Shovel Knight |OT| The 8-bit adventures of Butt Butt Goes to Europe & Australia

Guys. This game is really fun. REALLY fun.

I haven't played it much more than a few hours, so I don't really want to say this yet. But this might be my favorite game of the year so far. We'll see how my initial impressions hold up after I beat it and give it a few weeks.

But so far I'm just really enjoying the crap out of this game.
 
Nintendo is doing a lot to hype this game as far as I'm concerned. I hope it makes a solid impact on sales.

Yeah even the Nintendo World Store in NYC has a demo for Shovel Knight.

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Just played for an hour on the WiiU, beating the tutorial level and the Specter Knight level. Doing the King Knight level whenever I play next. This game is great!
 
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):
  • 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
    Phase Locket
    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.
  • Most of the other armors other than the
    Dynamo Mail
    seem kinda useless? I'm not sure why the others have drawbacks yet this one doesn't.
Now I'll likely do New Game+.
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.

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.
If you want a more crazy arcade-y challenge, play the game without upgrades, relics, or checkpoints. Gold's really just extra.
 
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.
 
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.

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.
 
So... Who do you want to be playable first?
468px-Knights.png


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 have no real complaints about the game's challenge, especially since we're getting a free challenge mode update in the future, which will probably test all of our abilities. Can't wait to play that.
 
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?
 
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.

The demo segment in the lich yard had you kill all those frogs though.
Not a great reason, but if the mechanics were to be changed, I'd rather tail-end use or the duration be affected.
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?
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.
 
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.

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.
 
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?

All of the roaming boss battles were made by KS backers who pledged for the "Director for a Day" reward.
 
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.
 
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.

Though losing half a health every time you use it would be brutal for new players trying to do the phase stage.
 
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.

I'd much rather increase usage cost and give some sort of nasty aftereffect that discourages poor usage. Like you take double damage after for the next 3 seconds or so.
 
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.

Actually you would be better off learning to avoid the attack, which is the point.

I played a bit of NG+ last night and the double damage is meaningless, because nothing ever hits you.

But yes, double damage after is a reasonable alternative. Either way there needs to be a negative.
 
How about losing half a health, changed to a full health in new game+? Many attacks will do more damage and you're still immune to spikes and knockback, but now you just can't spam it.
 
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.
 
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'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 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?

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.
 
Nintendo is doing a lot to hype this game as far as I'm concerned. I hope it makes a solid impact on sales.

It's the #1 eShop game for the Wii U right now if you ignore the 4 free games from the Mario Kart 8 promotion. It already has almost as many ratings as Pushmo World too, a Nintendo published game that came out last week. Seems to be doing quite well.
 
So... Who do you want to be playable first?
468px-Knights.png



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.

Spectre Knight, obviously.
 
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.

I think bypassing enemies in the game is fine. It's an intended purpose for the relic, and honestly you can bypass most enemies in the game pretty easily if you want anyway. As for avoiding boss attacks, I think that's fine too, because as long as you can't deal damage while in a phase, you'll just be trading MP for protection. It doesn't last forever, and at some point the player still has to engage the boss while not invulnerable to beat the boss.

By far the biggest issue with the phase locket is that it can give weaker players the impression that it's a good strategy to phase during a boss fight and just hammer away at the boss cheaply. That's a terribly inefficient way to play and actually makes the game less fun. If you cannot deal damage while in a phase, it will communicate to players that they should try other methods and I think that will result helping people enjoy the game more too.
 
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.
 
I played about an hour of it today during my live stream and really enjoyed what I played. The game has some very tight controls and the difficulty feels just right. Can't wait to play more.
 
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.
 
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.

That would put a serious dampener on the ornate armor's appeal!
 
Done with the game. Quite fun, though I expected it to be better. The game picks up the further you go into the game. If I have one criticism, it's that you lose half an orb when getting hit. Would have been awesome if you lost a full orb.
 
The Tinker Knight fight is my favorite so far in the game. I went in expecting something like it and wasn't disappointed!

Man, I love this game so much. Hopefully Yacht Club Games does more with Shovel Knight after they're doing patching in all the Kickstarter extras.
 
Just beat the first two bosses but I'm feeling way to sick to continue. Which is a shame because I'm really enjoying it. I've been on a semi-blackout on the game so I came in expecting a Mega Man-esque progression and the checkpoint system + world map is nice surprise.
 
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.

Sometimes a singularly strong image/song says more than, ya know, a long exposition-filled cutscene. Lots of refreshing design and narrative choices in Shovel Knight for sure.
 
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.
Mr. Hat fits in pretty well.

Reize is the main one that feels out of place. He should have had a mask (Maybe a stereotypical ninja one), since it would be closer to the whole knight aesthetic.

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.
It's a lot less bullshit than Mega Man 2 though.

Fucking crash bomb cannons.
 
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.

Completely agree.
 
This is such a plus for Kickstater in my book. Aside from Shovel Knight being brilliant, these guys will actually be able to go on and make future games. And if their future stuff is anywhere near as well designed, YCG is going to be top tier.

So glad to have backed this.
 
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'm trying to lurk because I don't want to butt in all the time, but I just wanted to say this means a LOT to me. And the whole team is really grateful to GAF for all the love (not just in this OT, but ever since the Kickstarter.) You guys really seem to get what we're doing, and you're the kind of people I want to just hang out with, get super ripped, and play Neo Turf Masters and Violent Storm until the sun is up.

Not a day goes by where I don't feel CRAZY lucky to work with such incredible artists and storytellers (both at YCG and at WF, and with indies like Dave from Boot Hill Heroes, and Justin from Proton Pulse Rift) because it makes my job SO EASY. There's never any question about what needs to be written.

So happy you guys are happy. There's new music in the works for the stretch-goal features; I'm personally down to write a complete alt soundtrack for each playable boss, but Sean is trying his best to prevent me from literally dying. Still gunning for a ton of new stuff, though.
 
I bought this last night.. It's such a good game for someone who likes the 8-bit look but this 8-bit with no limits.. Please if you own a platform for this game save up 15 dollars or however much it is in your country and pick it up.
 
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.

He is telling 100% truth
 
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