to accommodate the vision I have in mind for the class.

So now, fixing up the UI has become a much larger priority if I am to finish the Poet and move on to the other classes quickly as planned, so that's going to be the first order of business going into April.

Don't be a blue blob, though! I had always planned on redoing the UI once co-op was implemented, and to change the game to a 16:9 aspect ratio. It's just gonna happen now rather than later. This is also good news because the new UI will be made specifically with multiple players in mind, meaning I'll be able to jump into work on Co-op much sooner than the 'later' I had planned.

So that's what's coming in the future, but let's check out the now: You can find the full patch notes for alpha 0.0.8 below!

Fixes
Fixed some issues with level connectivity
Orb of leveling spawns in walls
Non-humanoid enemies try to drop weapons when parried with Disarm
Grumbuls will attack mushrooms even when they're held by an invisible player
ACTUALLY fixed infinite byat flapping
For real this time
Removed debug shortcut for activating 'tome' ability
Fixed crash when dying while talking to the ghost
Trampling enemies with Stampede now makes them target you
Raise Dead spirit followers now properly follow you through doors
Chain lightning cost unaffected by energy overcharge
Spells equipped to slot 3 offset text alinment for alt spell charge count
"Your lantern goes out" text stays for as long as you hold a spent lantern
Rats don't bleed
Moving portals into boulders gets them stuck
Lifting boulders sometimes drops them on your head
Can't walk backwards while charging hammer focus strike
Crush trap chain sound continues even after breaking
Spaz out when dragging boulders
Crash when throwing certain enemies with trajectory
Potions caught in explosions boil infinitely
Performance improvements (Ever-in-Progress)
Item bottles played no sound when broken
Whirlwind doesn't cause items to hit enemies
Some Trances cast the Overload versions of spells
'Acrobatic' overrides taunt combo input
Ladders interfere with Sword Skill 1 and Axe Skill 3 (Downwards Thrust, Earth Splitter)
Reduced number draw calls for Temporal Step. Hopefully this fixes a crash?
"+" symbol offset when learning 1x1 spells
Balls of goo stay suspended in air if the wall they're stuck to is removed
Rerolling transitional levels doesn't bring you back to the same level type
Trances don't follow from floor to floor
-of Escape doesn't escape
Simple enemies die when they touch immobile boulders

New Stuff
More Spell Trances
Charge Stars
Overhauled Gasses

Changes
Globally reduced enemy damage on the first few floors
Enemy damage ramps up more gradually
Shadow Cloak wears off much faster
Statuses from armors "Of The Ghost" and "Of Power" wear off faster
Portal has fewer charges
Infernus has fewer charges
Balls of Goo have increased knockback
Balls of Goo bounce off of the environment and creatures
Being jumped on no longer immediately removes invisibility
Leveling up weapon skills no longer rounds them down
Being struck while speaking with the ghost will exit the menu
Fishahnas can no longer crit
Byats only crit on their charged attack
Moved "show info" to 'F1', instead of '1'
Looking around with lanterns shifts the view
Refueling lanterns gives a bit more fuel
Reduced size of camera influence area during reaper summon
Changes to lava and water appearance
Made spirit followers more accurate
Slime-blinded enemies are more blind
Mushrooms now only grow with each poison burst
Some level generator changes
Added option to control config menu to use class abilities
Changed collision shape of broken crush traps
Casting portal on top of a door breaks the door
Wet status shown in pause menu
Bottles and other items continue to make noise after first impact
Bottles of Lava
Potions slightly more fragile
Potions won't identify if the target is immune to their effects
Swarm Form is now the Trance of plague, rather than its Overload
Things thrown with Trajectory can pass thru portals
Can't go through level exits while attacking
Can't go through level exits while looking around with lantern
Purple Slimes ignore wooden bridges
The Twins' door locks behind you when the fight begins
The Grumbul Tank entrance door stays locked after the fight
Minor changes to Level Generation
Minor changes to enemy AI
The Cursor Keys, Enter, and Escape always work on the main menu
Press Delete to unassign individual keyboard controls and backspace to reset to default
Some Changes to Potions
New Potion "Colors"

Next Build TO-DO
Overhaul UI
Make game 16:9
Finish Poet?
Add Daily Run mode
(note: These are the actual, real changelog notes. Any others are dumb liars.)

