Vampire Crawlers review: The sequel with just as much bite and even more crunch
Briefly

Vampire Crawlers review: The sequel with just as much bite and even more crunch
Vampire Crawlers reworks the Vampire Survivors formula into a card-based battler set in randomized 3D dungeons. The game reuses much of the original’s aesthetic, weapons, enemies, heroes, and sounds while changing the core gameplay from top-down movement to turn-based combat. Each dungeon level is cleared by completing battles using a deck of attack cards. Early play can feel routine, such as selecting the highest-damage cards to reduce enemy health, but the game gradually reveals deeper complexity. The deck is introduced gradually, with color coordination and character interactions suggesting more effective approaches than simply maximizing damage each turn.
"Co-produced by Poncle with another studio, Crawlers reuses significant chunks of the original game's aesthetic, weapons, enemies, heroes and even the sounds. But Galante has turned the idea on its head, or perhaps on its side. Instead of a top-down shooter in which your primary control is movement, Crawlers morphs the template of hero-against-hordes into a 3D turn-based card battler."
"Crawlers plunges you into a series of randomised 3D dungeons, laden with vampirish kitsch and amusingly ugly monsters. The goal is to clear each small but mazy level of the undead by completing turn-based battles using a card deck of attacks."
"Like Survivors, though, Crawlers is slow to reveal its underlying complexity. What initially feels routine - choose the cards with the biggest attacking power each time to deplete the enemies' health - gives way to something deeper. The game spills little clues that there might be a better way."
"The entire deck of cards is drip-fed to fire your imagination. There's colour-coordination. There are character"
Read at Irish Independent
Unable to calculate read time
[
|
]