What is the best choice, PC or 3DS version?
I was torn between all three platforms, but figured I'd feel like a real schmuck if they added Steam Workshop support or something to the PC version.
Doubt you can really go wrong with any of them, though.
What is the best choice, PC or 3DS version?
Holy shit, YCG just pointed out on their twitter that the eShop is using shovel knight decals.
https://twitter.com/YachtClubGames/status/482619576908132352/photo/1
Nintendo is doing a lot to hype this game as far as I'm concerned. I hope it makes a solid impact on sales.
Holy shit, YCG just pointed out on their twitter that the eShop is using shovel knight decals.
https://twitter.com/YachtClubGames/status/482619576908132352/photo/1
For the black-out parts, you just need to play slowly until you have a good idea of the layout revealed in the lightning flashes. For the platforming, you just need to get the timing of how fast they move.Bought it and beat it with 88% item completion. Enjoyed it a lot and bought the Soundtrack on Bandcamp
I only have a few minor complaints (mild spoilers):
Now I'll likely do New Game+.
- The level with the black-out screens should leave the character and enemy sprites visible. Being unable to see Shovel Knight screwed me over with the controls far more than the lack of terrain.
- The
gets kinda game-breaking towards the end when you have a lot of magic, since you can use it to lock yourself mid-air and overcome some challenges very easily.Phase Locket- Most of the other armors other than the
seem kinda useless? I'm not sure why the others have drawbacks yet this one doesn't.Dynamo Mail
If you want a more crazy arcade-y challenge, play the game without upgrades, relics, or checkpoints. Gold's really just extra.I was expecting something a bit more arcade-y/difficult. It's pretty easy and there's just too much busywork like getting gold involved. Not enough time overcoming obstacles. That said, I still like it. It's a cute game.
I think the PL should definitely receive a small nerf. However if they alter the mechanics the phasing stage would be impacted.
Probably the easiest solution is to slightly increase the magic cost.
Phasing stage didn't require you to attack enemies at any time in phase mode, did it? Just make it not do damage. It can destroy blocks or pogo, just not damage foes.I think the PL should definitely receive a small nerf. However if they alter the mechanics the phasing stage would be impacted.
Probably the easiest solution is to slightly increase the magic cost.
Phasing stage didn't require you to attack enemies at any time in phase mode, did it? Just make it not do damage. It can destroy blocks or pogo, just not damage foes.
Yeah, he was one of the Director for a day enemies (4 of which are bosses, the fifth, the Liquid Samurai, being a common enemy in the tower of fate). His creator was big into RPG character creation.I dunno I'm finding the game adequately challenging so far. Not a breeze but not super unfair either.
QQ: I ran into a dude named Reize. I think I remember hearing about some Kickstarter backed bosses or something? This dude seems a bit too "anime" to have been a normal/intended part of the game. Or am I wrong?
There's no need to change the phasing period or the magic cost. What they should change is that you should be unable to do damage during a phase. You can't take damage, you can't deal damage. Fair's fair. It should be used only as a platforming assist ability, to make tricky parts easier, or as an emergency fail safe if you're falling into spikes and you manage to trigger it fast enough.
I dunno I'm finding the game adequately challenging so far. Not a breeze but not super unfair either.
QQ: I ran into a dude named Reize. I think I remember hearing about some Kickstarter backed bosses or something? This dude seems a bit too "anime" to have been a normal/intended part of the game. Or am I wrong?
This still means you can bypass every enemy in the game and avoid just about every boss attack.
Personally I would leave the damage ability, but have it take off HP when you use it. Along with a MP increase it would make it a lot more dangerous, especially during later sections.
But then what would be the point? It would just be a damage reducer.
Walk through enemies without getting knocked backward, bump into spikes without being killed. Seems pretty good still with all the spikes in this game.But then what would be the point? It would just be a damage reducer.
I mean your own HP. So if you spam it against a boss, it'll also put you in danger of death.
I know what you meant. The point of the item is to become intangible, and since you take double damage in new game + (with no healing items to speak of) you would barely be able to use it.
You might as well be hit by the attack and save your magic.
This dude seems a bit too "anime" to have been a normal/intended part of the game. Or am I wrong?
Sounds like some of you were expecting some hard as nails platformer, which I don't believe YCG ever stated they were trying to make. Many late-era NES titles were about as difficult as this game. I don't think they should change the game to appease a very small minority of players who feel it's too easy.
