7052 reviews liked by TimAlien


lots to like, lots to find frustrating. worthwhile, but ultimately spends too much time being (knowingly) derivative and not enough time exploring it's own (interesting) ideas to be essential

This is my first time with a soulslite or however the genere it's called. And you know that I can get the appeal. It may be frustraiting but overcoming that boss that freaking boss after 50 tries is so satisfying. However after finding a broken shell the game became easier since I could tank everything, that's not a complain though, I still had fun!

Now for this game I enjoyed it's unique aspects like the shell mechanic and the esthetic, I think the genere will peak here from me since I don't like moody stuff. Now a complain I have is the lack of polish around the world. I usually don't mind but this came up very often during my playthrough. And overall the genere is not one one of my favorites.

Peak crab gameplay

Souls-likes scared me. My attempt to play Bloodborne ended in complete disaster, and I'll likely never be able to finish Hollow Knight despite how much I appreciate that game. I have dyspraxia and poor motor skills because if it, so it’s simply not a genre I can reasonably play, and it's not for a lack of trying. However, when I heard about this brand new Souls-like game that was made to be accessible, I was ecstatic! Finally, a way for me to get a foot in the door on games I always thought looked really cool but were just far too punishing for me to even begin getting good at. Another Crab's Treasure means a lot to me for that reason, but it's also just a good game in general!

Gameplay:
Another Crab's Treasure is an action-platformer with a large focus on challenging combat. You play as Kril, a little hermit crab reluctantly fighting tooth-and-nail to get his shell back. The gameplay loops sees you venturing through areas, navigating tricky terrain, and fighting whatever crosses your path.

The many areas you journey through are honestly really compelling. Not only are the paths to progress the story fun, but there's also so much to do, find, and collect off the beaten path. Exploration is highly rewarding in this game and was one of the highlights for me. The platforming segments littered throughout are simple but well designed enough to be consistently enjoyable and a welcome breather between combat. Overall, I thought the level design was good!

The combat is what most people are playing this game for, though, and rest assured, it's pretty good. While I'm no expert on this genre and I can't speak on how it compares to something like Dark Souls, I can still say I enjoyed it. Enemy and boss patterns are fun to learn, and using the tools and abilities you accumulate over the course of the game to take them down is very rewarding. It's a great test of timing and observation. The difficulty curve is pretty solid too, although I did feel like things got way too easy by the end (though that could be chalked up to me accidentally overleveling while out exploring... oops). Sadly, for as much as I love this game and its combat, there's something that really soured a few of the bosses for me, and it's the glitches. This game is fairly glitchy, and although most of the bugs were inconsequential, there was one that was really bad. In certain boss fights, I'd find myself just randomly teleporting toward the ceiling over and over again. I actually had to skip one of the bosses using the accessibility features because it got so bad, and it was one of the most important ones too! It's such a shame.

While this game mainly focuses on melee combat, your abilities serve as a helpful way to close the gap. The main way you'll do this is through the use of "shell spells". Throughout the game, you'll be collecting lots of different temporary shells that'll boost your defense and grant you an ability called a shell spell. The same shell spells are often reused across different shells, but there's still a good variety to work with, with both defensive and offensive spells being at your disposal. Shells inevitably break though, making sure you're never too comfortable with just one ability. You can also attach modifiers to shells too, called "stowaways". These extra modifiers boost your stats or give you other small but meaningful augments. There's a lot to pick from, but you can only have three equipped, so you must choose wisely, and they’re only active while you have a shell. Overall, shells add a lot to the game and are a nice addition to combat.

I mentioned before that this game is meant to be accessible to newcomers to the Souls-like genre, and as someone who fits that description, I'd call it a success. There's some solid, customizable accessiblity options for the player to use at their disposal, should they need it. There's everything from increasing dodge roll invincibility frames to preventing microplastic loss upon death, which is basically your XP and currency that you'd otherwise have to manually recollect (Side tangent: This is 100% a personal opinion but I never understood why this was a thing in games like this. Like, I know it's a punishment for dying, but it feels more annoying and inconvenient than anything and just ties me down to an area because I have to keep going back to collect my stuff again and again. I've never liked this type of thing at all and never felt it served a real purpose. I especially hated it in Hollow Knight because you also lose a sizeable part of your ability meter thing, basically obligating to go and get it. It just doesn't add anything to the experience at all. ANYWAY, side tangent over. I just needed to get that off my chest). The accessibility settings served as good training wheels for me, and I was able to play through the game at a comfortable yet still quite challenging difficulty (or at least it did up until the end when I accidentally overleveled... oops), and I now feel ready to play the game again on its default settings... I do kind of wish there was an even harder mode to balance things out though... I think that'd be cool.

Story:
Another Crab's Treasure has a surprisingly interesting story. Though the premise may be simple, the plot takes many unexpected turns. There's a good amount of characters and some pretty solid dialogue too. The game tackles some difficult themes (relatively speaking for the tone, anyway), and I feel like I got something out of the story's message. It honestly caught me by surprise at many points. It really wasn't something I expected at all going in, but I really liked it.

Sound and visuals:
The mixing can be off at times, but the sound design is fine otherwise. The soundtrack, on the other hand, is definitely great. There's tons of tracks I totally fell in love with. The voice acting can be a bit cheesy at times but is mostly pretty good.

The visuals aren't anywhere near cutting-edge, but they're still quite good. The environments are colorful and creative. The character and enemy designs are quirky and interesting. It's overall a very intriguing take on an ocean setting that I haven't quite seen before.

Conclusion:
I seriously enjoyed Another Crab's Treasure. It was a fun, charming, and surprisingly interesting experience. While I lack the knowledge to compare it to other Souls-likes, I can say that it's probably a good place to dip your toes into the genre. I can also recommend it if you enjoy action-platformers or just action games in general. It's a great time, even if it has a few flaws to push past. (Just don't get it on Switch. I've heard it has horrendous performance issues, and after experiencing the occasional stutter even on PS5, I 100% believe it)

actually more engaging than erdtree...the banjo kazooie movement of it all kind of bangs

Oh, this is delightful! Another Crab's Treasure has a lot of glaring flaws and obnoxious glitches, but I rate based on enjoyment and vibes rather than "objective quality" or whatever, and this is easily the most I've been captivated by a new game in some time. The endless creativity on display here is staggering. The PS2-ass platforming speaks to my soul. The dad jokes... you know I love that shit too. I don't even really like the combat all that much and I think some of the writing is too on the nose, but wow, this is just a great time from start to finish. Not a single moment where I wasn't engaged and smiling while playing this thing (okay, I won't lie, I did get angry at it occasionally). I have no big smart thoughts or analysis to share about this game, I just really enjoyed it and want to spread the love!

gimme another crab's therapy after the ending

Very good souls-like, although a bit too generic to my taste.

Wouldn't play it again. Nice work from such a small developer though.

THIS is one example of why indie games are generally better.

As an ode to Junji Ito's Japanese-driven horror and folklore, Japanese PCs from the late 80s, and action games from the 90s, World of Horror shows an interesting and edgy game design, which I really liked (although it is a bit short).

If you like quirky indie games with a very Japanese vibe to it, look no further.

A masterpiece from a forgotten era of gaming.

As excellent now as ever, this is a niche, indie passion project of ingenuity and yet, masterfully done game design. A must-play.