The Count Lucanor
A dark fairy-tale pixel adventure where a boy trades his name for fortune, and every choice nudges the ending. Creepy, short, and surprisingly gripping.
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About The Count Lucanor
The Count Lucanor is a top-down pixel adventure from Baroque Decay that sits somewhere between a Grimm fairy tale and a low-fi horror game. You play as Hans, a boy who runs away from home on his birthday and stumbles into a crumbling castle run by a mysterious, unsettling count. The deal is simple: solve the riddle, discover the name of the creature calling itself the Count, and all the gold in the world is yours. The inspirations from classic Zelda and Silent Hill are legible throughout, but the game carves out its own mood - quiet dread, muted pixel color palettes, and a soundtrack that knows exactly when to go silent. The castle exploration is the core loop. You wander rooms, collect candles to light your way, gather clues from grotesque NPCs, and try not to die to things lurking in the dark. Combat is minimal and mostly avoidance-based rather than hack-and-slash, which suits the tone. Stealth sections and environmental puzzles carry most of the weight, and they are designed well enough that you feel clever rather than hand-held when they click. The game is genuinely scary in places - not jump-scare factory scary, but the slower kind of unsettling that sticks. What earns The Count Lucanor its reputation is the branching ending system. There are multiple outcomes tied to moral choices scattered throughout the run, and most of them are not telegraphed. You can finish a playthrough, hit a bad ending, and immediately see a decision two hours back that you made without realising it mattered. For a game that clocks in around three to four hours per run, that replay architecture is efficient and satisfying. The writing is spare but purposeful - fairy-tale register, slightly formal, and it works. It does not have the word-count depth of a CRPG, but every line earns its place. Where it stumbles is ambition outpacing execution in a few spots. Some of the riddle solutions are obscure enough to feel arbitrary rather than clever, and the stealth AI is inconsistent - sometimes leniently forgiving, sometimes punishingly twitchy with no clear logic. The pixel art is charming but low-resolution even by retro standards, so if you are expecting the detailed sprite work of a modern pixel RPG, temper expectations. The game also does not do much with its RPG label beyond item collection and story choices. There are no stats, no leveling, no build variety. Call it an adventure game wearing RPG clothes and you are being more accurate. Still, for a small indie release from a two-person studio, the atmosphere-to-runtime ratio is impressive. If you like folk horror, morality-flavored narratives, and short games that respect your time without padding the experience with filler, The Count Lucanor delivers. It is the kind of game you finish in an evening, sit with for a day, then boot up again to chase a different ending. That is not nothing. Monika, Scout Team
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Game Info
- Developer
- Baroque Decay
- Publisher
- Baroque Decay
- Release Date
- Mar 3, 2016