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

Love this game.

What other good metroidvania are there on the 3ds?

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How difficult would you guys say this game is? I definitely want to pick this up, but I'll be sad if I can't get past the first couple levels. I sucked at NES games back in the day, and anticipate I still do today.
 
How difficult would you guys say this game is? I definitely want to pick this up, but I'll be sad if I can't get past the first couple levels. I sucked at NES games back in the day, and anticipate I still do today.
The first three levels are fairly easy, and after that you get an item that lets you cheese your way through most of the rest of it if you so choose (I did not).
 
For those with an nvidia shield playing this on that is better than the 3ds. Having both steam and 3ds its better BC the shield speakers kills the 3ds which is too soft. Def give it a try as its streams 60fps.
 
The first three levels are fairly easy, and after that you get an item that lets you cheese your way through most of the rest of it if you so choose (I did not).

Thanks for the answer. Good to know the option exists, although I will probably forbid myself from using it as well. :)
 
How difficult would you guys say this game is? I definitely want to pick this up, but I'll be sad if I can't get past the first couple levels. I sucked at NES games back in the day, and anticipate I still do today.

I've always been pretty terrible at action games and managed just fine. I died 160 times or something which is probably a good deal more than the average GAFer, but on the whole I found it easy enough, especially with the checkpoints and like previously mentioned use of the relics, one in particular, making the experience much smoother.
 
LMAO!
Word of warning to PC folk.. this game does NOT support 120fps displays. I played this game for a half hour the other day and thought the animation seemed a little speedy buy just chalked it up to the game's feel and tuning.

Well, I was just watching the quicklook and it looked a lot slower than the session I played.. and of course the game was running at 2x speed or whatever.

Surprised I made it through the first world that way. It was actually pretty fun and felt great. Just tried the game at 60hz and it seems much more sane. The weird thing is it didn't affect the music.
 
I like the little touches like pressing down makes the character move a little. I don't think it actually does anything but it's still there because people need something to do while waiting on cycles.

Is there anything to spend money on after the second town?
 
I'm probably picking it up tonight on the 3DS as well. I love stereoscopic 2D games on that thing. I'm only worried about the resolution, and whether it's clean or stretched across the 3DS screen.

The game was actually made for the native 3DS resolution (240p) so it's pixel perfect.
 
After WiiU Shovelry, I feel pressured to double up and pick up the 3DS version too. I mean I can't get enough of this freaking game. One of the best NES games ever, came out in 2014. Funny how things work out sometimes haha.
 
Beat it this morning... ended up with 102 deaths.

Ending was awesome.

Not sure whether to hunt for the secrets I missed, start NG+, or make another run where I don't use relics and break most of the checkpoints.
 
Fine, platformer with an rpg item system.
There's not any big ones on 3ds I can recall. The closest I can think of other than Cave Story, is Sticker Star, although it's less action and more exploration and with turn based RPG battles. Similar in tone and pacing and amount of cross-genre experimentation, just not really a platformer. Maybe play Mighty Switch Force at the same time?
 
Regarding the NES/SNES controller not being recognized by the game:

YCG emailed me back asking me to send in the code that the steam config file produces using this page.

https://docs.google.com/forms/d/1JQAYOEypqLg8HLNf04kg6pOrVpzySNZ0DfQNgmNzcww/viewform

The problem with that is that I'm in steam big picture control config and it won't let me complete the button configuration because it wants me to bind Dpad controls.

The problem is that Dpad up/down registers as axis 1 and dpad left/right registers as axis 0 like a joystick.

If I press down on the dpad to assign a key to dpad down, it removes the binding from Dpad up since up and down use the same axis 1. It doesn't want to allow both dpad up and down to have the same axis 1 value just like dpad left and right does not want to assign both of them axis 0.

Steam will not let me save the control settings without all 4 dpad buttons being mapped.

The NES usb controller behaves in the identical manner.

In big picture, I can up, left, down, right all around the interface with zero issues so it recognizes all 4 directions.

But from what I gather, steam's configuration (once saved) will generate that line of code and then the button assignments that they want you to send them to add to the game.

without the ability to save the configuration in big picture, it can't generate that unique code for the controller and I can't send that to YCG.

I'm tempted to just send them my controllers. I told them in my email if they wanted them, I'd gladly let them borrow them if it can fix this issue. I have no other use for them right now anyways. I bought the NES controller specifically to play this game.

:(
 
Regarding the NES/SNES controller not being recognized by the game:

YCG emailed me back asking me to send in the code that the steam config file produces using this page.

https://docs.google.com/forms/d/1JQAYOEypqLg8HLNf04kg6pOrVpzySNZ0DfQNgmNzcww/viewform

The problem with that is that I'm in steam big picture control config and it won't let me complete the button configuration because it wants me to bind Dpad controls.

