Knight's Crush by Zaphire
A little memory game where you play as a knight moving through a dungeon full of challenges. Most of these challenges will consist of tiles with images that you have to walk on in the correct order that they were presented to you in the previous room.
Press "E" to open certain doors. WASD to move around Space to jump
- Remember the order of the images in the room before the challenge
- You must step on all the correct tiles to open up the door
- The roof will slowly move downwards and try to crush you
- If the roof hits you or you fall in the water, you will be reset on that specific level
WARNING: * The jumping levels might be very challenging right now. * There is no sound * The mouse is always visible * The browser version is not optimal for performance but still available

| HTML5 (web) | https://itch.io/embed-upload/1006246?color=333333 |
| Windows | https://zaphire.itch.io/knights-crush |
| HTML5 (web) | https://zaphire.itch.io/knights-crush |
| Original URL | https://ldjam.com/events/ludum-dare/42/knights-crush |
Ratings
| Overall | 824th | 3.174⭐ | 25🧑⚖️ |
| Fun | 1008th | 2.783⭐ | 25🧑⚖️ |
| Innovation | 1017th | 2.738⭐ | 23🧑⚖️ |
| Theme | 991th | 2.929⭐ | 23🧑⚖️ |
| Graphics | 296th | 3.886⭐ | 24🧑⚖️ |
| Humor | 732th | 2.325⭐ | 22🧑⚖️ |
| Mood | 955th | 2.625⭐ | 22🧑⚖️ |
| Given | 27🗳️ | 4🗨️ |
The critique would be as you mentioned, the jumping levels are really hard. Maybe find a way to make the jump length more consistent, so you can space out the blocks to match that, would help.
But really neat game.
Positive:
* graphics
* generally, the memorization part is a nice idea
* very nice levels
* web version is always a plus
* so are moving platforms
* game is very easy to grasp
Potential for improvement:
* a bit more direct controls (the character really likes to run in curves and accidentally hit wrong images)
* physics are a bit glitchy here and there
* jumping is practically impossible to control, but I guess you know that already :)
* I think the ceiling has no texture whatsoever
* generally, it seems the implementation of the theme actually made the game a little worse than it would be otherwise - I would certainly enjoy it more without the ceiling induced time pressure
And that's about it. Great effort, impressive result, just a few problems that would deserve a fix in a post jam version!
The game felt a bit like those coordination excersizes, where you pat your head and rub your tummy at the same time. Trying to remember the order while judging the jumps while trying to get to the end as fast as possible. I don't know if it was the intention, but it feels like a ridiculous challenge that an evil twisted wizard might send a knight on, like one of those fantasy movies where the hero has a series of unfortunate trials to beat (like a twelve tasks of Hercules), but where the taskmaster is more sadistic.
I guess I'm saying, I think there's some room for humour in the theming if you were to take it further.
Those later levels were very difficult (thanks for the warning in advance). Is that the standard Unity character controller? It feels like the character has a capsule collider on it and so it slips off the edge when it is just off the edge.
I actually got quite good at the jumping by the end :)
The knight character and animation looks really good of course!
The levels and the character look pretty good. Animation and all that are solid. Not sure if the levels needed that level of detail (cobblestones and all feels like it really drained performance unnecessarily).
Game design wise, I was trying to figure out some kind of rhyme or reason for the things that were "correct", but seems like there weren't any, so trial and error and memory seems to be the mechanic, and that is to me not an interesting mechanic (disclaimer, I didn't read the text before playing the game, I think playing once without that priming is a better way to discover what a game should and shouldn't have. Control instructions, in fact, should be present in the game).
A small thing was that when I initially died and was pushed to the beginning of the room, I was really confused. The ceiling coming down was slow and not very noticeable and it happened a few times before I understood what was happening. The causality of "I stepped on the wrong tile" and "I died and returned to the end" was far removed from one another and that caused additional confusion, in addition to the ceiling coming down not being very obvious, even at the moment of "crush".
Cool effort :)