Compara los precios de Black Jewel en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Oscar Celestini. Publicado por Forever Entertainment S. A.. Lanzado el 1/12/2017. Disponible en PC. Géneros: Action, Adventure, Casual, Indie.

A handcrafted C64 love letter that will humble you across 50 screens of barbarian fury - if you can accept that 1984 never really ended.

I have a soft spot for the kind of game that one person builds in their bedroom because they genuinely miss a feeling, not because a market research deck told them to. Black Jewel is exactly that: a solo-crafted action platformer stitched together in C64 style by Oscar Celestini, pixel by careful pixel, and it wears that devotion openly. You play as Ryan, a barbarian warrior sent to retrieve the Black Jewel from the villain Darkor across five distinct zones - forest, ruins, castle, and beyond - through more than 50 single-screen rooms of enemies, traps, and boss encounters. Think Rastan crossed with the rougher Commodore 64 sword-and-sorcery titles of the mid-80s, all running on a 16-colour palette that looks startlingly faithful to the real thing. The handcraft here is genuine. The sprite animation drew praise from the small community that found this game, and rightly so - the pixel work on Ryan himself, the enemy designs, and the background details hold up to scrutiny in a way that lazy retro pastiche usually does not. The CRT filter is optional but genuinely adds something: flick it on once just to feel how the scanlines pull the whole aesthetic together into a coherent old-television glow. The soundtrack, composed by Gianluca Pappalardo with one special track by Daniele Coppola, is the closest thing to a genuine SID-chip score you will hear outside of actual C64 hardware. It earns its mood. Now for the honest part. Black Jewel plays like it is 1987, which is both its charm and its sharpest edge. The hit detection on traps has been flagged by players as less forgiving than it could be, and there is no mid-run save system, which means every failed attempt sends you back to the start. Crouching is absent, and you cannot attack while jumping, both limitations that feel less like intentional design philosophy and more like constraints that went unaddressed. If you are coming from modern precision platformers or even from the gentler end of the retro-revival wave, the first hour will feel stiff. The moment the movement clicks - and it does click, eventually - the room-by-room structure starts to read as a puzzle game wearing action clothes, and that reframing makes it considerably more satisfying. Who should be here: anyone who grew up loading games from a cassette deck, speedrun hobbyists (there is an active any-percent community in the small player base), and people who want to support the kind of one-person passion project that the industry rarely produces anymore. Who should probably pass: players who treat missing a save point as a design failure, or those who want the mechanical richness of a modern platformer dressed in retro colours. Black Jewel does not pretend to be more than what it is, and that honesty is its quiet strength. Kai, Scout Team

Black Jewel

Black Jewel

1 dic 2017Oscar CelestiniForever Entertainment S. A.
GamerScout opina

A handcrafted C64 love letter that will humble you across 50 screens of barbarian fury - if you can accept that 1984 never really ended.

PC
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en N/A
Mínimo histórico: €0.56

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I have a soft spot for the kind of game that one person builds in their bedroom because they genuinely miss a feeling, not because a market research deck told them to. Black Jewel is exactly that: a solo-crafted action platformer stitched together in C64 style by Oscar Celestini, pixel by careful pixel, and it wears that devotion openly. You play as Ryan, a barbarian warrior sent to retrieve the Black Jewel from the villain Darkor across five distinct zones - forest, ruins, castle, and beyond - through more than 50 single-screen rooms of enemies, traps, and boss encounters. Think Rastan crossed with the rougher Commodore 64 sword-and-sorcery titles of the mid-80s, all running on a 16-colour palette that looks startlingly faithful to the real thing. The handcraft here is genuine. The sprite animation drew praise from the small community that found this game, and rightly so - the pixel work on Ryan himself, the enemy designs, and the background details hold up to scrutiny in a way that lazy retro pastiche usually does not. The CRT filter is optional but genuinely adds something: flick it on once just to feel how the scanlines pull the whole aesthetic together into a coherent old-television glow. The soundtrack, composed by Gianluca Pappalardo with one special track by Daniele Coppola, is the closest thing to a genuine SID-chip score you will hear outside of actual C64 hardware. It earns its mood. Now for the honest part. Black Jewel plays like it is 1987, which is both its charm and its sharpest edge. The hit detection on traps has been flagged by players as less forgiving than it could be, and there is no mid-run save system, which means every failed attempt sends you back to the start. Crouching is absent, and you cannot attack while jumping, both limitations that feel less like intentional design philosophy and more like constraints that went unaddressed. If you are coming from modern precision platformers or even from the gentler end of the retro-revival wave, the first hour will feel stiff. The moment the movement clicks - and it does click, eventually - the room-by-room structure starts to read as a puzzle game wearing action clothes, and that reframing makes it considerably more satisfying. Who should be here: anyone who grew up loading games from a cassette deck, speedrun hobbyists (there is an active any-percent community in the small player base), and people who want to support the kind of one-person passion project that the industry rarely produces anymore. Who should probably pass: players who treat missing a save point as a design failure, or those who want the mechanical richness of a modern platformer dressed in retro colours. Black Jewel does not pretend to be more than what it is, and that honesty is its quiet strength.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayertier:sub-5C64-StyleScreen-by-ScreenNo Save SystemCRT FilterSID SoundtrackBarbarian FantasySpeedrun-FriendlyOne-Dev Project

Requisitos del sistema

Mínimos

OS
Windows 7
Memory
2 GB RAM
DirectX
Version 9.0
Storage
15 MB available space
Graphics
nVidia 320M or higher, or Radeon 7000 or higher, or Intel HD 3000 or higher
Processor
Intel Core i5-4440 (or equivalent)

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Información del juego

Desarrolladora
Oscar Celestini
Distribuidora
Forever Entertainment S. A.
Fecha de lanzamiento
1 dic 2017

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¿En qué plataformas está disponible Black Jewel?

Black Jewel está disponible en PC.

¿Cuándo se lanzó Black Jewel?

Black Jewel se lanzó el 1 de diciembre de 2017.

¿Quién desarrolló Black Jewel?

Black Jewel fue desarrollado por Oscar Celestini y publicado por Forever Entertainment S. A..