The problem is that Dpad up/down registers as axis 1 and dpad left/right registers as axis 0 like a joystick.

If I press down on the dpad to assign a key to dpad down, it removes the binding from Dpad up since up and down use the same axis 1. It doesn't want to allow both dpad up and down to have the same axis 1 value just like dpad left and right does not want to assign both of them axis 0.

Steam will not let me save the control settings without all 4 dpad buttons being mapped.

The NES usb controller behaves in the identical manner.

In big picture, I can up, left, down, right all around the interface with zero issues so it recognizes all 4 directions.

But from what I gather, steam's configuration (once saved) will generate that line of code and then the button assignments that they want you to send them to add to the game.

without the ability to save the configuration in big picture, it can't generate that unique code for the controller and I can't send that to YCG.

I'm tempted to just send them my controllers. I told them in my email if they wanted them, I'd gladly let them borrow them if it can fix this issue. I have no other use for them right now anyways. I bought the NES controller specifically to play this game.

:(

Just use x360ce and be done with it.
 
LMAO!
Word of warning to PC folk.. this game does NOT support 120fps displays. I played this game for a half hour the other day and thought the animation seemed a little speedy buy just chalked it up to the game's feel and tuning.

Well, I was just watching the quicklook and it looked a lot slower than the session I played.. and of course the game was running at 2x speed or whatever.

Surprised I made it through the first world that way. It was actually pretty fun and felt great. Just tried the game at 60hz and it seems much more sane. The weird thing is it didn't affect the music.

It's a problem with the implementation of V-Sync, if you turn it off you can run the game at regular speed without changing your monitors refresh rate.
 
Regarding the NES/SNES controller not being recognized by the game:

YCG emailed me back asking me to send in the code that the steam config file produces using this page.

https://docs.google.com/forms/d/1JQAYOEypqLg8HLNf04kg6pOrVpzySNZ0DfQNgmNzcww/viewform

The problem with that is that I'm in steam big picture control config and it won't let me complete the button configuration because it wants me to bind Dpad controls.

The problem is that Dpad up/down registers as axis 1 and dpad left/right registers as axis 0 like a joystick.

If I press down on the dpad to assign a key to dpad down, it removes the binding from Dpad up since up and down use the same axis 1. It doesn't want to allow both dpad up and down to have the same axis 1 value just like dpad left and right does not want to assign both of them axis 0.

Steam will not let me save the control settings without all 4 dpad buttons being mapped.

The NES usb controller behaves in the identical manner.

In big picture, I can up, left, down, right all around the interface with zero issues so it recognizes all 4 directions.

But from what I gather, steam's configuration (once saved) will generate that line of code and then the button assignments that they want you to send them to add to the game.

without the ability to save the configuration in big picture, it can't generate that unique code for the controller and I can't send that to YCG.

I'm tempted to just send them my controllers. I told them in my email if they wanted them, I'd gladly let them borrow them if it can fix this issue. I have no other use for them right now anyways. I bought the NES controller specifically to play this game.

:(

I tried to do this with my Saturn usb pad (though I don't yet have the game) the same happened to me. If you just want to generate the file just assign the two missing directions to a couple other buttons, it'll let you save then.

Honestly at this point I just wish someone released an x-input compatible controller with *really* good dpad, not just for Shovel Knight.
 
How difficult would you guys say this game is? I definitely want to pick this up, but I'll be sad if I can't get past the first couple levels. I sucked at NES games back in the day, and anticipate I still do today.

This game is not difficult. You will eventually beat it if you keep playing. The game has checkpoints that you can spawn from infinitely. There are no lives and there is no game over. You can just keep trying from your last checkpoint.
 
LMAO!
Word of warning to PC folk.. this game does NOT support 120fps displays. I played this game for a half hour the other day and thought the animation seemed a little speedy buy just chalked it up to the game's feel and tuning.

Well, I was just watching the quicklook and it looked a lot slower than the session I played.. and of course the game was running at 2x speed or whatever.

Surprised I made it through the first world that way. It was actually pretty fun and felt great. Just tried the game at 60hz and it seems much more sane. The weird thing is it didn't affect the music.

I was just coming here to post this. I kept seeing folks say that this game was not difficult; meanwhile, I was dying over and over on specter knight's stage, and specter knight himself was kicking my ass. I went to watch a video online and realized that the game was running WAY too fast when I was playing it. I turned V-Sync off and all was well. I got through specter knight's stage only dying twice (stupid mistakes), and specter knight himself was a cakewalk.

So for anyone that wants an extra challenge, just run the game at 120fps.
 
I just want to say, Specter Knight kicked my ass. Playing on the WiiU. I chalk it up partly to playing way past my bed time and not being fully alert, but I died an insane amount of times against him. An insane amount of times, like it was not right. And I even knew the pattern, just could not avoid getting caught in a whirlwind of hurt.

