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

Morfeo

The Chuck Norris of Peace
Why the hell is it Nintendo's fault? It was Yacht Club who didn't work out the kinks by making sure translation was alreay rady, knowing fully well how Kickstarter works and how they could be receiving funding from all over the world.

In Ninetdno helped with localization, then they would end up publishing it, and effectively making it a 2nd party title.

Im not saying its their fault, Im saying it was shortsighted of them not to help, because they loose out sales to the PC in Europe. I cant be the only person dying to play this game and now considering the PC-version because the Wii U/3DS-version is nowhere to be seen.
 

Marjar

Banned
I found Propeller Knight's stage much more frustrating. You're the second person I've seen complain about the last stages. What difficulty did you have? Were you breaking checkpoints?

It's not so much that they were difficult and took a while to get by, but more that they just had really annoying level design that I didn't think was very fun at all. Crushers, bottomless pits that require a device to cross, annoying (and sometimes just unfair) enemy placement, etc. And no I didn't break any checkpoints.

Propeller Knight's stage wasn't that hard for me to figure out for some reason.
 
It's not so much that they were difficult and took a while to get by, but more that they just had really annoying level design that I didn't think was very fun at all. Crushers, bottomless pits that require a device to cross, annoying (and sometimes just unfair) enemy placement, etc. And no I didn't break any checkpoints.

Propeller Knight's stage wasn't that hard for me to figure out for some reason.

Yeah, propeller knight was pretty easy. The last few stages were just frustrating.
 

jblank83

Member
I broke all the checkpoints and found Propeller Knight's among the most difficult. Now after having finished it, I could do it more easily. I thought it had some of the more tricky rooms to learn.

Last stages I didn't have much trouble with. After playing a lot of Super Mario, the crushers were really simple, for instance.

The game is easier when using checkpoints, though. Like, a lot easier.
 

Neiteio

Member
Not to nitpick but there's a typo on the Lich Yard track name. It's "danse," not "dense." "Danse" is the French word for "dance." :)

And that's probably my favorite level theme.
 

Goldmund

Member
Man, there really are all kinds of people aren't there?
With all kinds of manners it seems!

They're as meaningless as you choose to believe they are. Buying every item in the game is costly, I found there to be just enough. (Beat the game with 1000g in my inventory, and every item bought). This style of collection is no different than any game in that era that used coins or 1-ups to fill secret areas. Shovel Knight even goes a step further and has the hidden music sheets and a completion percentage. This doesn't make it "unimaginative", rather a well done balance of what it was trying to achieve, without being overly punishing to a not as skilled gamer.
I think the emotional flavoring of my wording led you to mix up several things here, but as far as upgrading goes, I'd say the treasure collecting is more meaningful in Shovel Knight than in the games from that era and shows very modern sensibilities. Instead of directly rewarding you with more health, items etc. you're given (if you diligently dig out most of the secret areas and don't take the critical path too often) what feels like their exact worth in funds and the decision to buy them or not. It's a similar kind of thinking that produced destructible check points which I actually really appreciated.

The player is usually given the choice to either take the safe route through a screen or take on extra enemies/platforming challenges highlighted and incentivized by treasure (or a suspicious lack thereof indicating a secret). My problem would be how taking risks and minimizing risks are thereby linked in a much more fundamental and permanent way than say collecting enough coins to get a 1-up. If you're the kind of person who gets the treasure, you're the kind of person who won't want to use it (but probably will -- because what else is there to do with it?). It's paradoxical: you have to consider the treasure meaningless because it's not.

The game gives you the opportunity to make your time with it less engaging if you try to make use of what it offers. "Do you want a challenge/think about where a secret could be or be bored?", it asks; you choose the challenge and it asks "How about making it boring now? You have the funds..." It makes no sense to me and it has negatively affected the level design by homogenizing the way screens can be laid out. The treasure and how it works made both just having the safe route or just having the hard route impossible. So instead we get what feels like a series of compromises.

