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Reviews for "Super Knight Quest (Demo)"

Its alright. Randomized stages were pretty cool, the ability to jump over the supposed height of the screen was also nice. I also was a big fan of the colorful graphics. I was able to reach the end of the demo, I'm not sure what happened but the boss just froze in place and let me beat him down. Its still a work in progress of course, though a bit short.

My main issue was with the shop items. It seems weird the main character is a knight, and the powerups feel like they could belong to any kind of hero, really. Where's a freaking shield, for one? Where's a trusty steed to move faster? A shitty squire to absorb damage for you? The Master's sword thing and bombs are nice, but thats just throwbacks to another game entirely. BTW The explosion for the bomb powerup is superlame.

Its a bit laggy for the graphics and the design seems fun the games not bad overall

squidly responds:

If you're having performance problems please download the executable version linked in the description.

A lovely concept for a game however it does need alot of polish and refinement.

If you serious about presenting this game on greenlight I would highly suggest adding an extra mechanic or concept to separate this game from many like it in the market. why would someone want to buy this game instead of Shovel Knight? or Rogue Legacy? What would you add to make this game different?

Controls.
1. The controls just feel a little too "floaty" at the moment and I found myself fighting with them more than I was enjoying them. This was especially prevalent in the boss fight.
2. it felt very weird to have the jump button were it is, pressing the up arrow key has no function so why couldnt jump be there? I found myself press up OR attack instead of jump more often than not.
3. Most of the abilities just didnt seem like they did anything useful, an ability to freeze enemies? dont really need it (although I never tested its effectiveness on the boss). Shooting a fireball? ok but you cant really aim it as well as you should be able to for it to be that useful. giving a ground attack ability? I already damage enemies by jumping on them? I never needed to use the roll (except against the boss). I was never excited to get an upgrade.

So overall a fine working concept...just needs alot of polish.

squidly responds:

Hey,

So just a few things, and I really do appreciate this feedback and I'm taking it thoroughly into consideration.

1. The controls take some getting used to. I've had the floaty comment before and I actually made it less floaty. Maybe something more in that department needs to be done, maybe it just needs getting used to. This is alpha, anything can change. Either way, you can reduce your air time by not holding down jump while you're climbing.
2. The jump button is standard for just about any platformer since Super Mario Bros. Mapping up to jump makes it harder to jump and move sideways, and it just feels off. Up can now also be used for additional abilities.
3. The ground pound can damage ANY enemy that can be damaged. For example, bandits can be easily killed with a ground pound and follow up attack. This move is actually going to be moved to one that's going to essentially be guaranteed in your abilities after the first level, and will have many more utilities such as breaking blocks and shattering armor. The freeze ability probably needs a buff, you're right, but it's hard to balance it since all frozen enemies are instantly killed.

What's probably going to happen is that magic attacks will start coming out more instantly and have less cool down. Fireball might see a speed increase. Etc.

A lot of the items you'll find get more and more useful with stronger and more different enemies. The first level is deliberately tuned to be pretty much a cake walk after the first few runs. However, later levels will get more and more complicated with their own twists and unique enemies.

If you want to talk more about this, feel free to join the Discord where we have active discussions about the game throughout its development.

Like the art style and the paralaxing background and the blood effects

but,
- when it says press any key, it only allows 'x'
- not a fan of the Z,W controls, maybe set a custom key mapper?

squidly responds:

Custom key mappings will come in the full game. Right now, though, if you want to change a key mapping you can get the executable version and navigate to the plyr1c.txt file and change it there.

"I'm heavily considering giving you guys an extra level with enemies to mess around with the items. As is you only really get to the "good part" after the second level, when things like the spellbook give you three fire shots, two bombs, etc. and then none of that comes into play with the boss as much as it could."

If you haven't, you should put analytics in your game. I bet people aren't even going to the first shop. It takes a little too much repetition for people who is completely ignorant about what the game has to offer. On the first level, it really seems like you are going nowhere...