Following the large success of the 2026 platforming hit Crystian and the Misplaced Crystals, developer Marcel Sásik has now launched a direct follow-up: Adrian and a Good friend in Want. This Commodore 64 recreation has reinvented the system, introducing a brand-new, ultra-athletic protagonist to switch the gradual, grid-locked exploration of the unique recreation. Whereas the artwork fashion deliberately mirrors the aesthetic of its predecessor to take care of continuity, each single mechanic beneath the hood has been totally rewritten. The sequel introduces main technological developments for the C64 {hardware} corresponding to, fluid actions, high-resolution property with a vibrant multicolor engine to ship unprecedented display screen element, sooner map scrolling with extra lethal environments, a totally rewritten enemy structure using an “lively enemy checklist, and a lot extra.
Within the earlier recreation, gamers managed Crystian, an abnormal boy who cared deeply about his treasured stones however lacked conventional platforming prowess. Watching him wrestle via harmful caverns was like watching a film in gradual movement. His stiff, clunky mechanics generally made primary climbing and leaping an absolute chore. Enter Adrian. Unable to look at his pal hopelessly wrestle any longer, this nimble new hero is entering into the highlight. Adrian is on a totally completely different stage—extremely athletic, agile, and constructed for intense motion all throughout six new, bigger, and extra various worlds.
Options
- Adrian is far more agile* (grid-aligned motion has been fully eliminated)
- 6 extremely detailed maps that are actually greater than twice as massive* (by way of space; 8k tiles vs over 17k tiles in every stage)
- Non-linear map design – Adrian can discover the maps at his personal tempo, and the best way to finish ranges isn’t predetermined
- Roughly 100 enemies on each single map + new enemy varieties* (fish, lava rocks) and a extra dynamic surroundings* (randomly falling rocks, falling spikes)
- Varied forms of enemies with completely different harm ranges for the participant
- Easy puzzle system for opening gates utilizing magical cubes
- Traditional coin assortment (100 cash = +1 life), together with power and life pickups
Credit
- Code, Graphics, SFX: Marcel Sásik
- Music: Johan Samuelson, aka Stinsen
- Extra ambient SFX: Nordischsound and Hans Svala
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