I'd revise my original point: it's not the attempt to hide unimaginative level design, the treasure has severely limited the possibilities to make them more imaginative, focused and varied.

This is hardly a design flaw. Finding the relics makes you stronger, and allows you to do optional things. By keeping them optional, it opens up new possibilities of game play flexibility. We've already seen videos of clears with no items collected. You can be sure speed runs of the future will have to figure out what balance of items they need to collect to improve their times. That flexibility is far more engaging that a forced linear play style.
I don't think the flexibility gained (which in my case again simply was the decision to make the game less engaging or not) was worth what it otherwise caused. I made sure not to use the relics in levels or for bosses.

Re reading the last half of your post, you basically just call it uninspired over and over, without really saying why. You point out "stupid little decision" without really giving an example.
If you re-read the last half of my post you should happened upon the end of the very paragraph that quote stems from. What I was trying to say is that even down to individual platforming challenges the decisions made (say the placement of enemies, platforms, sequence of both etc.) seem never to result from a creative clash of intent and limitations, but rather they've been experienced before and deemed adequate. That's really the thing: the game already is a collection of examples.

Is Shovel Knight an example of new innovative game play? No, of course not. But it is pretty much the pinnacle of this style of game play, perfectly balanced for all audiences, with enough inspiration in their characters and layouts that really shows their love of the craft. Comparing it to WayForward (Ducktales) is just silly.
I disagree. To use your metaphor: it's the pretty chalet on a plateau reached with a chairlift. But yeah, the aesthetics are a great achievement. I wasn't comparing it to Ducktales or any individual WayForward game. It just left the same aftertaste many of them did.

I'm in a much more conciliatory mood now. I didn't intend my post to be an analysis of the game (neither is this reply). It was a normal forum post with its share of hyperbole (my actual position, my points, the design of the game). I'm kind of surprised I was called a liar, uninformed etc. by some people while equally emotional yet positive reactions got a pass. I wanted to take part in a discussion not sit in final and binding judgment on the game's merits.

I hope I haven't worded things carelessly again, but you took your time to challenge individual gripes and therefore I think you deserved a reply.

I'll be going through new game + now.
 

Toxi

Banned
Not to nitpick but there's a typo on the Lich Yard track name. It's "danse," not "dense." "Danse" is the French word for "dance." :)
No problem, I'll change it right away.

I think my favorite is High Above the Land. I love the staccato beats that sound like propellers, and the melody is so jovial.
 

Chuckpebble

Member
what do you play with?
Generic psone 10 button knockoff from gravis. Wasn't recognized by the game initially, that's why I played a level on KB. Then I found out you can set up your gamepad in big picture mode. All of the button prompts are 360 pad, but they change to their generic labels when I press them. It gets the job done.
 
Finished and started new game +! The final few worlds ramp up the challenge nicely offering some devious platforming challenges. Quite a few times I wanted to throw the wii pad into the wall so the game was doing something right. The combat was still way too easy, the bosses in particular are almost all push overs. New game + seems to have no health in any level and you take more damage, so now the combat aspect feels like a challenge.

This game is an absolute gem. Took me nearly 6 hours to finish the first time. I wouldn't say it ranks up there with the best mega man games, its missing a bit of the expert level design those games had, I felt Shovel Knight wanted to go there but held back so that people didn't get frustrated. But this is easily the indie game of the year so far, I doubt anything will top it.
 
Meh. I'm from Germany, and I'd rather have them release the game in English instead of making me wait months for a translated version that I'll play in English anyway. I'd say most of the target audience thinks the same way.

The main thing I'm mad about is actually Nintendo and their shitty region locks. They're THE ONLY company that STILL region locks their systems. SMTIV is sitting on my shelf and I can't play it because of this arbitrary bullshit. Uggggggghhhhh.
 
