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Giant Bomb Review

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Shovel Knight Review

4
  • WiiU
  • PC

Many games try to use nostalgia to lure you in, but few of them are as well-made as Shovel Knight.

How I feel about today's shooters is probably how others feel about the deluge of nostalgia-influenced platformers. There are always exceptions to the rule, though. Shovel Knight is one of them, a game that feels as though a historian unearthed a long lost cartridge from the late '80s, as game developers were making the NES perform tricks never thought possible. The debut game from Yacht Club Games feels like an unearthed relic, one I'm happy has been found. Shovel Knight feels both old and new, mining our collective memories for the right reason: making a good video game. And Shovel Knight is a very good video game.

Shovel Knight feels like a game that fell out of a worm hole. In a good way.
Shovel Knight feels like a game that fell out of a worm hole. In a good way.

Shovel Knight has a story insofar as any of these games have a surface-level justification for what's happening. Shovel Knight and Shield Knight have long protected the realm, but the world is soon corrupted by The Order of No Quarter (which just might be the best name for a group of enemies since...well, forever), lead by The Enchantress. Shovel Knight is separated from Shield Knight, and it's up to Shovel Knight to start digging to victory. In practical terms, this means players are running around as Shovel Knight, and occasionally navigating an overworld map that gives limited agency over which major enemy you'll tackle next.

The problem with many of these kinds of games is they're often unsure which master to serve, and get caught up praying at the altar of the past. Shovel Knight could not exist without the 8-bit classics, sure, but it's not explicitly beholden to its conventions, either. It's a decidedly modern game leveraging gaming's history as a starting point. It's a means to an end, not the end itself. That's where so many of these games get it wrong.

DuckTales and Mega Man fans will feel right at home with Shovel Knight. The character's weapon--yes, a shovel--is used to attack enemies, destroy objects, and bounce on stuff. Most of Shovel Knight's attacks, even when he begins acquiring magical relics in each stage, require him to get very close to obstacles in his path. With rare exceptions, Shovel Knight is incapable of standing on the other side of the screen and slowly clearing a path forward. Being able to pogo stick on top of enemies gives players flexibility in their tactics, allowing them to play a cautious form of offense that provides room to breathe. Understanding the physics of one's shovel-assisted jumps is crucial to finding the game's myriad secrets, as well. Most are hidden behind both marked and unmarked walls that must be destroyed, and others require deviously timed jumps that let you cover great distances, both horizontally and vertically, that would be impossible otherwise.

The secrets are half the fun in Shovel Knight, too. They're everywhere, making every screen more than just a set of hazards to navigate. The secrets often contain plentiful treasure, the currency used to purchase upgrades for Shovel Knight. Both health and mana upgrades are available in limited quantities, in addition to armor with certain bonuses (i.e. dropping less treasure after dying) and new shovel attacks (i.e. shooting a ground-level fireball while at full health). Shovel Knight can acquire a host of magical abilities, as well, which can be purchased by finding a vendor within a level or completing the stage and finding that same vendor back in town. Unlike Mega Man, weapons aren't explicitly linked to bosses, even though stages are themed around the last encounter.

Part of what makes Shovel Knight stand out is what doesn't stand out. The controls feel right. While playing, the character always landed where I wanted him to. The controls are tight, responsive, and do exactly what you want. That may sound simple, but without this, Shovel Knight wouldn't work. We often focus on games that get this wrong, not games that get it right. When it feels right, you don't notice it. That means the developer nailed it. When it doesn't feel right, it's terribly obvious. Super Meat Boy is a fantastic game for many reasons, but Super Meat Boy works because the player feels in control. It's why I've never enjoyed LittleBigPlanet beyond the charming aesthetic and wonderfully curated soundtrack. A sequence of tricky jumps is an entirely worthy task to ask of a player when they can reliably know the coming deaths will be entirely their fault.

Some enemies are small, some enemies are big, and some enemies will take up the whole screen.
Some enemies are small, some enemies are big, and some enemies will take up the whole screen.

It's the little things in this game, too. The delightful idle animations for the world's many characters, an elaborate dance sequence by a giant fish for no reason, the discovery of a hidden boss in a room full of hats, using a fishing rod to find off-screen treasure. These touches extend beyond the caretakers of the game's visuals, too. For example, you can jump higher than what the game is currently showing on the screen at any time. If you're at the top of the screen during a forced scrolling sequence, your head doesn't butt up against an invisible barrier. You can actually leap into the blackness of the UI. It's a small touch, but one that actually proves useful.

That said, there was a cocktail of emotions when the credits rolled on Shovel Knight. I was upset the game had come to an end, since I'm now left waiting for the hopefully inevitable sequel. But I wondered if Shovel Knight played it too safe. One cannot speak of games gone by without acknowledging how brutally difficult they were. If you, like me, were a kid granted one, precious game every few months, you milked those games for all they were worth. One reason that worked was because the games were so god damned hard. (My mom actually called a customer support line to complain after my brother and I finished Turtles in Time in two hours.) The challenge wasn't always earned, and often it was cheap, but you had to legitimately cross the finish line.

That's not the case in Shovel Knight, an especially easy game by classic standards. I died a handful of times, a few spots gave me some real trouble, but I wouldn't call Shovel Knight hard. It's a very accessible platformer for its type, which might come as a disappointment to some. Rather than embrace this facet of its influences, Shovel Knight asks players to accomplish other forms of herculean tasks, such as finishing the game without dying or health upgrades. For some, that will prove a worthy goal to chase, a reason to spend potentially hundreds of hours with Shovel Knight. But not for me. I wanted the game to ask more of me upfront, as I'm far less interested in masochistic challenges (the game's achievements are called "feats") layered on top of the game. Instead, I breezed right through Shovel Knight, and was left wishing the game had pushed me much, much harder.