13 comments Read more
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About This Game

The Origin Of Dungeons

500 Years ago the demon sorceress Abys was sealed away beneath her fortress by 4 legendary heroes and a 5th forgotten one. Over time, no longer held stable by Abys' magic, the fortress sank into the earth, becoming a haven for foul creatures, dark magicks, and the refuse of the Over-World. The fortress, now deep beneath the earth, became known as The Catacombs, and kids from all over found themselves drawn into its shadows - seeking riches, power, knowledge, and escape. Now, coming-of-age ceremonies and criminal sentences alike all revolve around plumbing the depths of The Catacombs, and the legend of Abys has been all but forgotten. Some say she yet sleeps in the dark below, the seals that keep her contained growing ever-weaker.

What Lies Beneath

Catacomb Kids is a procedurally generated platformer, with an equal emphasis on quick reactions, tactical engagement, and strategic character growth. Wield swords, spears, axes, and daggers -- unleash powerful magicks to burn, freeze and poison foes with -- overcome traps and beasts both deadly and unrelenting.


The game is streamlined but not "simple", featuring a system where basic elements interact to create complex outcomes and stories. Lure monsters into combat with one another or take advantage of environmental hazards to trick your foes into their own bloody demise. The world is your crafting space, allowing you to create new items and tools from within the game-space itself, never needing to farm materials or navigate a menu to demonstrate your cleverness.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP / Vista / 7 / 8
    • Processor: 1.2GHz processor
    • Memory: 512 MB RAM
    • Graphics: 256MB
    • Hard Drive: 100 MB available space
    Minimum:
    • OS: Mac OS X 10.6 Snow Leopard
    • Memory: 1 GB RAM
    Minimum:
    • OS: Ubuntu 14 or above
    • Memory: 512 MB RAM
    • Graphics: OpenGL-capable graphics card with valid driver
Helpful customer reviews
39 of 42 people (93%) found this review helpful
2 people found this review funny
17.6 hrs on record
Posted: 24 March
Early Access Review
Introduction
Catacomb Kids is the Dark souls of the roguelike 2D platformers. If you mess up just a little bit in this game, it punches you in the gut and kicks you in the teeth. Randomly generated catacombs and randomly made characters make the game infinitely fun. Right now Catacomb Kids is in Early Access, but there is tons on different variants in the game. (Weapons, shields, armor, potions, catacombs layouts, and different types of magic.) Right now there is only two classes with more on the way in future updates. Along with all the single player features, there is a verses mode with eight different arenas, but there is only local co-op and verses an AI. The only bad thing that I can say about this game is that there is no setting for changing the difficulty.
Pros

  • Versus mode
  • Randomized catacombs
  • Randomized playable character
  • No game breaking glitches
  • Great controller support
  • No performance issues


Cons

  • Can be too hard for some
  • Very unforgiving
  • Barely any display options


Conclusion

Catacomb Kids is a brutally fun roguelike game, but it could be too hard for some people. It really needs a difficulty setting. Catacomb Kids has almost unlimited replay value because it has randomly generated playable characters and catacombs. In the end, Catacomb Kids is 100% worth a buy even in Early Access, and there is more content on its way to make this game worth it even more.

Video Review

https://www.youtube.com/watch?v=ohZhqOxoIm0
-HiPFiRED


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Was this review helpful? Yes No Funny
6 of 7 people (86%) found this review helpful
30.9 hrs on record
Posted: 19 March
Early Access Review
This is a strong recommend from me; even at an Alpha stage of development. The procedurally generated dungeons and the statistically random generated characters add endless variety and unique situations.

Brutal and unforgiving. Expect quick deaths if you do not have appropriate reaction speeds; the random generator can create incredibly difficult to traverse trap rooms. One nice touch right from the beginning is the ability to “re-roll” by entering the exit from the previous floor.

There are too many gameplay elements to explain, but the attention to detail in the weapon-type combat, spell-type combat, and ailments is very refined and filled with variety, even at an Alpha stage. The level up upgrades (Rainbow Orb); if you survive long enough to make it to these coveted items, they will allow you to use attribute upgrades like parrying, free-running, reduced damaged from traps, plus many more expanded as you obtain more orbs.

