Compara los precios de Crystal Cosmos en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Sea Beast Productions. Lanzado el 22/7/2016. Disponible en PC, Mac, Linux. Géneros: Action, Adventure, Casual, Indie.

A color-matching shoot-em-up with a gemstone mythology behind it - tidy little arcade hook, razor-thin playtime, and just enough rough edges to keep it honest.

I have a soft spot for the kind of game that fits its whole premise on one index card, and Crystal Cosmos basically does. You pilot Lord Alabastar - a crystalline ruler shattered across eight hostile kingdoms - through horizontally scrolling space combat where the core rule is deceptively simple: match your ship's color to an enemy's color to damage it, but the moment you do, that enemy's attacks can tear straight through you. That one tension, manage it well or don't, is the entire heartbeat of the game. The color-matching risk loop has genuine personality. When two or three enemy types crowd the screen at once, each broadcasting a different hue, you start making micro-decisions that feel closer to a puzzle than a reflex exercise. Flipping to blue to knock out the cerulean wave, then scrambling back to red before the scarlet formation punishes you for it - that rhythm clicks pleasantly once it gets moving. The eight levels each bring a distinct Gem Lord setting and a dedicated boss, and a shard-based upgrade shop lets you spend resources collected in-run on incremental improvements, giving the story mode a small but welcome sense of progression. Per-level scoring grades your performance and nudges replayability past the four-hour median most players seem to hit. The cracks are real, though. Community discussions surfaced a navigation softlock after clearing the first level - a level-select screen that becomes unresponsive and forces an alt-F4 exit - and questions about whether the Mac build actually ran at all circulated long enough to suggest the cross-platform promise was aspirational at launch. Patch 1.12 addressed sprite optimization and various visual quirks, and the developer did stay engaged with updates, but the game launched with the rough-around-the-edges feel that a lot of small solo or micro-studio projects carry when Greenlight momentum moves faster than QA. The controller support is full and functions well, which matters because switching colors on a keyboard alone is awkward enough that it comes up in community threads. Who is this for, honestly? Casual arcade fans who want something brief, colorful, and mechanically distinct enough to feel worth the time. The stylized gem-world aesthetic has a quiet charm - think stained-glass cosmos rather than pixel-art nostalgia - and the mythological framing (eight warring Gem Lords, the antagonist Obsidious ruling a fortress called Obsitadel) is more flavorful than the runtime strictly needs. It is not a game that will displace anything in your regular rotation. But for the price point and the playtime, it is a tidy little artifact from a small studio trying a genuinely interesting mechanic. The color-swap loop deserved a bigger canvas. What is here is modest but not dishonest about what it is. Kai, Scout Team

Crystal Cosmos

Crystal Cosmos

22 jul 2016Sea Beast ProductionsUnknown
GamerScout opina

A color-matching shoot-em-up with a gemstone mythology behind it - tidy little arcade hook, razor-thin playtime, and just enough rough edges to keep it honest.

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Mínimo histórico: €4.45

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Acerca de Crystal Cosmos

I have a soft spot for the kind of game that fits its whole premise on one index card, and Crystal Cosmos basically does. You pilot Lord Alabastar - a crystalline ruler shattered across eight hostile kingdoms - through horizontally scrolling space combat where the core rule is deceptively simple: match your ship's color to an enemy's color to damage it, but the moment you do, that enemy's attacks can tear straight through you. That one tension, manage it well or don't, is the entire heartbeat of the game. The color-matching risk loop has genuine personality. When two or three enemy types crowd the screen at once, each broadcasting a different hue, you start making micro-decisions that feel closer to a puzzle than a reflex exercise. Flipping to blue to knock out the cerulean wave, then scrambling back to red before the scarlet formation punishes you for it - that rhythm clicks pleasantly once it gets moving. The eight levels each bring a distinct Gem Lord setting and a dedicated boss, and a shard-based upgrade shop lets you spend resources collected in-run on incremental improvements, giving the story mode a small but welcome sense of progression. Per-level scoring grades your performance and nudges replayability past the four-hour median most players seem to hit. The cracks are real, though. Community discussions surfaced a navigation softlock after clearing the first level - a level-select screen that becomes unresponsive and forces an alt-F4 exit - and questions about whether the Mac build actually ran at all circulated long enough to suggest the cross-platform promise was aspirational at launch. Patch 1.12 addressed sprite optimization and various visual quirks, and the developer did stay engaged with updates, but the game launched with the rough-around-the-edges feel that a lot of small solo or micro-studio projects carry when Greenlight momentum moves faster than QA. The controller support is full and functions well, which matters because switching colors on a keyboard alone is awkward enough that it comes up in community threads. Who is this for, honestly? Casual arcade fans who want something brief, colorful, and mechanically distinct enough to feel worth the time. The stylized gem-world aesthetic has a quiet charm - think stained-glass cosmos rather than pixel-art nostalgia - and the mythological framing (eight warring Gem Lords, the antagonist Obsidious ruling a fortress called Obsitadel) is more flavorful than the runtime strictly needs. It is not a game that will displace anything in your regular rotation. But for the price point and the playtime, it is a tidy little artifact from a small studio trying a genuinely interesting mechanic. The color-swap loop deserved a bigger canvas. What is here is modest but not dishonest about what it is.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttrading-cardstier:indieColor-Matching MechanicHorizontal ShmupScore AttackBoss RushUpgrade ShopGem Lord LoreArcade Risk-RewardShort Run Time

Requisitos del sistema

Mínimos

OS
WINDOWS XP / WINDOWS VISTA / WINDOWS 7 / WINDOWS 8 / WINDOWS 10
Memory
2 GB RAM
Storage
3 GB available space
Graphics
DirectX or OpenGL Compatible Video card
Processor
Any 64 or 32 bit processor

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Información del juego

Desarrolladora
Sea Beast Productions
Distribuidora
Unknown
Fecha de lanzamiento
22 jul 2016

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¿Cuánto cuesta Crystal Cosmos?

El precio de Crystal Cosmos cambia a menudo y varía según la tienda, la edición y la región. La tabla de precios en vivo de esta página compara las ofertas más baratas en stock de tiendas de claves de confianza como Eneba y Kinguin, para que siempre veas el precio más bajo actual antes de comprar.

¿Dónde puedo comprar Crystal Cosmos más barato?

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¿En qué plataformas está disponible Crystal Cosmos?

Crystal Cosmos está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Crystal Cosmos?

Crystal Cosmos se lanzó el 22 de julio de 2016.

¿Quién desarrolló Crystal Cosmos?

Crystal Cosmos fue desarrollado por Sea Beast Productions.