
Terrifying nightmares manifest, attempting to shatter the Witchball—a mystical barrier safeguarding the sleeping residents. As a courageous deity, battle through relentless waves of nightmarish creatures, protecting the town from falling into eternal darkness. Save their dreams before it’s too late!
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Very cute free game, super short (took me 15 mins to begin with) Pros: Cute art style, free to play, wonderful soundtrack Cons: Very easy, clunky combat system, no direction on how to progress (the small tables to heal and open the next door) Why not pick it up? Shouldn't take too long to get through and its free!
I love the art and music, but that's about it. Combat is really clunky and there is little to none impact. Fairly hard with very scarce health regen so it's a lot of retry if you can't do the combat right.
I finally chanced upon a game that I had a hand in making, so in lieu of the typical affair, I'll mostly describe the extremely auxiliary paragame that I was fixated on during development. The physical simulation of lights was my sanctuary when playing the game, perhaps to the detriment of my critique for the actual game. The lamp by the knight's monument was particularly enthralling after I had once triggered a massive slingshot by attempting to cross the steep angle of its cable. It appears that these cables and a few others have been turned static, which was likely necessary for performance. For anyone else whose arena after the fountain courtyard gets bugged, I'll post a screenshot of where the enemy was in my session; they tend to teleport out of bounds frequently in this area, so check behind all the windows and your attacks should still reach beyond the wall. All things considered, I found the game far more fun after being away from it for nearly a year. The game is full of sanctuaries, which I always love in games of this size because it's a marker of selfless caretakers of the art; "petting the dog" in a proverbial sense. It makes me think back on a lot of these games where I might have missed small things that would have changed my mind; really all it takes for me to have fun is a mute and evocative something-or-other. As a sound designer I ought to be particularly critical of myself, and other reviews saw some of what I did on my current playthrough. The timbre of glassy shards and swinging chains are very adjacent to each other, and this muddles my intent to have lamp damage be audibly prominent when my attacks are producing an ambient distraction for that signifier. I will say that I was kind of opposed to cartoon meat thwacks accentuating combat, but it's the kind of thing that no one will read an intentional choice into when there's barely anything else to take its place. Zelda feels like a somewhat obvious reference to make, although in hindsight I don't believe it was mentioned at all during development. Ocarina's introductory cutscene is able to show the world's cosmology before settling into its cuter, down-to-earth tone. Wind Waker's enemies can be creepy yet still bouncy and comical. The music even shares some melodic and timbral texture with Zelda's Lullaby and the Temple of Time. All this to say that Knight Light 2 will be releasing soon for the Nintendo Switch 2!! Better play the original quick before we shut down the servers <_< Knight Light cannot receive a grade at this time.
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Hours played at review time, across 32 reviews with recorded playtime.
Игра 'Knight Light' – это приятное сочетание головоломки и экшена с интересной механикой управления светом. Игра предлагает умные уровни, где нужно правильно использовать отражения и перенаправление световых лучей для продвижения, попутно избегая тенистых врагов. Атмосфера мрачного замка создаёт нужное настроение, а лаконичный визуальный стиль не отвлекает от геймплея. Сложность постепенно возрастает, заставляя искать нестандартные решения. Иногда приходится быстро соображать, ведь тени подступают неотвратимо. Но и это добавляет драйва. Небольшие нарекания вызывает управление – к нему нужно привыкнуть, особенно в динамичных ситуациях. Однако, это не критично и со временем перестаешь обращать внимание. В целом, 'Knight Light' – это увлекательная игра, которая способна затянуть на несколько часов. Любителям головоломок с оригинальной идеей и мрачной атмосферой стоит обязательно попробовать. Рекомендую!
Such a beautiful game for such a bad gameplay. I really tried to like this game because I love this magical, colorful atmosphere. But even as a free game it's not worth playing. Basically it's an arena action game, with a single combo that half the time doesn't start right away and you wait for your character to react. For the few I've seen (and I don't plan on seeing more) there are various types of enemies, but you fight them all the same way: shoot two projectiles to stun them then get close and spam the combo. The only exception is the worst kind, who teleports away when you hit him. As if you're not running around pointlessly enough as it is. And there doesn't seem to be any story or progression, so it's really just the combat, wave after wave and with perma-death. For such a system, the game should really have a better gameplay. The sound design is a bit lacking too. For instance there's no sound of impact when you hit an enemy, which would give a bit more feedback and make things feel less messy. Anyway, I don't recommend.
Мало того що не цікаво і одноманітно, так ще і критичні баги с застряганням мобів у стінах. Не іграбально
I set the graphics to “Epic” when I first started playing, but I only got around 20 FPS. I had to lower the settings to "Low" just to get smooth performance, 100 FPS, and actually enjoy the game. It’s fine, though—it might look pixelated and crispy, but as long as the gameplay is good, I don’t mind. The controls took a bit of time to get used to, but once I got the hang of them, the game became a lot more enjoyable. I really liked the aesthetic of the world and the enemy designs; there's a lot of charm packed into the visuals. That said, it can be a bit confusing figuring out how to deal with certain enemies, especially the boss. At first, I thought you had to throw the bomb enemies into it, but after watching a YouTube video, I realized you can just smack it with your lamp. The combat can also feel a little janky at times, but it still gets the job done. There is a glitch where the long and skinny enemy teleport outside the map, and I have no idea how to attack it. I just quit to the menu and go back to the checkpoint. Overall, it’s a fun and short game that’s worth checking out, especially if you enjoy games with unique art styles and a bit of challenge.
El juego esta mal optimizado, algo que puede que no afecte a aquellos con equipos mas potentes, sin embargo siempre trato de probar juegos en mi portátil en búsqueda de ver que tal el tema de la optimización y este juego corre peor que algunos juegos mas potentes graficamente... Supongo que simplemente el motor utilizado es malo y no se optimizo. Lamentablemente eso arruina los combates que de por si son algo torpes por el control mal ejecutado. La música y el diseño del mundo son buenos, la estética de mundo encantado animado atrae y quizás vuelva a darle una oportunidad mas adelante, sin embargo... A veces no basta con un apartado artístico bonito para que un juego valga la pena, la optimización y los controles son parte fundamental, sin la posibilidad de una buena jugabilidad no vale la pena dedicarle tiempo.
Very cute with an excellent art style and music, however it needs optimization and the combat felt unbalanced without a proper health regen mechanic. Healing the player at checkpoints is appreciated, but becomes annoying when it's the only means of regaining hearts. This game would also probably benefit from having a tutorial. Still love the concept behind the game and and think its well put together otherwise!
Есть проблемы с оптимизацией, которые сразу будут заметны, играбельно разве что только с минимальными настройками, которые буквально мыло. Топорность и однообразность движений, будь то деш, мили атак или дальная атака, утомляет на первых двух аренах. По врагам иногда не регает атаки, которые, к слову, могут улететь за карту). Они же могут так же забаговаться и просто упасть на пузо и не двигаться. Мне понравился чудаковатый немного стиль карты, чем-то напоминает психонавтов 1 часть.
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