My questions about the game's difficulty wouldn't matter if were talking about a lesser game, though. I simply wanted to love Shovel Knight even more than I already do. Shovel Knight is an exceptionally well-made action platformer, one worthy of being celebrated far beyond the nostalgic foundation it's built upon. Shovel Knight won't be the last old school game made in the modern age, but it's unlikely many others will be as much fun.

Patrick Klepek on Google+

94 Comments

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sweetz

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Just finished Shovel Knight and I think it's difficultly is spot on. Maybe all that Spelunky turned Patrick into a platforming god or something, but for us mortals, I certainly wouldn't the game to be any harder. It's a salient point that many of the people who are old enough to have played 8-bit platformers when they were actually new are now in their 30s and 40s. Our reflexes aren't what they once were.

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cooljammer00

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As someone who just got Shovel Knight in the Steam sale, I still say @patrickklepek is out of his mind if he is saying Shovel Knight is too easy. He's just very good at games, which is fine, but this game is whipping my butt.

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guanophobic

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I've accidently clicked to this review way too many times. Sorry Google Analytics..

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PoweronPub

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AlexGBRO

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now the real question are there 10 games better than Shovel Knight

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TimeLeap

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Cannot wait until I get paid. Need to play this right (the fuck) now!

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NotsoCreamy

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I need to buy this game now!

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wdc

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So i'm fighting specter knight after dieing 20 times to him, I'm about to kill him, and the screen goes completely black. 5 seconds later, the boss has killed me. WTF.

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LegalBagel

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Edited By LegalBagel

Having just finished it, I also find the difficulty complaint weird. I've finished almost all of Super Meat Boy, beaten all the Souls games, and whatever other "difficult game" badges you want to throw out there, and I found it spot on. Bosses were challenging but not frustrating, platforming was difficult in parts but could be overcome after a few tries, and the bonus levels provided great added challenge with the different items.

Think I beat the game with ~50 deaths and ~4 hours - breezed through the beginning, died a fair amount due to falling and spikes in the harder parts. Exactly what I would want. Controls were great, but they weren't Super Meat Boy perfect to the point where I'd want the platforming to be harder.

Five stars in my book. Amazing music, great visuals, perfect gameplay, and most importantly, they managed the pull off a blend of some of the greatest NES era games with enough needed modern touches.

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Ravenlock

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I am stunned and delighted by how much I love Shovel Knight. I knew I was going to enjoy it from the Kickstarter updates and the reports of people getting to play it early, but it's just... wonderful. The character design. The music. The level design. The controls. The upgrades. The secrets. The Hall of Champions! There's just so much in there, for such an absurdly low asking price. Every new screen has something worth exploring, and every time I think "did they put something here?" the answer is "we sure did."

It's brilliant and I can't wait for a follow up. I won't 100% it (beat the game without ever dying? Probably not.) but I'll get damn close.

Bravo, Yacht Club. This is an astoundingly good first effort.

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Sunjammer

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Utterly baffled this game isn't even *announced* for Nintendo platforms in EU territories yet.

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development

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I just killed the mad scientist from Mickey Mania. Man, that right there hits me right in a sweet spot. This game is so good. The animation in this game is enough to get me hooked. It has moxie.

I've been finding it to be very easy, as well. Most of the bosses you can just pogo on their head repeatedly, and even if you take damage they'll still die before you do.

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shawnlreed

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I just beat Shovel Knight, and then came here to read Patrick's review. It is a bit strange to me that he docks the game based on its difficulty level. I would not have thought to criticize the game for that. Patrick says he died " a handful of times" .... Is that the norm for everyone else? The game has a 'feat' for beating it without dying, and Patrick almost did that his first playthrough. Maybe I'm just getting worse at games. When I beat the game, even though I died 62 times, I was pretty happy with my experience. I wonder if being hardcore and punishing is the new standard for what a good game is. Huh.

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Dimi3je

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Edited By Dimi3je

@assinass said:

@fitzgerald said:

Can't wait to see how far this get's in 2014's GOTY discussions.

Along with this, I hope all the staff also get to finish Wolfenstein cause that deserves to be a GOTY contender.

I wholeheartedly agree. Both games surprisied me in the best possible way.

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ESREVER

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So I just finished this game and its pretty amazing, but I didn't realize I was playing on hard mode when I started! I had VSYNC enabled and that made the game really fast! I loved it though cause it felt really good and responsive. I was just cruising through these levels at a crazy pace. Then I had some friends who played the game watch my stream of it and they said it was abnormally fast. They looked up the issue and said it was because of vsync. I disabled vsync and the game became a lot slower paced. I couldn't take it. As an amateur speedrunner, once I had a taste of the speedy version, I couldn't adjust to this slower pace. I switched back to vsync and continued to play fast mode.

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divergence

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the difficulty is surprising. I wasn't expecting it. I'm hot off of 1001 spikes so when I started playing this one I was like, ok, I can probably kick back and enjoy. But not so. The bosses are really challenging. Man its been a wonderful indie extravaganza recently. Between 1001 spikes, shovel knight, and Another World I'm super happy. For the record 1001 spikes is really getting the better of me. Had to put it down for a bit, I'll go back to it later. That game really puts you through some horse dookie. Kind of made me a bit sentimental for Super Meat Boy. