Tue Jul 09 2019
- Fixed crash caused by rewarded ads.
- Fixed bug with Experience bar
Sprint RPG is a brilliant subversion of the traditional dungeon crawler. By stripping away the slow, methodical movement of most RPGs and replacing it with a ticking clock, Nitrome has created a game that feels more like a rhythm-based action title than a stats-heavy dungeon run. The combat is all about pattern recognition; you have to instantly decide whether to smite or block based on the icons appearing above the skeletal hordes.
The 'fun run' vibe is bolstered by Nitrome's signature quirky art style and a loot system that leans into the absurd—equipping a disco wig or a fish-slap weapon makes the high-speed slaughter feel joyful. It’s a perfect mobile game: designed for one-handed play and short, intense sessions that leave you breathless as you try to beat your best time. It’s fast, funny, and surprisingly deep for a game about running through a dusty basement.
Fast-paced rogue-lite combat
One-handed vertical gameplay
Extensive bestiary and relic collection
Customizable character gear and outfits
High-score driven endless mode
Combat is all about timing and memory. Watch the icons that appear on enemies and tap the corresponding attack or block button instantly. Hesitation will cost you precious seconds on the dungeon clock.
Between runs, use the gold you've collected to buy better weapons like the fish-slap or fly swat, and equip relics that provide passive boosts to your speed or defense.
You must reach the end of the dungeon before the timer runs out and use your memorized combat patterns to counter his specific moves.
I grew up on 1st person dungeon crawls like Bard’s Tale, so it’s wired into my brain to love the design aesthetic here. Really it’s almost a rhythm game minus music. You have to memorize the right combos for each enemy. Starting at about level 10, you really can’t afford to make a single mistake, so it becomes very challenging. Overall it’s very fun and addictive, but I’d love to see a little more depth on the “RPG” side. Gaining a level has no appreciable effect (in fact it does not even say what level you are), and items you buy are purely cosmetic. I wish there was some kind time bonus that could be either found or cast as a spell. Multiple paths through the dungeon would be cool, even if arbitrary, creating more of a feeling of exploration. How about some traps as well as just monsters? Fun game overall, and a keeper, but maybe an update or two away from greatness.
Let me say first that I do like this game. I love the aesthetic and concept of crawling through a dungeon and making your way to the end. I’m normally not a fan of timed games where I feel rushed but I made an exception with this one. Earning gold to buy different accessories was fun and finding the treasures throughout the game was something to look forward to each time I played. However, the one MAJOR complaint I have is the fact that when you don’t complete a level they make you go to the previously level before you can make progress again. What the friggin heck? How does that make any sense? Can’t be from an money perspective because you can’t buy a way to surpass this. Only spend money on gold that only gives you cosmetic items. So why make it so you get set back a level? It’s only purpose is to agitate the player knowing when you were this close to finishing a level that you have to go back to the previous one. Devs, please give me a reason as to why you implemented this. I’m stuck on 15 but continuously have to do 14 just to get there. What other game makes you do this? Would it make sense in super Mario bro’s to go back to lvl 1 because you can’t beat lvl 2? Totally asinine. I wish this game was more fleshed out but for what it is I have no motivation to further complete the game. No worth my time. Glad I didn’t spend any money on this game because it ain’t worth it to anybody. Try again nitrile.
This game makes me want to scream. This is for multiple reasons. One, the timer is constantly going down to the point where you can hardly make a single mistake. You also feel pressed for time making you go faster and make more mistakes. This would be fun if the game was actually playable. Two, the signals are terrible. I can never tell what I am supposed to do, yes it shows a button prompt on the buttons, but your eyes are not on the buttons, they are on the creatures and the timer. Also the creatures and walls require you to move to them way sooner than you expect. I have lost the run multiple times to just misjudging the distance. Three, the level progression. In order to progress through this game, not only do you have to play through the level you just did again, but you also have to finish the next level, or else it won’t be unlocked, and when you die, and decide to leave to check out the optional cosmetics or something, the game makes fun of you for backing out and calls you a chicken. This game makes me so mad, it is worse than any other game I have played in my life, and I have played some brutal games. When I was younger, I used to associate Nitrome with mediocre games that were ok time killers. Now I associate this company with utter garbage, that is not worth a minute of your time.
I haven’t played mobile games in a while but this was a great refresher. I loved it and beat it. I loved the level mechanism that made it so you have to beat two levels in a row in order to progress, I saw others complaining but it was obviously purposeful.... it was frustrating but also made the game a lot more interesting. It might have been nicer if the game were a little more rewarding for speed, since it was really fun just spamming the buttons to go really fast, but making a few mistakes as a result usually caused me to lose. To beat the game I actually had to slow down and focus so I didn’t make any mistakes. More of a time reward after you do some insanely fast maneuvering might be fun. But I respect the design and have been playing nitrome games since the start <3
I love retro-inspired video games, and this one I feel is just that. My only three complaints are that, for one, the game doesn’t save my progress when I beat a new level a lot of the time and it does in specific circumstances… Yeah, I don’t know if that’s intentional, but whatever. My second suggestion is that there should be duplicate treasures, since once you collect all of them, I’m assuming you’re just done. Maybe even make the duplicates worth gold. My final idea is to add more headwear to the game, and while I do think that there are enough already, more styles would be cool, like all the different colors of the rainbow or something. But amazing game otherwise :)
You just hate the game because it’s hard just appreciate the work and time the people put into this!! Don’t be a hater just think about all the good thing in this game! Instead of thinking about all the bad things!! If the game is hard because of the timer then that’s good because if it’s hard then it will take time to beat and no one wants a 5-30 minute game! If you want to beat an easy game then you won’t feel proud you might feel proud because you beat a game but the game was easy! If the game is easy then it won’t be that cool!! In conclusion appreciate all the time and work and time and just know that these people put their work and time into this just so you could hate on it!! Sprint RPG is a good game.
Since the game demands that levels be finished faster and faster there’s a huge increase in the number of ads you have to watch within the first couple levels. This pairs terribly with when you fail locked levels you have to repeat the previous one again. If you’re lacking in accuracy and speed all it does is punish you. It seems like there was a missed opportunity with the inventory slots. There ought to be an item class that you can only equip one or two of. Examples a weapon that kills things quicker/hit from further away if you attack too soon, shoes that let you run into corners without losing time, offhand item that gives back a little time when you tap it, headwear that highlights trapped chests or other surprise features. A lot could’ve been done to curb the difficulty but was missed.
8/10 Twitch reflex/Pattern recognition game with a unique art style and blazing gameplay. Would recommend. Holy heck Level 15 is hard, guys. Even IF you manage to get the boss at the end, he takes an extended amount of hits to take down. I finally beat him after cracking the pattern needed to attack him. Very rewarding, albeit punishing, game. I’m obsessed with cracking the glyph language used to write the enemy names and other text in the attack pattern book. Seems like an homage to Hyper Light Drifter at the very least, but hopefully there’s some lore or Easter eggs hidden within those pages 👀 For the dev(s), great work. I have the occasional issue with the controls not registering a tap here or there, which results in an almost instant loss on level 15 in particular. The challenge level feels a tad hardcore (which I love), but maybe consider adding an easy/hard mode? Easy mode could even be the same 1-15 levels except with a small handicap such as a shield that protects you from your first mistake or the meter draining 20% slower. I love the game where it’s at but am trying to think about reaching a wider audience. Thanks for reading <3