I am very excited to see the game develop further, to see more classes, and see how refined the gameplay between them comes. To be honest, the two class system works for me currently, but having more, it would be interesting to see. I for one, would love to see a miner-like character.
Was this review helpful? Yes No Funny
5 of 6 people (83%) found this review helpful
1 person found this review funny
15.5 hrs on record
Posted: 3 April
Early Access Review
a grumble cut my arm off, so i picked it up and ate it to show him what kind of ♥♥♥♥er he was messing with
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
6.0 hrs on record
Posted: 18 March
Early Access Review
Even in an unfinished and beta-like state Catacomb Kids delivers a fun and unrelenting hardness that I've seen no othergame deliver. However this isn't a game anyone can just grab and pick up on as the learning curb is rather big. The game is extremely unforgiving but once you get a grasp where you are making your moves can be really fun. Great for those who want an experience that change again and again!
Was this review helpful? Yes No Funny
101 of 112 people (90%) found this review helpful
1 person found this review funny
4.0 hrs on record
Posted: 20 February
Early Access Review
I have been playing this game for 15mins. It's hilarious!

The controls are very good and responsive, which is a must for this type of game...
Because it's also unforgiving.

Not because it's stupidly unforgiving, but because there's just SO many unexpected ways you can interact with items... and die.

Now, onto some of my favorite deaths:

#1 I manage to jump and swim across a pond full of piranaes.
- Haha, look at them. They're biting and still looking at the edge of the water, mad that I managed to make it across!
*Piranae picks up speed and jumps out of the water into my face* X_X

#2 Hmm, a pounding trap... let's see if I can activate it using my slime!
- Yes! Ah crap, now the trap is glued to the bottom of the shaft, preventing me from passing...
- I wonder if I can unglue it by jumping on it and hitting the chain repeatedly
- Oh oh, its unstuck and coming back my way X_X

#3 Sweet, I just killed this orc thing.
Let's loot it!
- Ooops, I ate it. Only the bones remain.
- Okay, what's up with these bones... let's eat them too?
X_X Died from choking on the bones.

10/10, would die from choking on bones again.
Was this review helpful? Yes No Funny
31 of 33 people (94%) found this review helpful
18.8 hrs on record
Posted: 20 February
Early Access Review
Despite my (currently) low play time, rest assured I've put at least 30 hours into earlier kickstarter-exclusive builds. This a simply fantastic roguelike platformer. To me, it feels like a combination of Spelunky and Super Smash Bros in a fantasy environment.There are four big selling points I'll discuss below. TL;DR: Very fun, fluid movement, challenging skill based combat, incredible variety of organic environmental interactions, and all play styles are equally supported

The thing that initially drew me to this game is the way the player moves throughout the environment. It's the smoothest system I've ever played with, and traversing the environment is not just a means to an end, it's a pleasure. The only gripe I have with it is there are occasionally environmental hazards you can't protect against, but they're few and far between.

This game is extremely difficult, make no mistake. In my opinion, not all of the stats are as balanced as they should be; it's very difficult to survive hits from Grumbuls (humanoid enemy, think orc) early on, and getting good will definitely take practice. That said, the combat is very fun. Killing the enemies is always satisfying, and your deaths feel horribly brutal, but never unfair. The magic system is very intuitive and is useful both in and out of combat.

The third and perhaps biggest selling point for me is the interactions that happen organically in the world. For instance, within the game there are poisonous mushrooms, boulders, pools of water, and fire magic. Let's look at the interactions possible between these four objects. If there are fish in the water, a mushroom can be thrown in to leak poison into the water and weaken the fish. Using fire magic, you can burn up the mushroom and it's poison cloud to safely pass. Using the same magic, you can super heat the boulder, and hit it into an enemy to deal extra damage and potentially set them alight. If you need food in a pinch, you can heat the rock, push it into a pool to boil the water, and then throw in the mushroom, which will cook and become edible.

The final aspect is that this game supports playing essentially however you want. In many roguelikes, leveling up is based on getting experience from fighting enemies, completing objectives, and so on. In Catacomb Kids, each floor has a leveling orb, which, once picked up, allows the player to level up once. Nothing else matters, as long as you get the orb, you can level up. That means if you want to play by dodging dangerous situations with teleportation magic, no problem. Want to slaughter everyone you come across? Cool. Tackle the levels however you want, because you won't be punished for skipping rooms and opponents like you would be with an EXP system.


