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Post by Eorl @ 04:34pm 04/03/14 | 10 Comments
Melbourne-based indie studio Powerhoof (comprised of former IronMonkey talent) has revealed today that their competitive multiplayer dungeon crawler Crawl is now available for voting on Steam Greenlight.

Promising local co-op that is sure to have you yelling at your friends, Crawl allows up to three players to take control of ghostly spirits as they hunt down the fourth player who must valiantly fight their way through the maze-like dungeons as the Hero. Spirits are able to control both monsters and traps in an attempt to kill the hero, though the spirit that delivers the last blow is instantly transformed into the hero, and must begin their escape from the ghastly torments.
  • Level up, increase your stats, amass powerful weapons and magic items, all in the course of one 30 minute game.
  • Evolve your monsters from spiders and rats to powerful demons, dragons and undead warriors.
  • Explore and inhabit randomly generated dungeons.
  • Loads of unique weapons, spells and artifacts.
  • Dozens of unique monsters to unlock and master.
  • To make things more interesting, Crawl will also feature a dungeon boss at the end, in which those in spirit form must control cooperatively to destroy the hero. Check out the trailer below for an action packed gameplay overview, and head to the Greenlight page to vote.

    If Greenlit, Crawl will be made available for Windows, Mac and Linux.













    Latest Comments
    d0mino
    Posted 05:35pm 04/3/14
    this looks pretty slick!
    carson
    Posted 06:54pm 04/3/14
    This is right up my alley. Hope it gets accepted soon!
    IVY_MiKe
    Posted 12:19am 05/3/14
    What carson said.

    I like the sound of the mechanic for a four-player game...

    Now to interest 3 other people in playing it too!
    greazy
    Posted 12:28am 05/3/14
    ok I have said this before but what the f*** is up with the 8 bit graphics. They don't have to be crash hot I know, but seriously it's starting to become... ridiculous.
    Toxus
    Posted 03:50am 05/3/14
    Greazy its an insanely popular graphics style and it's relatively easy and cheap for indie game makers to produce which gets them noticed so they can hopefully go on to make more games. I for one love 8bit most 8bit games are more fun and have more lasting power than the photo realistic ones
    carson
    Posted 06:35am 05/3/14
    I think it's because it suits the style of gameplay and they're going for that retro look. Plus it's cheaper and far easier to do with a small indie team (1-6 ppl) I would imagine.

    I don't mind them, they generally suit the game and what I love about indie titles is that they can take risks and try new things that you generally don't see done with AAA titles.
    Bah
    Posted 08:19am 05/3/14
    insanely popular graphics style and it's relatively easy and cheap for indie game makers to produce which gets them noticed
    If everyone is using it, it doesn't really get you noticed anymore.
    Kiz
    Posted 08:22am 05/3/14
    After less than 24 hours on Greenlight, Crawl's campaign has succeeded. Pretty exciting thing to wake up to! My brother is the artist and gameplay designer for this, so if anybody has any questions just shoot them out.

    A little bit more info for those that are interested:

    The controls & movement are very fluid, particularly for the hero. Monsters all feel quite unique in the way that they control and their specials. The game is two button (attack + special), with each monster having different specials (a few examples: skeletons can block, spiders drop a snaring web on the ground, one of the mage type monsters can teleport). The hero's base ability is a dodge, which can be replaced by other skills that you can buy at the store. It's a big trade off to give up the dodge's mobility for a more offensive skill, feels like quite a balanced decision. The available weapons that the hero can buy all have their own play styles and trade offs too.

    At the start of the game, everybody chooses a deity that determines which monsters are available to players to spawn as. As a ghost, when you go to spawn over the pentagram symbols, it will randomly pick one monster from your available pool. I think the last time I played there were 4 or 5 deities, with Gabe Newell being one of them. As you go through a session, you'll get upgrade points that you can choose to invest in monsters between dungeon floors. After investing enough, you'll be able to upgrade your monster, with each monster having two choices to upgrade to. From memory each deity has 3 or 4 monsters, but given the branching upgrade path (every monster has 2 upgrade choices), you've got a lot of options.
    Tollaz0r!
    Posted 08:43am 05/3/14
    But there is already a rougelike called Crawl...
    Khel
    Posted 11:30am 05/3/14
    Cool looking game, I only just put 2 and 2 together when I saw it posted on facebook and realised this is the game made by a bunch of guys I used to work with when I was in melbourne, great to see it blasting through so quickly!
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