I am doing a podcast with my friends about games (check out The Adventure Mechanics here) and I decided that I need to try for accountability on actually releasing a game. In that pursuit, I'm reviewing Steam games with no reviews to get an idea of why they failed. Here is the transcript for Cryptic Escape:
Welcome to the Adventure Mechanics, I'm Chandler. It's that time again for another side quest. Today, we're going to continue our no review games examination with a title called Cryptic Escape. Cryptic Escape was released in June of 2024 by LionEY Games. According to their itch.io page, their first game was released in 2022. They have seven other games on their itch page as well. After releasing Cryptic Escape, they released another game in 2025. So, they still appear to be an active developer at least at time of recording.
What is cryptic escape I hear you ask? Cryptic Escape is a top down real time dungeon crawler without combat. It sounds like a conflicting premise, but it works surprisingly well. In cryptic escape, you will run around each dungeon level collecting coins and opening chests. The denizens of the dungeon will chase you an attempt to stop you from collecting coins. As you tell deeper into each dungeon, you will run into stronger and faster enemies. You will also run into traps and switches that block off areas of the dungeon. You can use these to your advantage, but if you're not careful you may run over a spike trap and and your run there. You can also use potions to become invisible, run faster, that sort of thing. The game claims to be a rogue like, but I don't necessarily get the feeling that it has a fully baked progression in the game itself. That being said, you can save some progression by purchasing upgrades to your abilities in the shop after each run, making future runs easier.
It sounds like a great premise, doesn't it? Well, it is. But the implementation leaves a lot to be desired. The camera movement feels off somehow. It moves the way I expect it to, but it seems to move way to aggressively to get the player into the back third of the screen. In a more polished game, it would ease the player into that 1/3 so they can see ahead, but not so fast as to cause potential motion sickness. In cryptic escape, there's no lurping or easing, the camera just speeds there. It's a novel experience, but that camera needs to be fixed. And bad feeling isn't something that's obvious when you look at the trailer for this game, either. The sound effects are serviceable, but they feel amateurish. The same applies to the music, as well. After one level you will want to turn off the music because it's just that repetitive.
On my first playthrough, I was able to get awarded achievements for getting through the fifth level of the dungeon just by playing the tutorial. That's a pretty big oversight, and it looks really bad when that's your first experience of a game. Paradoxically, after my first run, I was able to get the welcome achievement. It feels like the achievement system they included is actually worse than not having any achievements at all. And you have a very short window to impress your players, I want to make sure you're achievements fire off as expected.
That being said, what is good or interesting about this game? The premise is very good in terms of idea. The randomized dungeons feel well constructed and although they are procedurally generated, there's still enough wiggle room to get by enemies without having to cut down long hallways. The variety of enemies are introduced on a level by level basis, easing the player into harder and harder situations. This is a good game design. And although the artwork is basic, it serves its purpose well in context. Especially if the developer is trying to call back to rogue and it's offshoots. It just feels like a game jam level of effort and polish, though.
Let's talk about a couple elephants in the room for this game. First and foremost, despite not having AI anywhere else in their game as far as I can tell, the capsule art for this game is AI generated. And I can almost guarantee that many gamers that would be interested in this game didn't give it a chance because of that. I know it's a shocker, but AI generative art is not popular with players. And if your first contact with them, the capsule art, is AI generated, you are going to turn off a lot of players. And I think that's exactly what happened here. I feel like LionEY games understood that players don't want generative AI since they didn't include that in their subsequent game.
The second metaphorical elephant is the zero review moniker. I didn't do my due diligence and actually check if there were any reviews for this game. Turns out there's 11 of them. So technically that disqualifies cryptic escape from being a zero review game. Looking at the reviews, however, I suspect that all of them were comped. And comped reviews don't show up in your review queue. And looking at the reviews left, it appears that most of them are one to two sentences saying the game is good. To me, this looks like the developer trying to get over the 10 review threshold to have his game show up. That's not a bad thing, per se, but as shown by it appearing in my zero review list, I don't think the way the designer did it worked. So, a little bit of a lesson for everyone, I guess.
So, with all that being said, how can cryptic escape be made better? The first low-hanging fruit I would pursue would be to rework the music and sound effects to better reflect what they're trying to make. And by that I mean crunchier sound effects, more variety of music, that sort of thing. If the point of the game is to be in the dungeon, make it feel good to be in there. That's the centerpiece of your game, after all. Make it sound like that's where you put most of your effort.
There are some small visual effects on screen when you get too close to an enemy. I think this is a good first step in making the dungeons feel better. As another piece of low hanging fruit, the designer could add torches and dark spots to make it feel darker and less like a game jam. A greater variety of props in the dungeon, and maybe dedicated rooms to add a hand curated touch, would go a long way to making each dungeon level feel unique. And like the audio portion, you want to make sure that the player feels like this is where you spent most of your effort. The level of effort that's in here now is fine for a short game. But I get the feeling that this game wanted to be more than what is actually there. And because of that it feels hollow. As more monsters populate the dungeon levels, it's somewhat alleviated, but it's never completely gone.
Now, I haven't been very deep in the dungeons, but there are opportunities to introduce more variety in layouts. It's important to make sure each run of the dungeon feels unique. And it doesn't right now. Other rogue lite games, such as Spelunky, there are ideas such as moods for a level. I feel like cryptic escape would benefit greatly if there were some sub varieties of dungeons, especially in the earlier levels. The ultimate goal of this is to make sure that your players don't see the seams of your game so quickly. As it stands, I could see the seams of the first dungeon very quickly. And I hadn't even put an hour into this game before seeing those seams. Especially in run-based games, you want to make sure that although you're doing the same thing each time, it doesn't feel repetitive.
In the end, I feel like this game unfortunately is where it should be in terms of reviews. It's not as bad as some of the other zero review games I've played, but like pixel knight, the extra level of polish needed to get it out of low review territory just isn't there. And I feel like that's a shame. The premise is interesting. The moment to moment action can be compelling. But it doesn't have the longevity needed to actually make a full game out of it as it stands right now. If there was another polishing pass and the AI capsule art were removed, I feel like this game would stand up on a similar level as Pixel Dungeon. And that's what comes to mind as a comparable game for cryptic escape. It feels like this game reached the point in development where content mountain comes into view and the developer said, "nah, I think it's good where it is." That's a shame, because I feel like if they put in that extra effort, did some market comparisons, and polished their game up to their competitors' standards, this game would have found a larger audience than it did. Without that work, it's doomed to the sub-one thousand review pool with so many other games.
Well, that's about all that I have for Cryptic Escape. As always, if you are the designer or developer of this game, reach out to me. I would love to talk about your game design process and how you made Cryptic Escape. And if you aren't and have comments and or questions, leave them in the comments below or reach out to me on various social media. My handle is @jcsirron. This has been the Adventure Mechanics side quest and I will talk to you next time.