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Sep 14, 2011 | 5:51 PM EDT
  • Weekly Users' Choice September 21, 2011
  • Daily Feature September 15, 2011

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Explore 7 5 Points Explore 7 floors
Om Nom 5 Points Feed your pet 5 food items
The King of Slime 5 Points Defeat King Slime
Warp 7 5 Points Discover 7 warps
Agent Defender 10 Points Beat Zombie Defense on Hard
Armory Master 10 Points Upgrade equipment 20 times
Be Like Paper 10 Points Defeat Rock
Bop on the Head 10 Points Defeat Bop
Explore 15 10 Points Explore 15 floors
Fighting Love 10 Points Spend 30 points on the Fighter Tech Tree
Heal Please 10 Points Spend 30 points on the Healer Tech Tree
Hunter 10 Points Collect 20 types of monsters in the Bestiary
Level 10 10 Points Have one character reach level 10
Level 25 10 Points Have one character reach level 25
Level 5 10 Points Have one character reach level 5
Mage Mastery 10 Points Spend 30 points on the Mage Tech Tree
Rare 10 Points Defeat one of the three rare monsters in the game
Rich Person 10 Points Acquire a total of 50,000 Gold
Rock and Rawr 10 Points Defeat Rock Twice
Rogue Squadron 10 Points Spend 30 points on the Rogue Tech Tree
Stuffed! 10 Points Feed your pet 30 food items
Warp 15 10 Points Discover 15 warps
Well I Didn't Vote For You 10 Points Defeat 5 Kings in the Wanted List
What, No Gravy? 10 Points Defeat Bop Twice
Beastmaster 25 Points Complete the Bestiary
Expert Defense 25 Points Beat Zombie Defense on Expert
Explore 30 25 Points Explore 30 floors
Kingslayer 25 Points Defeat all the Kings in the Wanted List
Level 50 25 Points Have one character reach level 50
Missing Cat 25 Points Complete the MISSING quest line
Slayers Dargon 25 Points Defeat Dargon
Stolen Hearts 25 Points Complete the STOLEN quest line
Warp 30 25 Points Discover all warps
Ultimate Slayers Dargon 50 Points Defeat Ultimate Dargon
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Author Comments

Also check out our facebook page: rystalStoryGame

Edit: Mobile version can be found here: /portal/view/581294

Crystal Story is a turn based rpg that uses a random dungeon generator. You control four characters and configure what skill sets they learn along the way. You can earn equipment upgrades that will help you traverse through Evil Cave by destroying monsters or playing minigames.

Whoa thanks for the reviews! I love you guys! :D

Edit: I have been hearing a lot about save files recently. You can backup your save files here:
C:\Users\(username)\AppDa ta\Roaming\Macromedia\Fla sh Player\#SharedObjects\(so me number)\uploads.ungrounde\579000\579445_rpg.s wf
The file names should be rdgDataSlot(number)

Clearing cookies and/or cache will delete saves.

Also check out: (Awesome Art!)

Expert Defense :P tch?v=S5hwSQ58LUc

Game has been updated:
v1.1.1 (9-30-11)
Features added:
- added a mute button on the title screen

v1.1.0 (9-28-11)
Features added:
- Gamble shop (Players can now buy random equipment using gold)

Bugs Fixed:
- Fixed a crash when opening the menu while engaging a monster
- Fixed characters being able to cast skills while silenced
- Gold recieved from wanted monsters should now be rewarded properly
- Fixed a bug where mp can be greater than max mp
- Character stats should now update when changing equipment

Balance Changes:
- Slightly increased the price of armor upgrades



Rated 4 / 5 stars October 16, 2011

I like this game

has a cute story to it, overall good. A bit slow, but that's all~


Rated 4 / 5 stars September 15, 2011

This is a great game, but there are some flaws.

Most of the flaws in this game are in the form of the user interface. Specifically, they were areas where there could have been improvements that were, for whatever reason, never made.

1: Keyboard shortcuts. You made a good start, but I felt that you only went about 1/3rd as far as you should have for the keyboard shortcuts. Specifically, I feel that you should have been able to use number keys to select a skill/item (as applicable for the menu,) and the target as well, by assigning enemies and friends a hotkey number. I've never seen more than three enemies at a time, so it shouldn't be hard to let the player hit 1-3 to select them in order from left to right. Arrow keys should also let the player navigate the menues.

