Got the scythe and got a kiss :D Nice!
Played Curse Crackers, Drew Bonnie, Made a Review
Coming off of Prodigal, which I played last year, I had my expectations in check for Curse
Crackers: For Whom the Belle Toils. I thought it would be a fun throwback to the Game Boy games
that inspired it, but nothing much more than that. I don’t mean to throw shade at Prodigal at all, it's a
good game and I enjoyed it. But when the source of inspiration is the handheld The Legend of Zelda
games, it's hard to measure up. It's a nice game that I likely won't return to because I'll just play Oracle
of Seasons instead. Knowing that Curse Crackers would be a send up to Game Boy era platformers the
same way Prodigal is for Game Boy adventure games, I assumed I would mildly enjoy it all the same.
Nah, this game rules. The interesting thing about Game Boy adventure games is that they are
really hard to make, so only a few exist. And the ones that do exist know what they're doing because
they are likely Zelda games. It feels like Prodigal bit off more than it could chew in a lot of areas due to
how small the dungeons and world was. It was compact to the point of being an indecipherable puzzle.
I know I missed a ton of content in Prodigal just because I couldn’t figure out how to access it and
wasn’t invested enough to put in the effort to overcome that. Curse Crackers is a platformer though.
Being a sprawling adventure isn't expected of it. It's allowed to be compact and benefits greatly from it.
Every level is stuffed with goodies and hidden rooms and because everything was contained in the
level based structure. I was never confused or intimidated by the prospect of collecting everything in
the game. Honestly, Curse Crackers is about as much of an adventure game as Prodigal and I'd argue a
better one. The world map makes the world feel bigger despite it not being interconnected. There are
quality of life features that make it easier to manage side quest and collectibles, which I cannot
understate how much I appreciate. The story is genuinely more interesting and the characters are more
pronounced. You don't progressively gain permanent abilities, but you do get a bigger arsenal of
consumables. It's a wildly different approach, but Curse Crackers still stands tall as a decent adventure
game and stands head and shoulders above most of its inspirations in terms of being a side scrolling
platformer.
Curse Crackers appears to be made in the same vein as the Super Mario, Megaman, and
Castlevania Game Boy games. While Prodigal wouldn't compare well with Zelda games on the Game
Boy and Game Boy Color, Curse Crackers would probably be one of the best platformers on the
system. It surpasses its inspirations in most ways and becomes a wonderful game in its own rite. I think
the way your character controls is perfect for the type of game this is. It has the tightness you'd expect
from Megaman, but also allows for momentum like you'd expect from Mario. Curse Cracker’s run button is a
switch that changes you from a jogging speed to a sprinting speed instantly. There is no period of
acceleration here, it's a completely digital exchange. If you hold the run button you move horizontally
twice as fast and it applies to all movement, not just running. You can press run in midair and
immediately start traveling faster through the sky. It's instant gratification in a way I’m not used to.
Mario and Sonic have conditioned me to think speed has to be earned, and I genuinely think that's a
valid philosophy. But when you have such little screen real estate, earning speed is a major hassle. It’s
ultimately why I don’t come back to Super Mario Land 2 that much. I’m not as comfortable blasting
through it like I am with other Mario games. Curse Crackers sidesteps this brilliantly. Just having a
button that makes you zip through the level whenever you want to, while encouraging speed running to
get better at using that instant velocity is a fair alternative to standard momentum based games.
There's a delightful flow in Curse Crackers when you start trying to blitz through levels. The
hurt boxes of enemies are generous so you don't have to be an Execution God to bounce off 7 enemies
in a row. You can toggle run to be on constantly when you get comfortable with the level. The move set
also works seamlessly in terms of getting you from point A to point B. In Curse Crackers, you play as
an acrobat named Belle. She's got as much maneuverability as her profession suggest. Belle has a
standard jump, a high jump, a slide jump and even a double jump if you can launch your projectile
attack downwards to the floor. The movement honestly might feel closer to Donkey Kong 94 than
Mario Land 2 with how many options you are given. The most fun I've had in the game is using all
those movement abilities to blast through the level as fast as possible. Speed running isn't just
encouraged by giving Belle the ability to move fast. There are shortcuts and strategies you can use to
complete the level earlier. The level design in the game is low key the most impressive thing about it as
it facilitates exploration and brevity, while also introducing new mechanics constantly.
I will definitely be returning to this game. It clicks with me in so many ways, but beyond that,
I'm in love with the vibe. The desaturated Game Boy color pallet enhances its cozy atmosphere and
every character design is a winner. I appreciate the increased amount of scenes where I can see the full
character designs. The characters in Prodigal looked great too, but you really only got portrait art of
them along with their overworld sprite, so it felt like it wasn’t getting as much out of those designs as it
could have. I know what characters look like more in Curse Crackers. I know the world a bit better too.
I'm a little bummed there's no clear incentive or reward for Side Quest, but I do just like doing them
intrinsically because I'm charmed by the game so much. After playing this, Color Grave has now
become a development studio that I will forever keep an eye on because I trust they will always cook
up something good. This game leaves room for a sequel and I’ll be there day one if it ever comes to
fruition. There's not much else I can do to express my enjoyment of this game other than to repeat how
fantastic I think it is. And also draw gay fan art of it.
https://tempupload.ngfiles.com/1149000/iu_1149297_8569686.webp
Got the scythe and got a kiss :D Nice!
You are free to copy, distribute and transmit this work under the following conditions:
* Please consider sharing revenue!