Here's a screenshot of the Wii U loading screen I'm using as my wallpaper now.

iba1oyiAMAjG6F.png

I both the Wii U and 3DS version and have beaten Propeller Knight on both. I really like both versions. I think if you have to choose, just pick the one you think you'll play most or the one on the system with the controller you're more comfortable with.

I laughed out loud when I first heard the music in the third level. The haunted castle level. The music is obviously paying homage to Castlevania music. I don't think any videogame music has ever made me laugh like that before. I thought that was great.
 
Here are two examples, showing what I mean with the proper resolution. Mine's at 480x270, and the one that's emulating yours is 360x240. Because I was recording at 1080p/60 there were some frame drops, so ignore any inconsistent hitches. There aren't many anyhow. Focus on the jitter of the actual objects shapes and motion.

You must view the video in fullscreen on a 1080p display in order for it to appear correctly.

480x270

http://a.pomf.se/nsnypj.webm

360x240

http://a.pomf.se/zfuxgd.webm
Thanks. I actually goofed and posted the wrong SweetFX settings earlier! :p

Try these:

#define USE_ADVANCED_CRT 1 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect

--

#define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want

#define CRTResolutionX 720 //[1 to 2048] Original input width of the game (ie. 320)
#define CRTResolutionY 225 //[1 to 2048] Original input height of the game (ie. 240)
#define CRTgamma 2.4 //[0.0 to 4.0] Gamma of simulated CRT (default 2.4)
#define CRTmonitorgamma 2.2 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness 1.53 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on

#define CRTCurvature 0 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius 4.0 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize 0.0010 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)
#define CRTAngleY 0.00 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan 1.0 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample 1 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)

-----------------

#define USE_GAUSSIAN 1 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking

#define GaussEffect 2 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 3 //[0|1|2|3] Warning: 2 and 3 are expensive. Default is 1
#define GaussSigma 1 //[1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
#define GaussBloomWarmth 0 //[0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold 0.50 //[0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure 43.0 //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussStrength 0.15 //[0.00 to 1.00] Amount of effect blended into the final image

--

The results:

shovelguass3rkx1.png


If you're playing far enough from a large display (16:9 HDTV), it looks fantastic. Unfortunately, some of the text is garbled but this is impossible to fix.

Comparison: http://abload.de/img/shovelguasscompijkrm.png
 

danielcw

Member
#define CRTResolutionX 360 //[1 to 2048] Original input width of the game (ie. 320)
#define CRTResolutionY 240 //[1 to 2048] Original input height of the game (ie. 240)

Are you sure about the internal resolution?
Some things, like the moving letters in text boxes, seem to use a high resolution.



Is that really the issue? The game is out on steam in Europe - doesnt that also adhere to the PEGI rating?

Good question!

At least


It's PEGI ratings. That's not anything Nintendo can influence.
It's not. pEGI is in order.

It's translation reqs.

Which translation requirement would that be?
There are English only games on Nintendo's eshop.

There may be a PEGI rating (PEGI 7?),
but there is no public USK rating,
which does not mean that no USK rating exists,
but it would explain the situation.

(USK requires content complete builds)


The main thing I'm mad about is actually Nintendo and their shitty region locks. They're THE ONLY company that STILL region locks their systems. SMTIV is sitting on my shelf and I can't play it because of this arbitrary bullshit. Uggggggghhhhh.

If there is no USK rating, neither Sony nor Microsoft would sell the game digitally on German PSN and XBLM.

Ask Atlus to release a European (or region free) version.
 

SMgamer83

Member
I don't think anyone called you a liar...

But your second attempt at explaining yourself was really even more contradictory. I mention that having the treasure and collectibles are rewarding for those who want it, and the game is flexible if you don't and want more challenge. Your counter to that was that YOU CHOSE to not use relics on boss fights. That's your choice and I'm glad the game allows that, just as I am glad I had relics. The game allowing both playstyles is advantageous, as opposed to forcing one or the other. (For example, if relics did no damage to bosses, the game would be worse off.)

