Compara los precios de Lootbox Lyfe en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Conradical Games. Publicado por Conradical Games. Lanzado el 28/2/2020. Disponible en PC. Géneros: Adventure, Indie.

Your character starts literally unable to move - and that stripped-back opening is both the joke and the hook of this compact solo Metroidvania from one indie dev.

My first few seconds with Lootbox Lyfe are burned into memory: a small round creature, perfectly still, waiting. You cannot move. You cannot jump. You open the first lootbox and receive the ability to walk left and right, and something quietly brilliant clicks into place. Conradical Games built the entire satirical premise of this game around that single design decision - every basic platforming power you'd expect from the genre is gatekept behind treasure chests scattered through an interconnected world, and the joke that live-service games charge you for things that should come baked in lands cleanly in that opening minute. The core loop is pure Metroidvania, stripped of combat entirely. There are no enemies to fight. The world itself is the obstacle, and it earns that role through eleven distinct areas ranging from a mountainside rebel base to a fungus-choked garden born from lootbox addiction. You progress by collecting movement options: jump, double-jump, wall-jump, dash, ground-pound, and a shrink ability to thread through narrow passages. Each new move sends you spiralling back through earlier rooms with fresh eyes, hunting for the wall you finally have the reach to scale or the pit you can now safely cross. That backtracking loop, when it flows, produces a genuinely warm satisfaction. Where the game struggles is navigation. The map tells you the name of the zone you are in - "Cave", "Garden" - and little else. Players accustomed to the room-by-room cartography of Hollow Knight or Metroid Dread will feel the absence keenly. Getting turned around before you have the right movement option is a recurring frustration, and the protagonist's ball physics lean heavy on the drop, making some precision jumps feel like a negotiation rather than a clean input. The hint system does help - you can spend coins found through exploration to point yourself toward the nearest movement-bearing lootbox - but the map itself never stops feeling like an afterthought. What holds it together is a generosity of spirit. The difficulty and accessibility options are genuine: pick easier checkpointing at the start, or toggle on invincibility, infinite jumps, and water-hazard immunity at any point. The satire is light, the soundtrack warmly ambient in the way small indie worlds tend to carry better-than-expected audio, and the whole thing lands between five and eight hours depending on how thoroughly you explore. A speedrun mode and free-roam option with all abilities unlocked wait after credits, which is a respectful way to treat a short game. The pixel art is functional rather than precious, and the writing leans into its own silliness without pretending to be something it is not. If you play Metroidvanias for the combat and the boss theatrics, this is the wrong address. If you play them for the slow dawning of map mastery, that specific rush when a previously locked corridor finally opens, and the quiet pleasure of a world that knows exactly how big it needs to be - Lootbox Lyfe earns a genuine recommendation. It is one solo developer's careful, funny, and sometimes frustrating love letter to movement-as-reward design, and for the price it asks, the craft shows. Kai, Scout Team

Lootbox Lyfe

Lootbox Lyfe

28 feb 2020Conradical Games
GamerScout opina

Your character starts literally unable to move - and that stripped-back opening is both the joke and the hook of this compact solo Metroidvania from one indie dev.

PC
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Mínimo histórico: €0.35

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Acerca de Lootbox Lyfe

My first few seconds with Lootbox Lyfe are burned into memory: a small round creature, perfectly still, waiting. You cannot move. You cannot jump. You open the first lootbox and receive the ability to walk left and right, and something quietly brilliant clicks into place. Conradical Games built the entire satirical premise of this game around that single design decision - every basic platforming power you'd expect from the genre is gatekept behind treasure chests scattered through an interconnected world, and the joke that live-service games charge you for things that should come baked in lands cleanly in that opening minute. The core loop is pure Metroidvania, stripped of combat entirely. There are no enemies to fight. The world itself is the obstacle, and it earns that role through eleven distinct areas ranging from a mountainside rebel base to a fungus-choked garden born from lootbox addiction. You progress by collecting movement options: jump, double-jump, wall-jump, dash, ground-pound, and a shrink ability to thread through narrow passages. Each new move sends you spiralling back through earlier rooms with fresh eyes, hunting for the wall you finally have the reach to scale or the pit you can now safely cross. That backtracking loop, when it flows, produces a genuinely warm satisfaction. Where the game struggles is navigation. The map tells you the name of the zone you are in - "Cave", "Garden" - and little else. Players accustomed to the room-by-room cartography of Hollow Knight or Metroid Dread will feel the absence keenly. Getting turned around before you have the right movement option is a recurring frustration, and the protagonist's ball physics lean heavy on the drop, making some precision jumps feel like a negotiation rather than a clean input. The hint system does help - you can spend coins found through exploration to point yourself toward the nearest movement-bearing lootbox - but the map itself never stops feeling like an afterthought. What holds it together is a generosity of spirit. The difficulty and accessibility options are genuine: pick easier checkpointing at the start, or toggle on invincibility, infinite jumps, and water-hazard immunity at any point. The satire is light, the soundtrack warmly ambient in the way small indie worlds tend to carry better-than-expected audio, and the whole thing lands between five and eight hours depending on how thoroughly you explore. A speedrun mode and free-roam option with all abilities unlocked wait after credits, which is a respectful way to treat a short game. The pixel art is functional rather than precious, and the writing leans into its own silliness without pretending to be something it is not. If you play Metroidvanias for the combat and the boss theatrics, this is the wrong address. If you play them for the slow dawning of map mastery, that specific rush when a previously locked corridor finally opens, and the quiet pleasure of a world that knows exactly how big it needs to be - Lootbox Lyfe earns a genuine recommendation. It is one solo developer's careful, funny, and sometimes frustrating love letter to movement-as-reward design, and for the price it asks, the craft shows.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:sub-5Combat-FreeMovement ProgressionPrecision PlatformingSatirical PremiseSequence BreakingHint SystemSpeedrun ModeAccessibility OptionsNo-Handholding Exploration

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
4 GB RAM
Storage
400 MB available space
Graphics
Integrated
Processor
Intel Core i5

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Información del juego

Desarrolladora
Conradical Games
Distribuidora
Conradical Games
Fecha de lanzamiento
28 feb 2020

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¿En qué plataformas está disponible Lootbox Lyfe?

Lootbox Lyfe está disponible en PC.

¿Cuándo se lanzó Lootbox Lyfe?

Lootbox Lyfe se lanzó el 28 de febrero de 2020.

¿Quién desarrolló Lootbox Lyfe?

Lootbox Lyfe fue desarrollado por Conradical Games.