Knighthood by SMdG
This game is about a knight who is on a constant brink of death so he decides to spend his final moments fighting for glory.
| Link | https://smdgdev.itch.io/knighthood |
| Link | https://smdgdev.itch.io/knighthood |
| Original URL | https://ldjam.com/events/ludum-dare/50/knighthood |
Ratings
| Overall | 502th | 3.068⭐ | 24🧑⚖️ |
| Fun | 485th | 2.909⭐ | 24🧑⚖️ |
| Innovation | 522th | 2.738⭐ | 23🧑⚖️ |
| Theme | 331th | 3.614⭐ | 24🧑⚖️ |
| Graphics | 337th | 3.364⭐ | 24🧑⚖️ |
| Audio | 429th | 2.738⭐ | 23🧑⚖️ |
| Mood | 429th | 2.976⭐ | 23🧑⚖️ |
| Given | 21🗳️ | 24🗨️ |
Charming game, nice enemy art, like a black hole was really cool.
My score: 18
Neat game with good art. It is pretty easy to gain more health than you are losing after many enemies spawn because you can just let them crowd around you and hit them all at once.
I add here a couple of suggestion it may improve it:
- Add a visual feedback when laser hurts enemies
- Stop the laser beam when it hit a pillar (why it's impassable for the hero but not for his laser?)
- Fix a bug that allow to drop the laser beam around the room :smile:

You can reproduce it by releasing the right button but keeping the left one pressed.
I think the background track could be a little longer with a change or two to keep the loop from being as obvious. The volume could go down a notch or two. I agree that the laser should not pass the pillars and the mobs potentially not collide with each other. These are all design choices though so depends what you are going for with the game.
Good job making a game in 48 hours!

The look was ok but could use a whole lot more feedback. I have no idea if the enemies were damaging me or if it was just the time. And you already had red flash when the melee attack damaged the parasites, the laser could do the same so the player actually knows they're doing something. And if the enemies indeed were damaging the player, the same treatment should be done to that too.
The melee swing could also get some more visual swing arc representation. If you've ever played games like Strider or Hollow Knight, you'll know what I'm talking about. The range was very hard to figure out due to no visual feedback. The melee attack speed also felt annoyingly slow. That and the enemies were needlessly tanky.
Having two different attacks felt pointless. You really couldn't effectively use both and the laser did so little damage (also awkward to shoot, why not just require RMB?) that after some trying it out I ended up just going full on melee. The melee was also able to attack multiple enemies per swing as it hit everything around you it seems. The laser look didn't really fit with the look of everything else being pixel art either.
The pixel art was nice but the pixel size wasn't consistent and varied on pretty much every separate sprite. Keeping everything the same scale will make it look more cohesive and consistent. The texts in the intro were notoriously hard to read due to being so low resolution and still scaled that big. Good job on spacing the intro tutorials to different small sections though instead of just showing a huge wall of text. But having them shown in the middle of the game would really have been the way to go (as the action wasn't that hectic in the start anyway).
Having some marker show up where the parasites would spawn as a bit of a warning would have been nice. Now they can (and will) kinda surprise corner you.
The gameplay loop also a bit repetitive and the scoring is boring. It could be easily made more interesting with some other pickups besides just health and maybe some kind of multiplier system to beef up the score system giving it more depth and hence replayability.
The sound work was a bit meh. Very little different sound effects and no variety it them made them not great to listen to. And the mega short and simple music loop didn't really help here that much either. Adding even a random pitch shift to sounds would have done wonders adding variety to em.
Good job! :thumbsup:
## Graphics :art:
I think the art style is **lovely** and the color palette pretty **clear**, but i think the room would be infinitely better with some lightning: right now everything has an **unlit material**, which means it doesn't react to light; in fact, it doesn't even need light cause you can see everything clearly.
Some **torches attached** to the wall could add some **shadows** and diversity in the scene, making it look a bit more "professional"
I also think the game needs more visual feedback for what's happening on the screen, so more particles, screen shake and maybe even animations. I didn't even realize curses could damaged you until the very end for the lack of SFXs and/or particles.
## Sound :speaker:
SFXs are fine, they fit the game pretty well but i think the music becomes really repetitive in the long run.
## Gameplay :joystick:
The gameplay loop is great but there are some strategies that make the game infinite and easy to beat; i managed to get 450 points by just standing near a corner and spamming melee attacks; eventually, if my HP got low, i just ran around and collected the orbs on the ground.
****
Some work could be done, but overall a nice entry
A small note, it was unclear to me from the in game instructions how to use the laser, since there it just says to use right click. Only by reading the instructions on the itch.io page did I see that you have to click both mouse buttons..
Nice work!
It feels really polished, overall well done!