Overall, it's a very fun and unique experience that I think is absolutely worth $16 in the current state. The developer is very communicative as well, and does weekly Dev streams on Twitch.

Edit: I forgot a HUGE aspect (equal playstyle representation), so I've updated the TL;DR and added the section.
Was this review helpful? Yes No Funny
22 of 23 people (96%) found this review helpful
1 person found this review funny
2.5 hrs on record
Posted: 20 February
Early Access Review
There was 4 of us to begin with

We entered the dungeon, came out of the door one by one, the first to go met his fate when an axe swinging back and forth from the ceiling almost cut off his head, he rolled under it just in time, went off the edge because of his roll, and straight into some spikes off the side of the edge

There were 3

The Second to go had found a fancy chest, but it was to dangerous of an area to open it in, he grabbed the chest and brought it with him until it was safe, but the first gap he came across he tried to jump, he fell into spikes AND triggered a pressure plate which sent a hammer flying down and squishing his already dead body.

There were 2

He opened the door confidentally while i stood back watching him, he rolled into the room and was surrounded by tons of monsters and met his maker

There was me

I had 1 health, i rolled through a bunch of monsters, opened a door and before the monsters could get through i closed it, i was safe, i found a dead body, and i was screwed any other way so, i ate the body in hopes food would help me heal, i started eating anything edible i could find until i found a skull, i shrugged, bit into it, and choked on a bone.

There were none

This game is very unforgiving and hard to get used to, but very rewarding if you play well, i give this game in its current state an 8/10
Was this review helpful? Yes No Funny
18 of 19 people (95%) found this review helpful
1 person found this review funny
35.4 hrs on record
Posted: 21 February
Early Access Review
I can't express how happy I am that this game has finally made it to steam. I missed the kickstarter so I have been twiddling my thumbs and biting my nails in anticitpation since the day I first saw gameplay. This game hits all the sweets spots when it comes to my criteria for rouge-likes. Lot's of random/procedural goodness, stats, classes, weapons, enemies, clever traps, etc. There is even a brilliant implimentation of some basic physics built into the game which you must strategize with and use to your advantage. The aspect that really makes Catacomb Kids stand out are the small details that add comlexity to such a simple platformer, for example, I discovered that when you are weilding a magic dagger of electricity, jumping into a pool of water will (for now obvious reasons) f***k you up. Another neat mechanic is your food pallet. Eating certain combinations of enemy corpses will have varrying effects. There's tons of small details like these that just gives the game charm and character.

Overall I'm super excited to see how things will progress and just how active the devs will be. The price is a bit steep but I don't regret buying the game. In it's current state it is 100% playable and the most fun I've had with a game this year. My pros/cons:

Pros:
-Hard as nails (in a challenging/fair way)
-Proceduraly generated goodness
-Great pixel-esque graphics and wonderful sound
-Controls are really tight and dialed in (playing on a 360 controller)
-Good varriation of weapons/loot/potions
-The one boss that I've made it to was really badass
-Lots of depth in the game mechanics and strategizing is a must
-The exploding trap is really clever and I've never seen it in another game

Cons:
-As of right now the level layouts and room/combinations repeat quite a bit
-At first the menu and gameplay were really confusing and the tutorial was buggy and confusing as well
-Only 2 classes at the moment (obviously I know this will change)
-Spells are fairly limited as well
-Minor game mechanics that need tweaked/balanced
-All the other expected buggy things/ lag spikes that come with an Alpha build
Was this review helpful? Yes No Funny
15 of 15 people (100%) found this review helpful
5.1 hrs on record
Posted: 22 February
Early Access Review
Twenty minutes into Catacomb Kids and I've died approximately twice every minute. Completing the tutorial alone saw my death toll rise into high double digits. With over three hours under my belt, I'd say I passed the 100 milestone some time ago.