What's interesting to me, is your point about how a skilled player will make a tough jump, be rewarded with more gems, therefore get more upgrades making the game easier which is a direct contradiction. I don't disagree...but isn't that like the fundamental design of almost all games? You do the thing to get the reward to make the thing easier? Be it a new weapon in an MMO, or leveling up in Zelda 2. Are you proposing a system where this isn't the case? Seems to differ from everything we've learned in modern game design.
 

Kinsei

Banned
I just finished playing through the tutorial stage and the King Knight stage, and I think I can safely say that this game is amazing. I'm not too sure playing through the game without checkpoints is the best idea, but I'm doing it anyway. The optional path for the flame rod was super stressful.

Is there anyway to tell if you've found all of the music sheets on a stage?
 

Regiruler

Member
I just finished playing through the tutorial stage and the King Knight stage, and I think I can safely say that this game is amazing. I'm not too sure playing through the game without checkpoints is the best idea, but I'm doing it anyway. The optional path for the flame rod was super stressful.

Is there anyway to tell if you've found all of the music sheets on a stage?
No, although it's usually just two per level bar clockwork tower, which has 3.
 

Skilletor

Member
Game glitched out on me during the Tinker bossfight. After we fell through the floor, none of my controls work aside from touch and menu. :(

Looks like I'll have to reset and do the level again :(. Missiles are going right through me.
 

Regiruler

Member
Good to know.

I should mention there are some challenge levels that just have one, and the village/outpost also buck the rule (although those aren't too hard to find).
And the absolute very final level has 5,
but they are all in one room
.
 

Yuterald

Member
So, I'm back from my "honeymoon" phase with the game and I've had a few nights to digest everything and reflect on the entire experience. My position on the game hasn't changed much over the past few days (I still think it's the most fun I've had all year), but I can definitely recognize some of its fundamental problems. To reiterate what I said a few posts back...

I still feel like this game caters to multiple playing styles very well. It also provides a good assortment of options (through the use of relics, upgrades and such) for varying skill levels. Like I said in an earlier post, you don't HAVE to collect/purchase a relic or any other health/magic upgrade. They're there to help facilitate the player, but if you want to "low-level run" the game, then you can just ignore that shit and play by your own standards. I think it's awesome that they went out of their way to encourage people to do this through the "feat"/achievement system too. They clearly tried to appease all walks of life here. Having now read that recent interview with the developers regarding relics (I find it super interesting that one of the guys wanted to remove the idea of relics, completely) I have a better understanding/appreciation for how they managed to balance the game as well as they did. From what I can gather, the developers are very aware of the decisions they made (whether they were undesirable or not) and I think that's the most important thing here. You really can't please everyone (especially when it comes to difficulty/game balance), yet I feel like they did a really good job trying to hit some sort of "middle ground".

Regarding the level/stage design; I thought all the stages were cohesive, packed and just the right length. Sure, some stages were better than others, but I never felt like any level overstayed its welcome. More importantly, the ideas/challenges presented to the player were built-upon and layered as you went from screen to screen. I played through the entire game without activating checkpoints and I never got worn out on the stages on replays due from deaths. There were very few times where I felt like I was walking through filler or reused ideas too. I'd like to think that the majority of the screens (if not all of them) served a purpose in some fashion or form.

Regarding the overabundance of Gold; I was able to purchase everything in the game with two Knights remaining. True, there could have been more uses for Gold, but from my experience, I didn't have too much of the game left to wonder "what the fuck am I supposed to do with all of this"? Again, I think this is a massively difficult thing to balance. People play games in wildly different ways. You could have one guy who blasts through the stages (only picking up what's necessary/in the way) while another guy (like me) who thoroughly scavenges a level until they find every nook & cranny. One guy might think there's "just enough" and he/she will feel satisfied while the other guy sits there scratching his head saying, "there's just not enough stuff to purchase...". I mean, you can only add so much to your game to cover all the angles, you know? Maybe they should have had a gallery (like how DuckTales did it) where you could sink your excess money into? Even then, that would have felt a little "left over", you know what I mean? It's a touchy subject, I feel.

