
Explore 216 rooms of randomly generated hazards and enemies while collecting necessary artifacts in Castle of No Escape 2, a fantasy themed strategy RPG. Hundreds of monsters are roaming inside, guarding the sword shards - the last known thing to be capable of defeating the demonic castle owner.
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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
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Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
If you enjoy games like the Binding of Isaac or The Legend of Zelda (the older ones) you will enjoy this because it basically takes things from both the Zelda like navigation (which Isaac does as well) and also adds heavy rogue-lite elements to make for an exciting old-school Zelda-like rogue-lite. It has lots of items and things to figure out (many of which I still don't understand) but also has immerging game play because the more you try and experiment, the more you learn and slowly figure out what's going on and how to do various things. There are even a few unlockable characters (I have unlocked one so far). Also all of the characters are very different in gameplay style with tradeoffs to make for interesting strengths and weaknesses. The game looks like older titles like the old Zelda games and others like it and also feels old in looks in a lot of ways, but has some modern feature
Game Summary: This is a sequel to Castle of No Escape, but there is no doubt a significant difference between the design of the two games. The first played like a really primitive RPG, with basic icons representing the characterm and all enemies and numbers showing which force was superior. By contrast, this game is in the style of an action RPG. I was certainly not a fan of the first game of the series, as I found its design confusing, limited, and uninspired. Does the sequel manage to avoid some of those dilemmas? Yes, it actually does, but maybe not reaching as great of heights as it could have. Pros: • The sequel does utilize elements from the first game, keeping the two games firmly connected to each other, despite the difference in how they play. Even though I wasn't fond of the first game, I think preserving some of the features of it for the sequel is a good thing, since it
It's a pretty basic retro-y game. It feels like a never ending version of that part of Zelda you hated.
*disclosure: I got this game from the developer, free of charge* I still feel as I'm only scratching the game's surface, but a basic review is quite due, as so far everything I experienced in the game was really nice, save the little weird menu system, but that comes from the very simple control scheme. About the game in a nutshell: you're playing in a randomly generated, 6*6*6 cube, trying to find the *true* shards of the legendary weapon that's required to kill the boss. The graphics are exactly as shown in the story, the controls are working very nicely as they should, as the game only allows you to attack in the direction you're facing, so controlled movement is an essential gameplay element. If I noticed correctly using the normal attacks use some kind of stamina-like system, making the character tired after attacking, and using it at low stamina makes the attack, or it's reach to b
Castle of no Escape 2 + Nice background music and overall soundwork + Lovely pixelated graphics, full-screen and windowed modes. This is a very classic NES-style game!
An awkward and unbalanced combat system, lack of proper documentation for a lot of things(the manual is missing information and the stats given for character classes do NOT directly correspond to stats ingame) and not much to make up for it. I get it, it's supposed to be a callback to the NES era of games. Nostalgia doesn't make for a good game in itself. Major issues: spikes can ignore invincibility frames, the bouncy bubbles are too bouncy and hard to avoid considering how movement works, screen transitions are instant and hazards can be 1 tile away from the door. The last issue is really frustrating since if you're playing a fast character or have a powerup that makes you fast, you will often run into a hazard before you notice it's there. Oh, and there are monsters that revive enemies instantly, which doesn't exclude its own type, so if there's more than one of them you can't kill
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