2: Walking. Mouse control is okay, but some people like keyboard controls, too. Would it have been so hard to add in keyboard controls concurrently with mouse control?

3: Walking graphics. This is very minor, but it appears that you've cut corners by only making diagonal walking graphics. This wouldn't be so noticeable if the overhead view was isometric, but as it is straight orthogonal, it's a bit jarring when you're moonwalking directly across a room... At a 45 degree angle to your direction of travel. They're people, not ships, they shouldn't tack like ships.

4: Treasure chests. Why do treasure chests which were extant in a room when you enter vanish if you have to fight monsters to get to them? This isn't so bad in the wide-open rooms, but in the tight corridors it can be nerve-wracking.

5: This one is more an oversight with a specific item, but the Greed Ring apparently does NOTHING when you upgrade it. At level 1 or level 10, it doesn't increase the amount of gold you receive at all. Therefor, you shouldn't let the player waste their money applying an "upgrade" to it. At the very least, you should have warned the player in the item's description that it does jack-smack-shit when upgraded, so they didn't waste their cash.

7: It might be nice if the description of the Cure spell specified exactly WHICH status ailments it cured. (Poison, stun, confusion and

8: As regards the shops, it's a very, very annoying thing to use simple arithmetic to realize that the shopkeeps are ripping you off. Follow the math here.

Minor Potions cost 50g, and heal 150 HP.For the arithmetically-disinclined, that establishes a baseline g/HP ratio for healing items of 1:3. That is, 1g buys you 3 HPs of healing.

Potions, on the other hand, cost 200g, and heal 400 HP. Are you seeing the problem here, because I have. Potions reduce the g/HP ratio to 1:2 - that is, 1g buys you 2 HPs of healing.

That isn't right. It's just mean-spirited. It's not like inventory space is remotely limited, either, so you can use the justification that "you can only carry ten items, so packing more HP into the same space is going to carry a surchage." For 200 gold worth of healing item, you should be getting 600 HP - or, the 400 HP item should be costing you 133 GP. There's a surcharge here of 66 GP, and that's just mean. (Ethers are the same way, of course.)

And lastly, a tip for my fellow players.
Should you be blessed enough to receive an EXP ring at any point in the game, designate one character the twink and just glue the thing onto his fingers.

You can then use that character to improve the other characters' armor, helmet and accessory beyond their own level in the Armory. One character will have many more levels than the others, yes, but the others will all be at a strong advantage anyway because they're using three out of four item slots twinked for the high-guy's level and not their own.

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Rated 4 / 5 stars September 19, 2011

A Very Normal RPG

I'm sorry to say that I don't understand the hype behind this game. I enjoyed the relaxed, and comical main characters and their mission to help the "hero" look good, but once that job was over I could find it in me to keep playing.

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Rated 4 / 5 stars August 9, 2012

Great game :)


Rated 4 / 5 stars September 23, 2011

I enjoyed playing this

This is a good old-style rpg. I, however found some of the dialogue to be choppy. Without real closure or introductions. That's only a minor thing though. The major part of this is the gameplay. While repetetive, it was tedious, which I like in rpgs.

1 thing that I would constitute as a "bug" I suppose you could call it. Attacks that deal damage AND have a status effect (I.E. Tranq. Shot) will still do their status effect EVEN if they "miss".

Also, I can't really tell if you meant to do this, but, Moves like Fire Strike seem to depend on magic power rather than your actual attack power? That would be alright if you didn't learn it in the fighter's tree. That also seems redundant, considering that you already can learn a fire move from the mage's tree.

So far, other than smoothing out some edges to the system...I really like this. The battle view reminded me heavily of Breath Of Fire II. I also hope you are inspired for a possible sequel. I don't write reviews often...I felt this deserved it. Thank you for the experience!

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Lan14n responds:

Thanks. I had attack and status effects calculated separately. This is so Accuracy stat won't be overpowered, and you would need resistance if you want to counter it. Warrior first skill (except phoebe i think) deal magic damage. I made it like that so you can hurt monsters with less mdef even without a mage on the party.