Another comment regarding Gold; If anyone noticed, Gold is tallied into a traditional Arcade-like score at the end of the game. So, to say "they placed worthless gems out of reach that serve little to no purpose" (not trying to call anyone out, but I feel like I read this somewhere in the thread) is a bit unfair. Why do Mario games have coins littered everywhere when they don't do anything (other than keep score)? Plus, pick-ups are pick-ups, they're fun to collect, especially when you have a kick-ass treasure-opening animation like this game has (remember, it's the little touches/details that make up for the shortcomings in other areas).

Speaking of "it's all in the little details", this game really does have it in spades. To say this is not a labor of love is ridiculous. I truly feel like it's all very genuine too (which is not the case for all "retro"/indie platformers). I'm not going to repeat what has already been mentioned, but you can see that there really was a lot of passion/love surrounding this game. I could go on and on about Shovel Knight (I would still like to cover the checkpoint system and my dislike for the Chalices) because I really, really enjoyed the game. In fact, it was the only game, all year, where I went to turn in for the night (after having played it for a long session), but then quickly jumped out of bed and re-booted the game up because I couldn't sleep/stop thinking about it. That RARELY happens to me with games these days, but this one did it.
 

storl026

Member
It would be awesome if this was announced as cross-buy, given the recent turn of events. If you can only choose one, do you go with Wii U?
 

Goldmund

Member
I don't think anyone called you a liar...
I didn't mean to point fingers, that's why I kept it vague and named "some", but I meant this post:

It's not well thought out or articulated. Typing in full sentences does not make something true or reasonable. Most of it is unsupported subjective opinion and some of it is untrue.

Back to yours...

But your second attempt at explaining yourself was really even more contradictory. I mention that having the treasure and collectibles are rewarding for those who want it, and the game is flexible if you don't and want more challenge. Your counter to that was that YOU CHOSE to not use relics on boss fights. That's your choice and I'm glad the game allows that, just as I am glad I had relics. The game allowing both playstyles is advantageous, as opposed to forcing one or the other.](For example, if relics did no damage to bosses, the game would be worse off.)
I can also choose to not use magic in Secret of Mana; that doesn't make the magic system and boss design exempt from criticism or the game more varied. Call me entitled, but I don't think it should be me making the game better and I won't laud it for giving me the opportunity to do so in such an unpleasant manner.

In any way, I think we're talking past each other. If you find my points contradictory so be it, I don't think I could explain them better. I certainly wouldn't be arguing against the existence of the relics if the level design were different, which I'm arguing it couldn't be with the way treasure works. A real pinch. To me it looks like they underestimated interdependency. These are some seemingly unrelated design choices crippling each other's strength.

Since everything seems nicely balanced to you, we'll simply have to disagree.

What's interesting to me, is your point about how a skilled player will make a tough jump, be rewarded with more gems, therefore get more upgrades making the game easier which is a direct contradiction. I don't disagree...but isn't that like the fundamental design of almost all games? You do the thing to get the reward to make the thing easier? Be it a new weapon in an MMO, or leveling up in Zelda 2. Are you proposing a system where this isn't the case? Seems to differ from everything we've learned in modern game design.
This is a problem in many games, yeah. Getting all the stars in the newer Mario games is usually a challenge and you're rewarded with optional levels that are even harder. As for the upgrading in Zelda 2, I always felt like barely scraping by even if I kept upgrading. RPGs are very problematic in that sense, but usually acquiring the best equipment is closely linked with going for optional boss fights you will definitely need them for etc.

It's not like I want to portray Shovel Knight as a case study of poor design or call its flaws entirely of its own making, just often avoidable. I think it's the best game of its kind I've played since Mega Man 9, and as I said, I'd still recommend it.
 