Now, if they wanted to add a super challenging NG++ mode, I'd be cool with that. Remember, we're getting a challenge mode in the future, which will probably be pretty tough.
I dunno I'm finding the game adequately challenging so far. Not a breeze but not super unfair either.
QQ: I ran into a dude named Reize. I think I remember hearing about some Kickstarter backed bosses or something? This dude seems a bit too "anime" to have been a normal/intended part of the game. Or am I wrong?
Nintendo is doing a lot to hype this game as far as I'm concerned. I hope it makes a solid impact on sales.
So... Who do you want to be playable first?
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Phasing stage didn't require you to attack enemies at any time in phase mode, did it? Just make it not do damage. It can destroy blocks or pogo, just not damage foes.
This still means you can bypass every enemy in the game and avoid just about every boss attack.
Personally I would leave the damage ability, but have it take off HP when you use it. Along with a MP increase it would make it a lot more dangerous, especially during later sections.
One thing that I really hope they add on - if they haven't announced it already - is some kind of Palette Edit option. Y'know, just for those times when I want to have the ability to wear one of the five different colors without having the up/downsides of that particular armor or vice-versa. Or maybe even some options outside of those five; I really wouldn't mind the option of taking a Green or Pink armor out for a spin just for kicks.
I gotta say, while all of the soundtrack is excellent, the Starlit Wilds and Requiem for Shield Knight tracks are being seriously overlooked in term of brilliance.
Something in them just evokes regret and weariness perfectly. There is no exposition moment for Shovel Knight, no long cutscenes full of bland dialogue.
However, those two tracks, when you see him just slumped on that camp log or fighting in his dreams, just characterize him so well. I think it might be something that got lost a bit with all the graphics and AAA Hollywood experiences because I don't recall something striking me like that in those.
Mr. Hat fits in pretty well.Yeah I felt that way about all the world map optional bosses. Pretty sure they were Kickstarter rewards. I think it's kinda cool and adds content to the game. The fights aren't badly designed either. They sure stick out like a sore thumb in terms of cohesiveness though. But I guess that's fine, since they're clearly an "extra" part of the game.
It's a lot less bullshit than Mega Man 2 though.I'm puzzled by the mentions of NES hard, comparisons to Volgarr, etc. as well. Shovel Knight has a middle-of-the-road difficulty that compares to Mega Man 2 or Ducktales. I know difficulty wank is more popular these days but "difficult = better" doesn't apply to every game, yes even to retro-style platformers.
I gotta say, while all of the soundtrack is excellent, the Starlit Wilds and Requiem for Shield Knight tracks are being seriously overlooked in term of brilliance.
Something in them just evokes regret and weariness perfectly. There is no exposition moment for Shovel Knight, no long cutscenes full of bland dialogue.
However, those two tracks, when you see him just slumped on that camp log or fighting in his dreams, just characterize him so well. I think it might be something that got lost a bit with all the graphics and AAA Hollywood experiences because I don't recall something striking me like that in those.
I gotta say, while all of the soundtrack is excellent, the Starlit Wilds and Requiem for Shield Knight tracks are being seriously overlooked in term of brilliance.
Something in them just evokes regret and weariness perfectly. There is no exposition moment for Shovel Knight, no long cutscenes full of bland dialogue.
However, those two tracks, when you see him just slumped on that camp log or fighting in his dreams, just characterize him so well. I think it might be something that got lost a bit with all the graphics and AAA Hollywood experiences because I don't recall something striking me like that in those.
Have they mentioned at all how the multiplayer battle mode is progressing? I know it is suppose to come at a later date as free-DLC, but I have seen very few mentions of it after the kickstarter campaign ended.
Shovel Knight's single player is blowing my mind though. I had almost zero interest in it until I saw it demoed during the treehouse stream, and even then I waited for reviews before I decided to purchase. What I'm trying to say is that I was extremely skeptical going in, but the game has been bloody brilliant from the opening cutscene. Not only does it control and play wonderfully, the little extra tidbits (upgrades, the breakable checkpoint system, dead souls-like deaths and miiverse functions, towns, NPCs, etc.) just really propel the game into being something truly special. It's fun, charming, funny, and tough in all the right ways. I couldn't really ask for more from a game!
On a side-note, I love all the shovel-related puns, not only in the game, but on miiverse as well. It just throws another layer of enjoyment on top of the enormous pile of awesomness Yacht Club Games has digveloped.
The Requiem of Shield Knight sections are actually some of my favorite parts of the game