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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

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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)\AppData\Roaming\Macromedia\FlashPlayer\#SharedObjects\(so me number)\\579000\579445_rpg.swf
The file names should be rdgDataSlot(number)

Clearing cookies and/or cache will delete saves.

Also check out: (Awesome Art!)

Expert Defense :P

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 3.5 / 5 stars

A good game.

However, it's not without it's share of problems.

1. I have to agree with a previous review that the shortcut keys should have been continued past one menu, as I found it tedious to not being able to select the skill, item, or enemy with a keyboard shortcut.

2. The random generator is a good thing but it should really only apply to enemies and not the treasure chests. This causes a problem because I found it difficult to not continuously go back and forth between rooms and farm for items. I got many powerful items simply doing that.

3. Walking with the mouse was a bit strange for me and would have preferred to use keyboard controls.

4. The intro didn't make me enjoy any character, as they all seemed like people I would not like to do business with.

5. Spells had very little description and I had difficulty deciding which spell was actually better, since they didn't have base stats. Most RPGs tell you the base power for a skill, so you know if you will actually deal more damage with a certain attack than another. Also, it would have been very helpful if I knew if a skill did physical or magical damage, unless all of the fighter skills are physical and all of the mage's skills are magical.

6. A monster logbook would be extremely helpful. Since some skills state they do a certain type of damage, knowing what would be most effective would be nice. The monster logbook doesn't even need to be easy to get, it could be that you would have to buy the information from someone or that you would need a skill to gather information on a target, but most RPGs have a monster logbook.

All in all, this was a fun game to play, just needing a bit of improving.

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Rated 3.5 / 5 stars

Good game, borderline great.

I'd REALLY love to see you bring out a sequel, or even merely an updated version of this game, so I'm going to take my time to make some suggestions to features of which would DEFINITELY improve the game; I don't appreciate how difficult it is to include certain features, however, so I'm going to disregard how difficult I feel a certain feature would be to implement in your game.

- Firstly. The OPTION to apply attribute points wherever a player wants to, instead of a fixed leveling system; include an info-box showing Exactly what applying a point to a specific attribute will do.
(It is much more helpful to be able to specialise your own characters, based on their classes)

- Include SCROLL-OVER info boxes for EACH character in the inventory screen and (especially) the shop interface that compare the exact stats of the currently equipped item, to the one you're selecting/scrolling over.

- For each of the skills in the inventory screen AND during battle, include the mana cost of each spell/skill, and HOW MUCH damage they do (For example, how much poison damage the poison attack will inflict each turn). This is an ESSENTIAL requirement for an RPG.
As well as that, include the percentages that a skill will succeed. E.g. Stunning and poison - Show the percentage of how likely it will stun/poison the monster you're currently scrolling over.

- Show how much damage a basic attack will do for each character, in their Stats interface. You can base percentages off of this, then. i.e. "Poison will inflict 8% of the caster's basic attack damage each turn."

If these suggestions I have mentioned are implemented into your next RPG (and I'm hoping there will be one ;) ), then hoorah for us all :P

Now for my opinion :P
Your 'graphic style', it has room for improvement, sure, but it's at a very good standard as it is. There's a fairly good variety of monsters, and I personally liked the boss monsters; they were goofy and amusing, and actually a appropiately scaled challenge.

Keep it up, 'Lan', I hope you do well :)

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Rated 3 / 5 stars

10 for gameplay 0 for humor

Needs more cock jokes!


Rated 3 / 5 stars

Some major flaws, but enjoyable

A good RPG, but far from being great.
The music is excellent, nothing to say about it. The design too is superb for this kind of game. Minimalistic yet striking, a good choice indeed.

There are however some MAJOR flaws that ruin the experience:
1) Blinding enemies is totally useless. Special moves still work with 100% accuracy, and blinding monsters only ensures that they will constantly spam their AOE moves that still retain 100/100 accuracy. On the other hand, blinding one of your party means it will be nothing but a sack of potatoes till you dispel the effect. Since the Silence move is useless on bosses and most mobs with AOE special moves, the "Blind" effect is to be considered BROKEN.

2)Accuracy means nothing in this game. There are no ways of predicting what kind of results you will get from a higher level of accuracy, since it seems that past 25-30 points you will still get a Miss every few attacks. On the other hand, enemies enjoy 90/95% accuracy on all of their attacks. A bit unfair, don't you think?

3)Almost all bosses are immune to even the earliest special moves. It consequently makes leveling quite frustrating, since you will already know that half your moves will be useless in the moment of need. I would suggest patching the game in order to give every boss a specific weakness in terms of poison/blind/silence/etc.

4)Saving and leaving the game while in a dungeon will, if you reload the page, take you back to the town for free. There is then NO meaning to the scroll that teleports you back to the Inn, since the dungeon will still reset if you haven't discovered the floor's map. I would suggest patching the game in order to force the partially discovered floor to remain the same IF you use the scroll, and change only if you "cheat" by reloading the page.

Since these are all major bugs (and the Blind thing is a true game-breaking bug, since it makes fights not stimulating, but FRUSTRATING), I feel that 6 is mroe than enough.
If correctly patched, the game will become a little gem.

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Rated 3 / 5 stars

Many very serious issues need to be addressed

I am almost finished with the game but a few things need to be addressed. One is poison it does way more damage than shows a monster i was fighting had 350 HP poisoned it did 250 and killed it. Second is accuracy accuracy is very messed up i missed Dargon on Tristam(it had 4250 HP at the time) and i still did 500 damage for no reason whatsoever. Also, the game misinterprets things very badly for instance: i poisoned a monster with poison attack but the attack missed so why was the monster poisoned as it should not have been. Lastly, boss resistances really need to be standardized a boss in phase 1 being immune to a stat reduction but not immune in phase 2 makes no real sense.

Other than those things the game is actually quite good for what it is though just as a note i'm pretty sure it's Dragon not Dargon(unless you intended that of course)

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