Toxi

Banned
Game glitched out on me during the Tinker bossfight. After we fell through the floor, none of my controls work aside from touch and menu. :(

Looks like I'll have to reset and do the level again :(. Missiles are going right through me.
Yeah, that glitch sucks. Instead of using a shovel drop, try using the relic you obtain in the level.
 

danielcw

Member
See above. :)

The entire game is rendered at a high resolution.

Yeah, I kinda got ninja'd with that post.
But It still says that the game render at a nes-esque resolution.



Why do Mario games have coins littered everywhere when they don't do anything (other than keep score)?

To keep you looking for secrets and guide you there.
When you see coins, or rings in Sonic games, you know you can get there somehow.

Supposedly Donkey Country 2 did it best, but I never played that game that much.
 

Delt31

Member
any reward for beating NG+ besides achievements? More cut scenes or something else? Don't need to mention what it is just confirm it's not just achievements
 

SMgamer83

Member
Not trying to be argumentative or anything. It's just interesting to me as a game designer when you have a game like Shovel Knight that you think hits all the correct design notes, and yet still gets criticism.

Then what I find myself doing is imagining what the game becomes after those criticisms are realized. For example, let's say various secret paths in various levels REQUIRED certain relics. If that were the case, it would be possible to come to a spot in a level where the player would have no idea how to proceed, especially since until you actually get a relic, you're not sure what's out there. Is that ok/better? Would many players lose lives unfairly trying to cross a gap they aren't meant to cross? Probably, which is why I agree with the decision.

In the end, designing usually comes down to balancing these kinds of calls. While they may not always please the hardcore end user, they usually are for the greater good.
 
So, I'm back from my "honeymoon" phase with the game and I've had a few nights to digest everything and reflect on the entire experience. My position on the game hasn't changed much over the past few days (I still think it's the most fun I've had all year), but I can definitely recognize some of its fundamental problems. To reiterate what I said a few posts back...

I still feel like this game caters to multiple playing styles very well. It also provides a good assortment of options (through the use of relics, upgrades and such) for varying skill levels. Like I said in an earlier post, you don't HAVE to collect/purchase a relic or any other health/magic upgrade. They're there to help facilitate the player, but if you want to "low-level run" the game, then you can just ignore that shit and play by your own standards. I think it's awesome that they went out of their way to encourage people to do this through the "feat"/achievement system too. They clearly tried to appease all walks of life here. Having now read that recent interview with the developers regarding relics (I find it super interesting that one of the guys wanted to remove the idea of relics, completely) I have a better understanding/appreciation for how they managed to balance the game as well as they did. From what I can gather, the developers are very aware of the decisions they made (whether they were undesirable or not) and I think that's the most important thing here. You really can't please everyone (especially when it comes to difficulty/game balance), yet I feel like they did a really good job trying to hit some sort of "middle ground".

Regarding the level/stage design; I thought all the stages were cohesive, packed and just the right length. Sure, some stages were better than others, but I never felt like any level overstayed its welcome. More importantly, the ideas/challenges presented to the player were built-upon and layered as you went from screen to screen. I played through the entire game without activating checkpoints and I never got worn out on the stages on replays due from deaths. There were very few times where I felt like I was walking through filler or reused ideas too. I'd like to think that the majority of the screens (if not all of them) served a purpose in some fashion or form.

Regarding the overabundance of Gold; I was able to purchase everything in the game with two Knights remaining. True, there could have been more uses for Gold, but from my experience, I didn't have too much of the game left to wonder "what the fuck am I supposed to do with all of this"? Again, I think this is a massively difficult thing to balance. People play games in wildly different ways. You could have one guy who blasts through the stages (only picking up what's necessary/in the way) while another guy (like me) who thoroughly scavenges a level until they find every nook & cranny. One guy might think there's "just enough" and he/she will feel satisfied while the other guy sits there scratching his head saying, "there's just not enough stuff to purchase...". I mean, you can only add so much to your game to cover all the angles, you know? Maybe they should have had a gallery (like how DuckTales did it) where you could sink your excess money into? Even then, that would have felt a little "left over", you know what I mean? It's a touchy subject, I feel.

