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Reviews for "Super Pixelknight"

Nice and The Enemys are fast

challenging and entertaining. good work

I liked it it reminded me of the Snes Ghost and goblins i use to play when i was little

What a bunch of whiners.

I'm honestly shocked at the low score this is getting from everyone. This is an awesome game, and it is a ton of fun. Is it hard? You're damn right it's hard! But since you have unlimited continues and checkpoints, it's really not that difficult. Alot of the difficulty also comes from the way the enemies are just as fast as you, can jump, and go after you with a vengeance. Want a tip? Pick up the shuriken. It's a way faster attack, and its magic is also probably the most useful in the game. Contrary to the guy below me, I found that the controls were excellent and exactly the kind I like. Anyway, this game was awesome.

Needs far more work

I admit, the game has merits, and I'll go over these first. The first and foremost being that the animations generally work well, and that the game is playable (for a certain qualification of playable--it won't crash or whatnot.) Also, I can see you tried to add variety in the weapon/magic patterns. I respect that.

However, first and foremost there is something about the physics that just don't work right. The controls feel far too loose; floaty, perhaps, as while you can perform the requisite running or jumping, you may not be able to move with the exact precision that is typically required when dealing with this sort of game.

Compounding this is what I feel is an artificially elevated level of difficulty, perhaps due to a lack of playtesting as far as the combat goes. Flying enemies in particular are a notable frustration, as not only are they just as durable as their ground-borne kin, but also too fast and too mobile--and unlike a lot of the faster flying enemies in more noteworthy side-scrolling action games (Castlevania, Megaman, Ghosts and Goblins, to name a few), completely patternless--and combined with their far superior mobility, nigh-unavoidable, and thus a guaranteed source of damage in a game where you need far tighter controls than you're looking at.

Further of note are two things in particular: a perceptively deliberate nerfing of the Bow and Crossbow weapons, as well as some issues with the second boss. To address the first issue, both fire two shots at a given time, at reduced speed. One would normally consider this to be okay. The problem is that it's coded so that only one shot per attack button push will hit a given enemy at any given time. As such, where one would consider them to be useful (ground-bound and large targets), they're not. As someone with experience with action games, this tends to result in poorer balance, especially against bosses.

Speaking of bosses, hoo boy, the second. Aside from being a worse case of the flying enemies (same mobility, albeit at least slower), there's two very big problems with him, in my opinion. The first is that he's got a very indefinite hitbox--it seems as if it's bigger than it is, and yet smaller than it is at the same time. If nothing else, it's confusing on that front. On the other front, the boss' scythe throw needs to be far more telegraphed for an attack that is as fast, wide-area, and generally hard to dodge as it is. And before it can stated that the scythe attack can be broken, I'd point that it requires magic use OR two hits--and given the poor refire rate and the doubleshot bug mentioned earlier, this is not a feasible tactic.

All in all, I can see that there was effort put into this game. There just needed to be more of it, and possibly some research done into what makes the greats so great.