
Tiny Knight and the Corrupted Crystal
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Description
Your master got pulled into a crystal, so go get him back. A simple, chunky survivor roguelite where your knight swings on his own and you decide what he swings with. Blend fire, frost and lightning into every hit and fight through five biomes.
About
Bring him back
Your master was the best fighter in the keep, right up until the Corruption Crystal pulled him inside it. Somebody has to go in after him. That somebody is you, and you are, at the moment, not very good at this.
Tiny Knight and the Corrupted Crystal is a small, chunky survivor roguelite about walking into a field full of enemies and coming back out with a slightly better sword.
Moving is your whole job
Your knight swings on his own, in a steady pulse, forever. There's no attack button. What you actually do is walk: decide who's inside the radius, thread the gap in the pack, and read the field half a second before it happens.
The camera doesn't move and the arena doesn't scroll, so everything that can reach you is already on screen. Easy to pick up. Harder to get good at.
Decide what your sword is made of
Somewhere in your first run you'll commune with the Fire Crystal, and your swing gets a little warmer. Later you'll pick up Frost Crystal, and now you have two elements and a slider that decides how much of each goes into every hit.
Fire burns things down over time. Frost drags the horde into slow motion so you can walk circles around it. Lightning jumps between bodies and clears the clumps. Run 60% fire and 40% lightning and see how it feels. Go pure frost the next run and find out it's a different game.
Two buttons worth pressing
Bulwark plants your shield and throws everything around you backwards, with a window of invulnerability while it lands. It's the answer to being surrounded.
Bladestorm throws your sword into the crowd and let it chew. Unleash the blender.
That's it. Two abilities, on cooldown, all game. Knowing when to spend them is most of the skill.
You're not out there alone
The Herbalist provides buffs. The Cleric patches you up. The Peasant helps you collect gold, and may be give him a knife and see what happens. None of them can be targeted by enemies, because you have enough problems already.
Five biomes, twenty-five stages, five bosses
Each biome runs five stages deep with a boss waiting at the end. Between stages you come home to the keep, spend what you found, and head back down.
The corruption in your chest chews on your health the entire time you're out there, which keeps runs brisk and stops anyone from turtling in a corner for twenty minutes. Max Health is the stat that matters, and every upgrade is really just buying yourself more time.
The keep remembers
Gold survives your death, and so does everything you spent it on. The Blacksmith permanently upgrades your sword and shield, so the run where you die badly on stage 1-3 still moved you forward. A peasant works the gold mine while you're away, which means you make progress even when you're not playing.
And then there's the crystal's offer
The thing that took your master is perfectly happy to make you the same deal.
There's a corrupted branch in the skill tree that's stronger than anything else on offer, and it doesn't just buff your abilities, it replaces them. It's a reckless road but is it truly worth it?