Another comment regarding Gold; If anyone noticed, Gold is tallied into a traditional Arcade-like score at the end of the game. So, to say "they placed worthless gems out of reach that serve little to no purpose" (not trying to call anyone out, but I feel like I read this somewhere in the thread) is a bit unfair. Why do Mario games have coins littered everywhere when they don't do anything (other than keep score)? Plus, pick-ups are pick-ups, they're fun to collect, especially when you have a kick-ass treasure-opening animation like this game has (remember, it's the little touches/details that make up for the shortcomings in other areas).

Speaking of "it's all in the little details", this game really does have it in spades. To say this is not a labor of love is ridiculous. I truly feel like it's all very genuine too (which is not the case for all "retro"/indie platformers). I'm not going to repeat what has already been mentioned, but you can see that there really was a lot of passion/love surrounding this game. I could go on and on about Shovel Knight (I would still like to cover the checkpoint system and my dislike for the Chalices) because I really, really enjoyed the game. In fact, it was the only game, all year, where I went to turn in for the night (after having played it for a long session), but then quickly jumped out of bed and re-booted the game up because I couldn't sleep/stop thinking about it. That RARELY happens to me with games these days, but this one did it.

I just want to quote this post cause it is fantastic.

Personally I think the biggest fault of the game is trying to design it around everyone, to create a game where the shovel is all you need and the relics are bonuses. I love powers, I love gaining new abilities and then having whole levels built around the new gameplay elements. I found the optional relic levels to be fantastic and I wish those were full blown levels. That kind of design is what makes stuff like Zelda, Metroid and Mega Man special. The Wily levels in Mega Man games come up with uses for most of your powers, this game never really does that. That is all I felt was missing.
 

Bleep

Member
Hooray!

capture6pkkf.png


This game is really going to shine in speed and challenge runs. After 100%ing the game and doing a few speed runs myself, you really start to realise how genius the level design is and how interesting the gold and item systems are when you are coming up with routes to get through the game as quickly as possible. There's a lot to consider and I think there will be a lot of variety to how people try to run this game. The inventory / gold system means you will have a limited amount of gold to spend and will have to weigh up your options on what are the very best items to spend your time and money on getting. The levels have so many small details and speed tricks on top of this, there really is a lot to sink your teeth into if you are the kind of player who attempts high scores / low times.

The relics are useful in every level of the game, I've seen people who think they don't impact the level design much, but I think you need to look a bit harder. In particular the propeller dagger, phase locket, mobile gear and dust knuckles allow for a lot of interesting shortcuts, ways through enemies/obstacles and quickly killing bosses. The game doesn't require them and they aren't specifically needed to make it through anything aside from the item specific challenge levels, but this just opens up a variety of approaches to every situation. They have made the relics useful based on their utility rather than designing them to be the key to specific locks and I think the game is stronger for it. Speed runners are including the purple armor in their route so they have more magic to use their relics more often.

Here is the current best time on Personal Best Tracker(http://www.pbtracker.net/game/shovel-knight): 56:50 by Capndrake. If you are curious about how people are already routing this game and how they use gear and relics this should be interesting.
 

SMgamer83

Member
Hooray!

capture6pkkf.png


This game is really going to shine in speed and challenge runs. After 100%ing the game and doing a few speed runs myself, you really start to realise how genius the level design is and how interesting the gold and item systems are when you are coming up with routes to get through the game as quickly as possible. There's a lot to consider and I think there will be a lot of variety to how people try to run this game. The inventory / gold system means you will have a limited amount of gold to spend and will have to weigh up your options on what are the very best items to spend your time and money on getting. The levels have so many small details and speed tricks on top of this, there really is a lot to sink your teeth into if you are the kind of player who attempts high scores / low times.