I eventually pushed on and beat him, but I was worried if he was a sign of things to come, I would be in trouble.
Interesting enough I am about 4 stages past the Specter now and have done just fine, but for some reason had an insane amount of difficulty getting past him.

Also I need to disable Auto-Shutdown on my WiiU. I am from the days you left a console paused for 24 hours just to not replay and entire level again, and the damn auto standby function of all these current consoles screws that up.
 
Minor complaint, but sometimes I accidentally use my relic while jumping when I didn't want to. It's only happened a few times, but I would have liked the option to change up + Y to a separate button (I'm playing on WiiU, so one of the triggers would be nice). I understand they are trying to replicate old-school NES controls with the limited amount of buttons, but they allow quick-relic change through the touchscreen, so the option would have been nice.

I'm loving the miiverse functionality though. Probably one of the best uses of the service so far (IMO). It's just so seamless and easy to access on the Gamerpad, yet totally hidden out the way if you don't want to use it. I myself enjoy seeing what other players say on each screen, and a few times it has been very helpful in some of the tougher portions of the game.
 
Shovel Knight's #5 on the Wii U eShop right now (behind all the free MK8 games), so it's doing pretty well on that platform.
 
Just popped in to say, this game is freaking amazing. It's like it takes the lessons of all 2D game development that developers learned in the 90's and packs them into 1 awesome package. I've only played 2 levels, but its freaking outstanding so far.
 
While watching the videos previously I thought the game will be frustrating but the tight controls really helped a lot, I even played with Wiiu control stick without any problems.
One more thing I liked about this game is that it's not that punishing which reduced my frustration with such retro games.
 
Is there any reasons to use the other ichors? The one that makes you invincible for 10 seconds seems redundant with the phasing relic, and outside of dying in pits I don't know why you'd ever need to use the ichor that brings treasures to you. Seems like 2 full heals is way more useful unless there is something I don't know about the chalices
 
Minor complaint, but sometimes I accidentally use my relic while jumping when I didn't want to. It's only happened a few times, but I would have liked the option to change up + Y to a separate button (I'm playing on WiiU, so one of the triggers would be nice). I understand they are trying to replicate old-school NES controls with the limited amount of buttons, but they allow quick-relic change through the touchscreen, so the option would have been nice.

I'm loving the miiverse functionality though. Probably one of the best uses of the service so far (IMO). It's just so seamless and easy to access on the Gamerpad, yet totally hidden out the way if you don't want to use it. I myself enjoy seeing what other players say on each screen, and a few times it has been very helpful in some of the tougher portions of the game.
You can change Relics to a separate button in the options,I had the same problem you did until I changed it.
 
I just want to say, Specter Knight kicked my ass. Playing on the WiiU. I chalk it up partly to playing way past my bed time and not being fully alert, but I died an insane amount of times against him. An insane amount of times, like it was not right. And I even knew the pattern, just could not avoid getting caught in a whirlwind of hurt.

I eventually pushed on and beat him, but I was worried if he was a sign of things to come, I would be in trouble.
Interesting enough I am about 4 stages past the Specter now and have done just fine, but for some reason had an insane amount of difficulty getting past him.

Also I need to disable Auto-Shutdown on my WiiU. I am from the days you left a console paused for 24 hours just to not replay and entire level again, and the damn auto standby function of all these current consoles screws that up.

I had a lot of deaths against Specter Knight as well and was worried the game had gotten to hard too early for me. But no, it was just a outlier. I can't even explain why I had so much trouble.

And that wasn't Auto-shutdown, your mom just walked by and turned it off since you weren't using it.
 
what an incredible game. its the little things like being pushed back when you hit too large of a mob. remembering timing for enemies and feeling like a badass when you pass by a screen untouched(without the phaser). also....Soundtrack = AWESOME.

Jake Kaufman Bandcamp Page. you can pay what you want for it. Jake did an amazing job here.

edit: just want to add a fuck you to the jumping green exploding rats.
 
I got to the Tower last night. I'm about to get back in. I've avoided this thread because of spoilers and what not but I really hope the ending is as epic as the rest of the game.

Im sad to see it so close to ending. :(
 
The Specter Knight Battle is more astonishing than anything I have played in Triple A this year. Strong Castlevania vibes but SK has it's own identity, I was exhilarating thanks to design and an incredible track.
 
As someone who thinks Adventure of Link is one of the best Zelda games, this is everything I wanted it to be. I hope they go full on Megaman and we get a sequel nearly annually maybe with a jump to 16 bit somewhere in the middle.

I'm glad I got the Wii U version over the 3DS though. This is one of those games that makes me want to move the controller. Especially when I'm bouncing across chasms.
 
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