Daily Archives: March 13, 2015

Kram Keep is a tiny yet towering take on Metroidvania

kram keep overall impressions gd

In a different life, one where maybe I didn’t try to have a career or binge-watch TV shows via Netflix or sleep or, heavens no, make a name for myself through art and writing, I’d be covering every Ludum Dare that happened, deeply examining all the themed creations, whether they got voted highly or not. Alas, that is not me. Instead, I kind of stumble across a Ludum Dare jam game months or even years after it was born. Well, with the topic du jour, I’m not terribly late, seeing that Ludum Dare 31 went down back in early December 2014, its jam theme being “Entire Game on One Screen.”

Kram Keep certainly meets that requirement. It’s the age-old classic tale of a blue-haired vampire hunter, a massively large castle full of traps and projectile-shooting enemies, and an evil master at its top, awaiting your blood. It’s a Metroidvania-style game, stuck on a single screen, meaning you can press the Shift key at any time to zoom out the map all the way and see everywhere you’ll eventually be going; I liked this, as it proved useful in guiding me to the next area, as well as keeping me informed about what was to come and the locations of vital power-ups. If anything, this seems sides more with the vania part than Metroid, but it is hard to say. As you go, you can collect hearts to increase your life bar, but you really want those special abilities–wall jump, double jump, and spread projectiles–if you are going to make any significant progress. Little crosses act as both checkpoints and health refills.

There were perhaps two or three tricky spots in Kram Keep that involved precise wall jump timing, and using the letter X and the arrow directions on the keyboard complicated things. As always, I prefer my platformers with a controller in hand, but sometimes you aren’t allotted such a benefit. In truth, where I needed a controller the most, was against the final boss. He has a pattern, so it eventually comes down to memorization and quick reflexes, but I still managed to put him six feet under with only a sliver of health left. Once you kill him, spoilers, much like with the end of Super Metroid, you have a limited amount of time to escape the castle, which means reversing the way you came in, though some routes are now closed off; I failed it the first time, but by hitting continue on the main menu, you can give it another go, and from what I can tell, it only changes a small part of the credits. Overall, the experience is tough, but fun, something I’d definitely recommend platforming fans to check out.

Since I love statistics and games that spit them out at the end of your run, here are my final, less-than-impressive tallies for Kram Keep:

  • Time played: 0:42:51
  • Deaths: 52
  • Enemies killed: 160
  • Crystal Hearts: 5/8
  • Difficulty: Normal

Ludum Dare 32 is coming up in the middle of April, though there’s no listed theme just yet. Until then, I think I’ll snoop around a bit more in Ludum Dare 31‘s entries, as I’m almost positive there are a bunch more innovative takes on the “single screen only” theme. Hopefully I can find a few other titles to highlight like Kram Keep, that do a lot with very little.

2015 Game Review Haiku, #24 – Kram Keep

2015 gd games completed kram keep

Bloodsucking menace
Waits at the top of this keep
Collect powers, kill

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.