The relics are useful in every level of the game, I've seen people who think they don't impact the level design much, but I think you need to look a bit harder. In particular the propeller dagger, phase locket, mobile gear and dust knuckles allow for a lot of interesting shortcuts, ways through enemies/obstacles and quickly killing bosses. The game doesn't require them and they aren't specifically needed to make it through anything aside from the item specific challenge levels, but this just opens up a variety of approaches to every situation. They have made the relics useful based on their utility rather than designing them to be the key to specific locks and I think the game is stronger for it. Speed runners are including the purple armor in their route so they have more magic to use their relics more often.

Here is the current best time on Personal Best Tracker(http://www.pbtracker.net/game/shovel-knight): 56:50 by Capndrake. If you are curious about how people are already routing this game and how they use gear and relics this should be interesting.
Congrats on the 45/45! And this is exactly what I was talking about...
 

Laconic

Banned
Well, I just got home a bit ago, and have been debating which version I should get. I am leaning towards the 3DS version, for the anytime/bedtime play. But I have a powerful PC and a Wii U too - decisions, decisions.

About the only thing I am certain of, is that I'm buying BOTH soundtracks (listening to the arranged right now). Now then - how much to pay for them...

EDIT:

I forgot to mention that I was genuinely asking for input as to which version I should snag.
 

Yuterald

Member
I just want to quote this post cause it is fantastic.

Personally I think the biggest fault of the game is trying to design it around everyone, to create a game where the shovel is all you need and the relics are bonuses. I love powers, I love gaining new abilities and then having whole levels built around the new gameplay elements. I found the optional relic levels to be fantastic and I wish those were full blown levels. That kind of design is what makes stuff like Zelda, Metroid and Mega Man special. The Wily levels in Mega Man games come up with uses for most of your powers, this game never really does that. That is all I felt was missing.

Thank you, ha! Yeah, I agree with you too regarding the optional relic-levels. I really dug those as well. Maybe that's what the Challenge Mode will be like when they're ready to update the game? The game definitely has its faults, but there is TREMENDOUS ground-work here for a ridiculously cool sequel. I know that's not really their intention (after having read the interview) they seem like they want to step away from Shovel Knight after they finish/complete the additional content they originally promised. I don't blame them, but I can't say I wouldn't love to see this turn into a series.

My biggest issue with the game lies in the Chalices and the stuff you can fill them with. The fact that there's no cost/penalty to filling up a Chalice (other than locking out a "feat" or two for a current run) is a bit ridiculous. Not that anyone would want to play the game like this (or maybe some people would), but the fact that you can combine the powers of the Conjuror's Coat with the Phase Locket on top of two full Health/Magic refills is crazy to me. You could Phase your way through every boss in the game with little to no cost. What's even dumber is that there's a drink you can fill a chalice with that shares the same affect as the Phase Locket (I believe it makes you invincible for 10 seconds, correct me if I'm wrong). That's kind of dumb. Again though, you don't have to use these over-powered combinations. At the same time, the fact that it's there is something you can't ignore.
 

Hero

Member
Beating the game without dying / falling into a pit seems ridiculous. Or if you do die can you just reset and load up the World Map save?
 

Dario ff

Banned
Beating the game without dying / falling into a pit seems ridiculous. Or if you do die can you just reset and load up the World Map save?
If you die you can just go back to the map and try again. You don't need to restart the entire run of the game, only of the level.
 
I made a hat.

xBlichT.jpg


Sorry about the horrible image quality. The only cameras I have access to are my 3DS and my phone, and my phone is somehow even worse.
 

Delt31

Member
Everything but the Battle Arena.

That's why it's got the StreetPass Arena instead.

How does the street pass feature work in this game?,, do I really need walk by someone or can I just DL ghosts runs from the internet? Also I only collected gems in my street pass run. Does t get more varied?, finally what exactly is the battle mode and do you fight others online?
 
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