
Karma Knight is a fast paced 2D side-scrolling platform action game with stylish combat. Find hidden items in the stages, collect different spells, defeat the enemies as you gain more experience and enjoy the overall platform action game style.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
打击感还是很爽的,但是每一关都有大量的陷阱和跑酷要素,让我玩的很难受,这样的关卡让我没有重复刷的动力。Boss不能重复挑战,武器只有2个,游戏内容还是偏少。
Amazing game. It looks like Megaman Zero series. (8/10)
전투의 재미는 나쁘지 않고 스피디한 플랫포밍의 재미도 상당히 괜찮았음 움직일떄 약간 미끄러지듯 한 조작감이 살짝 단점이긴 한데 전투 자체는 충분히 재미있게 했다 (아.. 공중전은 뺴고..) 다만 단점이 너무 극명한데 일단 캐릭터나 배경의 색감이 너무 밝아서 어디가 발을 대고 갈 수 있는 곳인지 혹은 어디가 벽인지 이런게 구분이 너무 안감 그리고 무슨 한국 전통적인건 그냥 맥락없이 다때려박은 디자인이 솔직히 너무 구림.. 하다보면 무슨 다보탑도 나오고 하회탈도 나오고 첨성대도 나오고 하는데 뭔 컨셉도 없이 그냥 국뽕이다 하면서 무작정 때려박은느낌.. 전투자체는 꽤나 재미있긴 한데 그래픽이나 아트적인거로 봤을때 완성도가 너무 떨어지는느낌이라 추천하긴 힘들듯.. 나는 전투만 원툴로 보고 게임한다 하면 나름 추천할만함 5/10
操作感が抜群に良い。某Dセルズ並み。ただ、ステージの仕掛けに寄り過ぎている気がする。 特にクラッチポイントの多用。そういう作りだから仕方ないだろうし、マイナス点というほどではないのだけど、 その動かしているだけで気持ちよいレベルのキャラを自在に大暴れさせることが攻略に繋がらないのがもったいない。
優化差,BOSS戰爛,被打硬直逃不了只能持續被BOSS連擊
재미있는거 같긴한데... 2d 게임하면서 멀미가 난다
Karma Knight is all about fast, dexterous action and demands that you learn its mechanics to make it all the way to the end. You choose from one of two playable characters at the start and proceed through twelve stages, each one a gauntlet of enemies and platforming challenges. You come equipped with a main weapon, partially invulnerable dash, three special attacks, and a "shift" ability that allows you to launch yourself in the air when near special lotus flowers (more on this later). As you progress you will accumulate a few different currencies that can be traded in for various upgrades--higher weapon damage, more health, more stamina for special attacks, etc. Among the stages are various items that will unlock even more offensive and defensive options, and while they're not exactly hidden, you will need to explore the limited branches off the main path in order to find them. Karma Knight's greatest achievement is in delivering truly compelling combat and platforming in one package. The fighting is kinetic, with your character zipping from one enemy to the next in a balletic froth of slashes and split-second evasive maneuvers. It's important to prioritize enemies according to threat level, as you are rarely facing only one or two at a time, and in the later levels you will be overwhelmed if you aren't using every part of your kit. One of the masterstrokes of the controlled chaos on offer here is how even your special attacks can and should be used for their evasive properties; even your defense is active. Interspersed with all the fisticuffs are some devious platforming challenges. These start out with the basics: jumping over pits/spikes, dashing through the air to land on narrow ledges, and wall jumping while avoiding hazards. Further on, though, you'll find yourself also managing the extra momentum of icy surfaces, madly running from rising lava, or riding on directional rails. Some of the longer gauntlets are palm-moistening affairs wherein you must string together every trick in your bag to make it through, and the satisfaction of success is oh so tasty. We're not talking Meatboy-level difficulty here, but it's edging into that territory. Crucially, these two pillars of Karma Knight--the combat and the parkour--are kept separate for the most part. You're either fighting or flying, so the game avoids the particular frustration that arises from something like Ninja Gaiden (damn birds!). That is not to say that it doesn't feature some frustrations of its own, though. There are some design choices and emergent behavior that elicited PG-13 to R-rated exclamations from me. By far the most annoying of these is one that comes up quite often, unfortunately: the "shift" lotuses. To illustrate simply, imagine two ledges separated by a gap that