Catacomb Kids is malicious. I'm not a skilled gamer, but I'm experienced enough to pick up a few universal tricks. This game cares nothing for that; if you go in overconfident, you're going to be humbled. Any bravado will be wiped clean as you're forced to learn the ropes from the very basics. It's difficult not to reference the Souls series, though I'm loathe to as it resembles it in spirit only, but it's still an apt comparison. The game may be a seething, malevolent entity but it's not at all unfair.

You have every means possible to succeed, even from the very beginning. The variety of classes possess myriad skills and equipment, while leveling offers increased stats and perks. Your melee swings must be timed but they're reliable and spells provide valuable effects from a safe range. Your repertoire is further boosted by agile rolls, boost jumps, throws and Mario-style head-stomps. On top of this, you can find loot all over the dungeon to increase stats, quaff or hurl at unfortunate enemies.

The danger you face is all-pervasive. You have your usual mobs which so far have been pretty standard aesthetically but their behaviour helps mix the action up. Slimes cling to surfaces and charge when they spot you, bats will pester you from the sky and bands of goblins will gang up but flee when over-powered. Empty rooms are no reason to let your guard down though; there are minute details revealing traps all over the level. Tiny, pixel-thin tripwires will trigger a flood of gas once broken leaving you a couple of seconds to flee before it ignites, setting the room aflame. Pressure plates will send massive weights crashing to the floor and hidden spikes will pierce you if you get close enough. The sheer variety of ways you'll be dispatched is enough to ease the blow when you're once more incinerated, devoured, flattened, stabbed, poisoned, decapitated etc.

The controls are a little wonky to begin with, at least with keyboard (no mouse necessary). I can see it improving greatly with a gamepad but there are currently some issues the developer plans to address so I've not tried it myself. Of course, I'll update the review once I've had a chance to test it out. There are three main buttons alongside the directional keys but apart from some initial confusion, it works well enough. Later skills, magic and items have appropriate hotkeys; it's all very standard and can be reassigned easily. Once you've adapted to both the control scheme and the mechanics themselves, all the initial issues have resolved.

It's one of those lovely Early Access experiences that could easily function as a finished product but that's not to say that it wouldn't benefit from the months of work ahead. I've had one instance of graphical glitching but nothing game-breaking, so far at least. There are clear plans to include extra content, with entire menus exhibiting future items and the class system promising more than the inital two types. It certainly could do with a little more of everything but what's here already is a solid product. It's hugely playable in its current version, which at least helps ease the worries that comes with all my EA titles.

I'm a roguelite/roguelike fanatic and the recent resurgence of the genre has been my personal "Golden Age" but I'm not blind to the flaws inherent in the formula. Catacomb Kids might not sidestep all those pitfalls but it works with what it has to be both unique and exciting. As such, this is easily one of my highlights even in its current iteration. It's one of those games I'll be genuinely enthusiastic to see updated so I can find what's been added.

It's an absolute delight to discover and explore both the environment and the mechanics. After all, a game where you can beat a goblin to death with its own severed arm can only be so bad, right?
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17 of 19 people (89%) found this review helpful
2 people found this review funny
1.7 hrs on record
Posted: 23 February
Early Access Review
Prepare to die! MANY times. This game is all about making wise decisions at a rapid pace.
Do you fight that skeleton or stealthily avoid it? Do you jump that lava chasm or hope for another way around?
With a little bit of luck and experimentation. You will learn tactics to survive and overcome your enemies. Using the traps of the Catacombs against them. Spells, and random magical loot also help in survival. Nonethless though, it all can end quickly as one mistake can spell your doom. Catacomb Kids is an unforgiving game.

I made a video preview to show off some of the features and gameplay of this game!
http://youtu.be/YnXjCRh635c
I hope you enjoy!
Martyr
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14 of 14 people (100%) found this review helpful
2 people found this review funny
6.1 hrs on record
Posted: 20 February
Early Access Review
A genuinely fun, if unforgiving, roguelite platformer, Catacomb Kids is a seemingly simple game with excellent gameplay, good atmosphere, and a really neat soundtrack. It is still very much an alpha at the time of this writing, so I would recommend waiting if you're concerned.
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13 of 13 people (100%) found this review helpful
1 person found this review funny
0.8 hrs on record
Posted: 22 February
Early Access Review
This game is unforgiving. Although no mouse support, gamepad support is present and I am yet to try this. Controls can be remapped, especially as jump on Z is annoying.

