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Reviews for "Super Pixelknight"

hmmm

reminds me of ghosts n' goblins sept way easier xD still a fun game though

game good, jumping HORRIBLE

I really enjoyed the game. Sure like others said the high score pop-up was a bit annoying, but I could deal with that. The jumping mechanincs however were absolutely TERRIBLE! I had to spend 15 minutes in some places constantly running and jumping to get out of a pit, I finally gave up on 2-4, the jump at the beginning of the level, took me 10 minutes to get over it the first time only to run into hard jumps later, and get tossed back to the beginning of the level for another 10 minutes of running and jumping. Very frustrating. That being said, I really liked the monsters/weapons and had lots of fun playing, minus the jumps.

Can we seriously

Do away with the FagiMedia bullshit?

NOONE CARES ABOUT HIGHSCORES

Like Myarnardftw said, they're all hacked, so WHO GIVES A SHIT!?

Well done! Some boss and weapons suggestions.

This is one of the best examples of retro pixel style art I've seen in a flash game in a while. You strike a great balance between how retro to make the pixelation and good gameplay aesthetics. Often retro pixel games privilege the kitschiness of the pixel art over all other aspects of the game. Some of the extra blocky pixel style flash games have this flaw (though not all). This is a fitting homage to Ghosts 'n Goblins.

You're a thoughtful game designer. The high score screen is annoying but I can see why you did it. It allows you to have the forgiving addition of unlimited continues while still giving players a specific incentive to try to finish the game without taking advantage of the continues. Perhaps the high score screen could be optionally launched by a key after the death screen and that would reduce complaints about it.

The weapons need to balance their shortcomings with their benefits more. The boomerangs are an example of a weapon that really fails to do this. If it's going to be slow and short range, it needs something else to make up for that -- more damage etc. You deserve credit for trying to balance each weapon with an included secondary weapon. However, as you can tell by other reviews, the unbalanced shortcomings of the primary weapons are too much to overcome that and most players need the primary weapons to correlate in a more coherent way without factoring in secondary weapons to that large of an extent.

Great boss battles are really difficult to program. Many flash games default to making the bosses easy to beat once you learn their patterns and I can't really blame them for doing that. I liked that even if I knew your boss patterns, it wasn't enough to make the bosses easy in that way. I wish more games would try to move their bosses in that direction, but it's really hard to find a balance. However, on your end of the spectrum, you ultimately ended up with bosses that needed to be beaten by spamming one of the quicker weapons like axes, hammers, or shuriken -- so perhaps not ideal in another way.

For players having difficulty, arm yourself with a quick weapon and stand near the bosses in such a way that both your primary and secondary weapons will hit them and fire away. Evade as you can but don't back out of position until you're down to one health bar. Then, if you haven't killed the boss yet, the boss should only have a few more hits left in him. Move away from the boss and try to evade for long enough to launch enough weapons to finish him off. The axe works particularly well against the otherwise difficult 2nd boss. When using axes, keep the bosses in valleys so the secondary weapon can have maximum effect.

Overall, great work!

ok game,get rid of the high scores

it's a good game,but i couldn't play it to an end because i got stuck into a pit.i tried every single spot where i could have jumped,but it didn't work. theres nothing i could get a boost to my jump.