Krystine and the children in chains
by joquatrevingtdix
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Krystine and the children in chains
Tags for Krystine and the children in chains
Description
Help Krystine to rescue her little brother kept prisonner into the castle of nightmare
How to Play
Point, click, explore
Developer Updates
Little update with a new way of counting your scores :)
FAQ
What is Krystine and the Children in Chains?
Krystine and the Children in Chains is a puzzle adventure game developed by joquatrevingtdix where you guide characters through dungeon-like levels.
How do you play Krystine and the Children in Chains?
In Krystine and the Children in Chains, you control multiple characters, moving them around grids to solve puzzles and avoid traps in order to reach the exit.
Who developed Krystine and the Children in Chains?
Krystine and the Children in Chains was developed by joquatrevingtdix.
What are the main features of Krystine and the Children in Chains?
The game features a grid-based movement system, puzzle-solving mechanics, and multiple characters that players must coordinate to progress through each level.
What kind of challenges will I face in Krystine and the Children in Chains?
Players will encounter obstacles, traps, and require careful planning to navigate the dungeon puzzles and free the children in this puzzle adventure game.
Comments
panthchesh
Apr. 16, 2018
If you cannot click on anything , play in easy mode - the cursor changes to red when you can interact with an object.
karl_2822
May. 19, 2018
Don't be too hasty to submit for a missing badge! It turns up after a while of waiting at the end screen!
Thanks for pointing this out -- it is a little slow because we wanted to make sure it triggers after a save file is loaded. I just updated the badge description to clarify this.
yoshiey
May. 17, 2018
For those color puzzles, please make the colors easier to distinguish. Thanks. :)
RongYuigh
Apr. 23, 2018
Ah, the return of the escape game with scary artwork. Long time no play.
We are back ! :P
JackVermicelli
Apr. 17, 2018
I wish my inventory would shift to compress, rather than everything having a hardcoded, fixed position, regardless of how many items there are.
That could have been done, but we finally preferred to stick with fixed position as it gives a clue on how many items are missing.