Like the top review, A LOT of funny playthroughs have happened in my short play time.

1) You can jump on things to kill them. I jumped on a poisonous mushroom to destroy it... which launched me into a swinging trap. No more leg. I landed in a lake with pirahnas. Dead.

2) Ate a troll thing. Survived. Ate another troll thing. Got poisoned. Ate is bones. Choked and died.

3) Drank a clear potion. Turned into a block of ice and died.

4) Drank an orange potion. Poisoned and got killed by a flipping bat.

Many ways to die.
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11 of 11 people (100%) found this review helpful
1 person found this review funny
34.4 hrs on record
Posted: 21 February
Early Access Review
Before the review, I'd like to say this is my first time reviewing any game, and I have been hyped for this game since 2013, so this review may be slightly biased.

Where to start... most things about this game are excellent! The controls are excellent IF you use a controller (I'll get into that later), the enemies are really fun to fight, the combat feels pretty nice, and mechanics are what makes this game stand out.

About the controls, I say it's excellent with a controller because the keyboard is a little weird, however that's just my opinion. It's not unmanagable though, and if you prefer keyboard, go for it!

The enemies are really interesting, since the grumbles, which are the main enemies, tend to have a lot of health, however are easily predictable. The slimes, goos, and byats are all easy meals, which is great. When you descend deeper, more types of enemies start to appear, making the game a little more difficult each floor.

The combat is something that made this game really great. With blocking, rolling, parrying, and dismemberment, you have tons of options. There are a variety of melee weapons, aswell as tomes for those who prefer the mage class. Speaking of tomes, the spells in this game are each unique, and are all good in their own way.

The mechanics, however, are what makes this game what it is. For example, you can heat up a boulder using a fire spell, then push it into water, pick up a poison mushroom and cook it, ridding the poison and making it safe to eat. You can beat enemies to death, create distractions, or activate traps or switches with JUST a rock! You can melt balls of slime or goo, and consume them for health, or use them as weapons against grumbles by blinding them. You can knock over torches and create a fire, burning enemies in the vicinity. Plus how each kid is randomized with different traits just adds more variety to this game!

That's the end of this review. Keep in mind, this is my first one, and it may not be clear. If you're interested in difficult, but fun rogue-likes, you'll definitely want to pick this game up. 9/10.
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10 of 10 people (100%) found this review helpful
20.7 hrs on record
Posted: 20 February
Early Access Review
This game is tough. Like it will rend you a new behind, tough. It tests your intelligence, skill, and overall ability as you fight the myrid of opponents the Catacombs have to offer. I am new and have been killed by a slime 6 times and by falling into darkness that lead to spikes 4 times. Despite the deaths I still want to play, it is that kind of game, the kind that keeps pushing you down but regardless you keep getting back up. The developer Fourbitfriday truely has put his love in this game. So if you like platformers that have RPG elements and are very difficult going in, then this game is for you. I myself shall continue to explore those Catacombs and fight the Grumbuls and other monsters it has to offer.
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11 of 13 people (85%) found this review helpful
18.5 hrs on record
Posted: 20 February
Early Access Review
Freaking tough game to play. I love it so much. It's developing at such an awesome rate and it's looking better and better with each update. WORTH EVERY PENNY I SAY
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7 of 7 people (100%) found this review helpful
8.9 hrs on record
Posted: 22 February
Early Access Review
One of the most detailed, polished and simply fun "Rogue-Lite" games out there even in it's early stages. I genuinely think it can compete with the likes of Spelunky and Binding of Isaac if it continues to be developed like this.