is too long for you to clear with a jump. Placed in the air between the ledges is a lotus that, when you are close enough, will trigger a prompt that lets you execute a mid-air "shift", shooting you forward with enough momentum to make it to the far ledge. It wouldn't be a stretch to say this is the game's gimmick, as all of the platforming and much of the combat revolves around it. The issue is that the proximity at which the prompt appears is unintuitive. It can appear when your character is surprisingly far ahead of (or beyond) the lotus but disappears when you are closer to it. It's a bit hard to explain, but suffice to say that even by the end of the game, after interacting with this mechanic hundreds of times, I would still misjudge this distance occasionally and fall to my death. The blasted lotus things can also mess you up when fighting enemies. Often you are fighting enemies on lower and upper levels, and the lotuses are placed inbetween to give you a method for reaching the enemies above. The problem lies in the fact that the prompt for the "shift" is tied to the same button as your primary attack, so you will frequently find yourself zipping about crazily when you were just trying to smack something. Another pain-point worth mentioning is how chaotic fights can get when lots of enemies are on-screen. It becomes difficult to find openings to attack at times because of how many things you need to dodge in sequence. My final criticism is that there are some rare situations where you can get stun-locked by alternating enemy attacks that leave you helpless as you watch your life bar drain to zero. Karma Knight is a tight, movement-based action platformer that hits a lot more than it misses. It feels like the developer should have tuned the lotus proximity issue either during testing or after launch, something they've shown a willingness to do; one of the post-launch patches reduced the hitbox on the ubiquitous spikes, for example. That said, in the end I think you'll find that your twitchy gamer center has been wonderfully stimulated with this one. Score: 8/10
한국 인디 게임이고 굉장히 템포가 빠른 액션 게임 분량은 1페 2스테이지 / 2페 6스테이지 / 3페 4스테이즈 / 막보 구성 살짝만 둘러보면 아이템 수집은 손쉽게 된다 근데 하드난이도는 뭔 다 떡슈아에 나는 다단맞고 죽어서 하드는 좀그럼
230923~1007(08), 7h, 쉬움, 엔딩O 재미있게 플레이했습니다 :) 이런 장르를 자주 하는 게 아니다 보니 컨트롤이 좀 딸려서 쉬움으로 진행했습니다! 전체적으로 꽤 매콤했습니다(주로 보스 말고 스테이지가...) 보통 난이도는 안 해봐서 모르겠는데, 아마 스테이지는 동일, 몬스터 공격력이 낮아진 것이 아닐까 싶습니다? ------ [h3] 느낀 점[/h3] 01. [b] 몬스터[/b] - 잡몹 잡는 부분에 있어서는 스트레스 없이 쾌적한 플레이 가능 - 최종 보스는 제외(6번 넘게 트라이) 02. [b]보스[/b] - 시작 전 연출은 생각도 못 했던 부분인데 의외로 괜찮았습니다. - 쉬움이라 그런가? 연출 생각하면 강할텐데, 피통이 너무 적은 이슈로 몇몇은 2초컷 나서 조금 허무했습니다. - 마지막 최종보스는 트라이 할 느낌이 나서 재미있고 좋았습니다. 적정 높이까지 도달 + 노란 칼라룬 맞추기는 좀 어려웠네요. 03. [b]스테이지 기믹[/b] - 생각했던 것보다 각 스테이지 길이가 좀 긴 느낌(어느 정도 무시하고 가야 좀 빠른 느낌) - 용암, 얼음, 레이저 말고도 뭔가 더 있었던 것 같은데, 후반부는 즉사 가시 빼고는... 저 초반 3개가 기억에 남네요. - 2번째 문, 보스 직전의 강제 진행 부분은 타이밍이 좀 빡빡해서... 컨트롤이 딸리는 전 개인적으로 불호이긴 했습니다 ^-^;; 그래도 미리 보기로 보여주는 건 좋았습니다. 04. [b]조작감[/b] - 생각보다 좋았습니다! 전체적으로 부드러운 느낌? - 개인적으로 속도감이 있는 기믹(s)들이 마음에 들었습니다. 그래서 기믹을 좀 더 속도감 있게 제작해도 좋았을 뻔했습니다. - 기믹에 너무 가까이 붙어있으면 인식이 잘 안되어서 거리 조절이 필요!(03번과 연계) 05. [b]캐릭터&배경[/b] - 요 부분은 좀 아쉬운데, 전체적으로 한국적인 느낌이 나려다가 만 것 같습니다. - 캐릭터와 배경, 상호작용할 수 있는 요소들의 가시성이 떨어집니다. - 건물들의 쓰임새가 직관적이지 않습니다(특히 세이브, 도착지점) - 연꽃을 모티브로 잡은 건 여러모로 좋았던 것 같습니다! 06. [b]UIUX[/b] - 장착 해제 > 장착이 아니라 바로 장착할 수 있었으면 더 편했을 것 같습니다. - 소지품을 좀 더 늘려줬으면 좋았을 것 같습니다. (추출기능이 어쩔 수 없이 있어야 했겠지만, 과연 필요했는지? 차라리 수집-활성화 개념으로 갔으면 좋았을 것 같습니다) - 매번 업그레이드를 하기 위해 직접 가는게 뭔가 번거로웠습니다.(후반부) ------ 그래도 전체적으로 막힘없이 쭉 재미있게 할 수 있었습니다. 이런 장르 좋아하시면 해봐도 좋을 것 같습니다! ------ 그리고 최종 보스에서 소소한 사운드 버그가 있었습니다. 혹시 몰라 요 부분만 따로 녹화해서 넣어놨습니다. 감사합니다 :) https://youtu.be/IjX4UfZmjBI
美术不错,也便宜,但是横板跳跃元素难度曲线设计的十分糟糕
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Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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