Compara los precios de Grave Danger en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por jeffgamedev. Publicado por jeffgamedev. Lanzado el 19/12/2016. Disponible en PC, Mac, Linux. Géneros: Action, Adventure, Indie.

Lost Vikings DNA runs deep here: three misfits, one screen, puzzles that only crack when you think in trios. A low-key gem that rewards patience over button-mashing.

My first instinct when I loaded up Grave Danger was to solo-rush it as Dante the cowboy, ignoring the other two entirely. The game corrected me within three levels. This is, at its marrow, a three-body problem disguised as a cartoony 2D platformer, and the moment that clicks is the moment it genuinely gets good. The mechanical logic is tight and unpretentious. Dante wall-climbs and dashes, Malice the reaper floats horizontally across wide chasms and throws a returning scythe, Elliot the wizard double-jumps and phases through enemies with a mid-air blink. Each ability is narrowly scoped by design, not laziness. Because no single character can cover another's gaps, every puzzle has one correct choreography, and finding it feels like untangling a knot in slow motion. Pressure plates, switches, dynamite charges, locked doors: the ingredients stay recognizable throughout the twenty-level campaign, but their arrangement grows steadily more demanding. A reviewer described the difficulty ramping up in exactly the right place, and my experience tracked that closely. By the back half you are coordinating character handoffs that feel genuinely satisfying to pull off. The death system is quietly clever. When a character falls, the screen drains to grey and you float freely as a ghost, scouting the level's layout before respawning at the last graveyard checkpoint. It turns frustration into reconnaissance, which is a small but meaningful design choice. Enemy spawners can feel oppressive in a few spots, and the original developer has patched several offending locations after player feedback, which says something good about the solo dev's relationship with the community. The checkpoint-return loop does occasionally drag, particularly in longer levels where two living characters must babysit a third who died far behind them. The tone is the other thing worth flagging for the right audience. The story has a distinct campy wit to it, with dialogue between Dante, Malice, and Elliot that leans into the absurd without winking too hard. One reviewer summed up the vibe as somewhere between Scooby-Doo energy and classic Saturday morning cartoon, and that reading is accurate. The world zones, including areas named Candyland, Horrorland, and Magitechland, lean into that cartoon contrast with enough visual variety to keep the setting from feeling monotonous. The cartoony art reads crisply even at low resolutions, and the hardware requirements are minimal, meaning almost any PC from the last decade will run it without a hitch. For solo players, the character-swapping flow works but demands patience. Local co-op with two or three people is where this game breathes properly: each person owns one character, coordination becomes actual communication, and the puzzle logic transforms into shared problem-solving. A gamepad is strongly recommended regardless of setup. The time-trial and S-rank death-count scoring adds replay incentive for completionists without inflating the runtime artificially. This is not a sprawling game. It knows what it is, does it cleanly, and stops. Kai, Scout Team

Grave Danger

Grave Danger

19 dic 2016jeffgamedev
GamerScout opina

Lost Vikings DNA runs deep here: three misfits, one screen, puzzles that only crack when you think in trios. A low-key gem that rewards patience over button-mashing.

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My first instinct when I loaded up Grave Danger was to solo-rush it as Dante the cowboy, ignoring the other two entirely. The game corrected me within three levels. This is, at its marrow, a three-body problem disguised as a cartoony 2D platformer, and the moment that clicks is the moment it genuinely gets good. The mechanical logic is tight and unpretentious. Dante wall-climbs and dashes, Malice the reaper floats horizontally across wide chasms and throws a returning scythe, Elliot the wizard double-jumps and phases through enemies with a mid-air blink. Each ability is narrowly scoped by design, not laziness. Because no single character can cover another's gaps, every puzzle has one correct choreography, and finding it feels like untangling a knot in slow motion. Pressure plates, switches, dynamite charges, locked doors: the ingredients stay recognizable throughout the twenty-level campaign, but their arrangement grows steadily more demanding. A reviewer described the difficulty ramping up in exactly the right place, and my experience tracked that closely. By the back half you are coordinating character handoffs that feel genuinely satisfying to pull off. The death system is quietly clever. When a character falls, the screen drains to grey and you float freely as a ghost, scouting the level's layout before respawning at the last graveyard checkpoint. It turns frustration into reconnaissance, which is a small but meaningful design choice. Enemy spawners can feel oppressive in a few spots, and the original developer has patched several offending locations after player feedback, which says something good about the solo dev's relationship with the community. The checkpoint-return loop does occasionally drag, particularly in longer levels where two living characters must babysit a third who died far behind them. The tone is the other thing worth flagging for the right audience. The story has a distinct campy wit to it, with dialogue between Dante, Malice, and Elliot that leans into the absurd without winking too hard. One reviewer summed up the vibe as somewhere between Scooby-Doo energy and classic Saturday morning cartoon, and that reading is accurate. The world zones, including areas named Candyland, Horrorland, and Magitechland, lean into that cartoon contrast with enough visual variety to keep the setting from feeling monotonous. The cartoony art reads crisply even at low resolutions, and the hardware requirements are minimal, meaning almost any PC from the last decade will run it without a hitch. For solo players, the character-swapping flow works but demands patience. Local co-op with two or three people is where this game breathes properly: each person owns one character, coordination becomes actual communication, and the puzzle logic transforms into shared problem-solving. A gamepad is strongly recommended regardless of setup. The time-trial and S-rank death-count scoring adds replay incentive for completionists without inflating the runtime artificially. This is not a sprawling game. It knows what it is, does it cleanly, and stops.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayermultiplayercooplocal-coopachievementscontroller-supportcloud-savestier:sub-5Puzzle-PlatformerThree-Character SwapGhost Respawn MechanicCartoon ToneCouch Co-op FriendlyS-Rank ScoringLow SpecDeath-Based Checkpoints

Requisitos del sistema

Mínimos

OS
Windows 7 or later
Memory
1 GB RAM
DirectX
Version 9.0
Storage
1 GB available space
Processor
1.6 GHz

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Información del juego

Desarrolladora
jeffgamedev
Distribuidora
jeffgamedev
Fecha de lanzamiento
19 dic 2016

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¿En qué plataformas está disponible Grave Danger?

Grave Danger está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Grave Danger?

Grave Danger se lanzó el 19 de diciembre de 2016.

¿Quién desarrolló Grave Danger?

Grave Danger fue desarrollado por jeffgamedev.