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Trigger Knight

rated 4.29 / 5 stars
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Adventure - RPG

Credits & Info

Dec 30, 2011 | 2:03 PM EST

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Sharpenin'! 5 Points Get Level 3 Weapon
Grasping the Mechanics 10 Points Score 1.000.000 or more!
Dragonslayer 25 Points Slay a Dragon!
Uberslash 25 Points Score 75.000 damage or more!
Game Completed! 50 Points Get 100% Game Completion

Author Comments

Guide the Knight to defeat as many enemies as she can before her life ends! Gather gold via combats, and direct her to stronger equipments, healing items, and divine deathblow techniques to defeat deadly dragons, in multiple rapid split-second decisions!


knight-for-android-releas ed/


(May need to be approved by the Admins first to work, though)

Updates v1.3b NG:
- Hotfix on the "Game Completed!" Medal.

Updates v1.3 NG:
- Newgrounds API is connected and working!
- Medals Added, may need to be approved to work

Some of the Medals require you to do the feat again to unlock. So sorry about that... If you have 100% Game achievement, though, opening the "Achievement" page will trigger the medal to unlock. Please PM me if anything goes wrong. Thank you!


Have you ever wondered how will an RPG be played if it uses only one button? We have.
This is a mechanic we're experimenting right now and will be made into a full game if it works!

If you have any feedback, please do tell us!

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Rated 3 / 5 stars

Trigger Knight, as a game, is fun. The whole concept is interesting, not exactly new, but has enough that it's pretty entertaining. However, there are a number of problems with it, which have been mentioned in other reviews. They are:

Lifespan is the cheapest way to drain your money or kill you that I've come across. Not only does it not make any real sense, but with each Soulshrine use, the cost goes up by 70 gold. That's even more than the armor and weapon growth by day, and it adds up too quickly to cope with unless you plan on using vouchers. The actual tools which you should be focusing on to stay competitive are overshadowed by a silly system whose spacing is too random to be reliable.

Battles are also too luck-based. I've died on more than one occasion by the Lifespan running out because the player and enemy decide to stand around for a good 20 seconds. Maybe the player has a chance to order a dodge or double-attack if they have a good reaction time (signified by red flash on the screen that lasts a second or two)? Also, the dragons literally require a Divine Edge to defeat, or at least high-grade armor and weapons with an Elixir, and start coming far too early to manage without aforementioned "cheap" and random item. Perhaps make a specific day, like the 15th, Dragon/Boss Day so you will know when dragons start appearing, and can prepare accordingly. After said dragons, when we'll probably be in near-death range unless a Divine Edge was used, in which case it shouldn't have an effect, put an elixir shop so we aren't immediately killed by the next enemy.

Certain shops that have obviously been randomized need to have useful spacing. An elixir shop when I already have elixir is a wasted shop, and same for all other items; 2 Soulshrines next to each other is redundant, but lifespan shouldn't be used in the first place; Armor and Weapon shops when I've already fully upgraded are wastes of space, so maybe Weapon shops become other places to use the vouchers or Divine Edge shops, and Armor shops become hospitals where they restore most of your health?

Those are the big complaints. Graphics and audio were pretty good, and the idea was very cool. Just make the game playable as a game, not as a frustration source.

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Rated 4 / 5 stars

its a very good game but it owuld be better if were a normal RPG next time do a normal RPG with the same girl by the way i liked her :D

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Rated 4 / 5 stars

Fun game, but it's all derived completely from luck. Kinda takes some of the fun out of it.


Rated 4 / 5 stars

It's just way too random.

It's a good game, and I think you did a good job making this game, but the randomness is just too much. Too much problem to even survive, lifespan, weapon, armor, elixir, divine edge, which unless you're freakin lucky, you will die at day 13 or even 10 most of the time. A nice run would be getting gold ticket at day 4 or 5, a healthy and well placed amount of armors and elixir, a well placed shrine, and a grim shop at day 9, and at everytime before a dragon might spawn. At the very least, make a boss event at a pre-determined turn, so that people can plan ahead a bit.

Items, 2 elixir shop or grim shop in a row is stupid considering you can't stack it. It's almost like watching a silly brat going on an adventure, not only a brat almost never plan ahead, she's thinkin "I'm awesome, so I should be fine with just 1 pocket on my shirt". With the amount of problems people have to deal with in the game, at least let us carry each different items. And no, no stacking gold ticket, that is just way too much buffing.

Prices, raise the price based on upgrade level or how many times it's been used, not on day, unless you're going to make it so people get more money. It's not like we can go crazy on upgrades unless we get to use a gold ticket, plus with the current game system, gold ticket > enemy > 3 weapon shop in a row with the same prices is worse in terms of balance. Saving money on first 8 days just in a case a ticket pop out, then by the time we decide to give up on it and prepare for a dragon, the prices are already way higher.

Points system, you really should substract some percent of accumulated points for every gold ticket and divine edge used, or if I may add more, adding points for killing a dragon without a divine edge, and/or adding points for game over past day 12 without any gold ticket or divine edge used. This way, even people with bad luck can still compete well using their calculating skills, focus, intuition, or all three. And yes, I killed a dragon without divine edge at day 9 once or twice, then get killed by a goblin because there was no armor shop or elixir shop after, the other run was because of no soulshrine within 3 enemy encounters *bitter*. Reward the skillful, not the lucky ones, the lucky ones already got their reward which is their good luck.

Right now, If I were to make an adventure story based on this game, I don't even know wether I should make it so that the Hero will succesfully complete her quest or not, lol. If yes, this will be at the end of the story "By extreme luck and helps from all kinds of gods, the Hero completed her quest then died not in peace because she died from tripping over a small rock, thanks to a depleted luck".

Last, I think it's pretty safe to say that the top position is quite achievable if you tweak this game a bit. Sorry if the review is too long, can't help it, I tried my best to make it shorter. I'll be waiting for more from you.

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Rated 3.5 / 5 stars


i like this game, its a very good idea, but i hate the lifespan. i see it as a cheap way to end games.