Edit: I have been a kickstarter backer and have been playing the alpha for much longer than what is visible on steam.
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7 of 7 people (100%) found this review helpful
6.7 hrs on record
Posted: 20 February
Early Access Review
I backed this on Kickstarter, so I didn't pay the full $16, but I would if I had to. Worth every cent, I knew this game would be awesome when I first saw it, and now that I've been able to play it, I have been proven right. I know that a lot of people are wary of early access games, as they should be, but this one is 100% worth it. The developer is kind and quick to fix issues, and the game truly speaks for itself. It's very challenging, but so much fun. Great game, highly reccommend.
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7 of 7 people (100%) found this review helpful
22.0 hrs on record
Posted: 20 February
Early Access Review
Tough, unforgiving, and death is often. Rewards players who think about their surroundings instead of rushing head-first into the room full of baddies. I'd say it was worth the wait.
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8 of 9 people (89%) found this review helpful
1 person found this review funny
17.4 hrs on record
Posted: 1 March
Early Access Review
Catacomb Kids is a real-time roguelike platformer that draws more than a few cues from Spelunky, but approaches the genre in a manner all its own, resulting in a game that mashes roleplaying elements with platforming and inevitable death with a suprising degree of depth and tact.

Fromt the start, Catacomb Kids serves up a generous helping of character diversity, with two (and eventually six) different classes to choose from in the beginning, and an infinite pool of randomly-rolled characters with entirely different starting stats and equipment within each class, not to mention a randomly-generated appearance and name, just to reinforce how different each of your runs will be. Even in the game's current incarnation, the Bully and Poet classes offer an entirely different gameplay experience from the start, and even then, a vividly different experience depending on whether your chosen victi-er, "hero" is, say a clumsy, hammer-wielding powerhouse, a sneaky spear specialist, or a notorously messy eater who apparently realy likes daggers.

It only gets deeper from there, as progressing through each dungeon will yield such familiar roguelike experiences like identifying randomized potions, looting and eating fallen foes (for health and stat bonuses- there is no "hunger" stat), and learning your choice of spells from whichever magical tomes happen to be lying about. There is no "experience," either, at least in the traditonal sense, and level-ups are gained through locating a special orb that appears once per floor, meaning exploration takes the place of grinding, and combat is largely optional if you can navigate around it (unless you're interested in pilfering your fallen foes' gear and potions). Mind you, certain kids may possess a stat that enables them to gain experience in the use of specific weapons, but this is a circumstancial occurrence.

Each gained level nets you a point in a stat of your choice, followed by a character perk in that stat's as-of-yet invisible tree of skills, confering special abilities like charging your attacks, aiming your throws, and trampling your foes as you sprint through them, so by and large each of your runs will yield a very different character indeed.

It's almost sad, then, that for all this depth, each individual run is painfully short- and I use the term "painfully" on purpose. Like Spelunky, Catacomb Kids' levels have a single-minded interest in making your hapless dungeonman perish in whatever brutal way it can, sparing no expense in its "hidden deathtraps" budget, as well as pitting you against some fairly ruthless foes. Even mundane accidents like bringing electric-enchanted gear into the water, knocking over a torch and lighting the room ablaze, and choking on a bone while dining on your last meal will bring you down swiftly and mercilessly.

This is at once Catacomb Kids' primary appeal and its weakness- with no time limit for traversing each floor, players are free to take full advantage of the game's depth in fine-tuning their character's stats, equipment and spells to take their best shot at each obstacle as it arises, but ultimately, all that work can be undone in an instant, and more often than not, it will, over and over again, with individual runs rarely lasting more than a scant few minutes until players have built up some considerable skills (at which point, runs will -occasionally- last more than a scant few minutes).

For those who prefer a quick and visceral experience that doesn't feel like they're losing too much progress with each death, Catacomb Kids is an outstanding coffee-break game, and for those who want to feel like death is lurking around every corner and every moment of continued existence is a victory in itself, Catacomb Kids is a blissful challenge. However, for those who'd prefer to sit for an hour or two delving as deep into the dungeon as they can, Catacomb Kids' death-after-death-after-death gameplay grows stale rather quickly in its current two-class, one-environment state.

Still, to say this game has potential is an understatement- with an original and genuinely fun character progression system that's simple to comprehend and deep enough to play with at length, combat mechanics that are at once bluntly simple to learn yet intricately challenging to master, and a decidedly different character emerging with every run, Catacomb Kids has the makings of everything we love about Spelunky, The Binding of Isaac, FTL, and other genre-defining romps through random peril into the loving arms of near-certain demise.

If you've got a short attention span and a death wish, this game's definitely worth a play, and likely only getting better from here.
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6 of 6 people (100%) found this review helpful
8.4 hrs on record
Posted: 21 February
Early Access Review
Already worth its price, no risk of early access disappointment.
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