Main game
3.36 average rating based on 75 ratings
Pretty cool. You can see how this game influenced Yuppie Psycho
This is a horror game, though it relies on creepy visuals without any jump scares. For people with sensory processing issues (like me) this was a welcomed design choice. The aesthetics are a combination of fairy tale horror (disembodied heads that still talk, animals that eat people, and mysterious royals) with more modern horror visuals too (bleeding eyes, stitched together monsters, and tentacles). I thought it struck a good balance between these two styles, and everything was sufficiently horrific even in pixel form. I especially enjoyed the animated sequences that you can get a taste of if you watch the trailer video.
Gameplay itself was solid, but not revolutionary. All you have to do is go through the castle and solve a dozen puzzles or so while avoiding monsters. The puzzles were not overly difficult, abstract, or fiddly. Everything felt fair, and for any puzzle veterans I'm sure these would be a breeze. For casual players like me though the difficulty was just right. This game rewards methodical and patient play, so take your time and look at everything. As long as monster is not about to get you, you have all the time in the world. The game itself …
This is a horror game, though it relies on creepy visuals without any jump scares. For people with sensory processing issues (like me) this was a welcomed design choice. The aesthetics are a combination of fairy tale horror (disembodied heads that still talk, animals that eat people, and mysterious royals) with more modern horror visuals too (bleeding eyes, stitched together monsters, and tentacles). I thought it struck a good balance between these two styles, and everything was sufficiently horrific even in pixel form. I especially enjoyed the animated sequences that you can get a taste of if you watch the trailer video.
Gameplay itself was solid, but not revolutionary. All you have to do is go through the castle and solve a dozen puzzles or so while avoiding monsters. The puzzles were not overly difficult, abstract, or fiddly. Everything felt fair, and for any puzzle veterans I'm sure these would be a breeze. For casual players like me though the difficulty was just right. This game rewards methodical and patient play, so take your time and look at everything. As long as monster is not about to get you, you have all the time in the world. The game itself also does not overstay its welcome, clocking in at 3-4 hours.
Before I finish up I just wanted to mention the most controversial game design choice. In order to save your game you have to spend in-game money at a fountain. As you only get money from chests and there is no way to farm gold it can feel restrictive in the beginning. I was certainly worried about it. But I saved as often as I wanted and still finished the game with 8 gold in my inventory (that's 8 chances to save). So if you decide to give this game a go, take my advice and don't worry yourself too much about paying to save.
And that's about it! A solid game, and a good investment for any fan of the pixel-horror genre (I bought mine on sale for $2). Just don't expect anything too memorable or out-of-the-ordinary for the genre.
PS - One last tip if you decide to play, make sure to do it with the sound on. There are several audio clues and there are no sudden shrieks or loud noises or anything to bother you.
This was decent enough and pretty spooky at times, but like too many games I play nowadays, it got fucked up and now I can't finish it. Right before the ending, the game crashed and when I reloaded, my saved data was corrupted. Siiigh. It's short but slow and tedious so I'm not playing it again. Time to watch the endings on YouTube.
Ooooohoohoohoohoo, that was a fun one... The Count Lucanor is a 2D, pixel art horror puzzle game, put together by the charmingly dramatic development team over at Baroque Decay. I'd read some positive things about it before giving it a try, but I'll be honest; hearing people describe it as heavily inspired by Silent Hill did not give me much hope. More often than not, I've found that games that fall into that category tend to emphasize taboo gore and poor visibility while giving little thought to the actual narrative. Not so here. The Count Lucanor gave me one of the most engrossing video game stories I've come across in years, and without resorting to a single Pyramid Head.
The game starts off putting you in control of Hans, a ten year old peasant boy who, sick of his life of poverty, decides to run away from home and see the world, leaving behind a mother clearly terrified for his safety. Along the way he meets colorful characters - some friendly, some sinister - and eventually he comes across the castle of the titular Count Lucanor. The smiling blue kobold he meets there strikes a deal with him: if Hans …
Ooooohoohoohoohoo, that was a fun one... The Count Lucanor is a 2D, pixel art horror puzzle game, put together by the charmingly dramatic development team over at Baroque Decay. I'd read some positive things about it before giving it a try, but I'll be honest; hearing people describe it as heavily inspired by Silent Hill did not give me much hope. More often than not, I've found that games that fall into that category tend to emphasize taboo gore and poor visibility while giving little thought to the actual narrative. Not so here. The Count Lucanor gave me one of the most engrossing video game stories I've come across in years, and without resorting to a single Pyramid Head.
The game starts off putting you in control of Hans, a ten year old peasant boy who, sick of his life of poverty, decides to run away from home and see the world, leaving behind a mother clearly terrified for his safety. Along the way he meets colorful characters - some friendly, some sinister - and eventually he comes across the castle of the titular Count Lucanor. The smiling blue kobold he meets there strikes a deal with him: if Hans can pass the Count's trial by daybreak, he'll be adopted and made the new Count Lucanor. And so starts the game proper.
Like any good survival horror game, TCL emphasizes the importance of stealth and caution above all else, as Hans has no ability to attack his enemies. This only matters a small portion of the time, however, as most of the game is made up of solving block puzzles, avoiding traps, deciphering riddles, and applying adventure game logic to the inventory of random crap you accumulate along the way. Every now and then though, you'll come across creatures intent on murdering our protagonist, and if you can't simply hide out of sight until they leave, running for your life is your only recourse. The game strikes a pretty commendable balance between difficulty and frustration - while you'll almost certainly die a few times along the way, you should never hit a point where you're absolutely stuck, and more often than not making further progress is a matter of reconsidering the information available and what your options are, rather than just trying to git gud.
The game's most appealing element, however, is the actual plot. The setting is a wonderfully realized poverty-stricken medieval fiefdom, straight out of something the Brothers Grimm would've slapped together. Little Hans is presented early and often with painful choices on how to use his limited resources, and almost every character you come across is more complex and troubled than first appearances suggest. The artwork is rather simple, but the character design and animation (especially during the Ghibli-esque anime cutscenes) are excellent, conveying just the right dash of unearthly bad-ness to give the player pause. Complete with hidden dialogue, branching paths, and multiple endings, the game offered enough squirreled-away content to get me replaying it immediately after finishing just to see what parts of the story I missed the first time around.
The game has its flaws, of course. NPC AI is a touch wonky, with enemies occasionally ignoring you no matter how close you get, or wandering into walls and getting stuck there. Even more glaring, the translation to English is a little rough, but hardly to the point where it disrupts the experience. All told, The Count Lucanor is an excellent little game to spend an evening or two on, and very reasonably priced. If you enjoy dark fairy tales and intelligently designed puzzles, I eagerly endorse it.
This was a nice little game. Short and atmospheric with a lovely dark fairytale aesthetic. It was just creepy enough and had some strange little touches throughout the story. Also, it is always on sale. Always!