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.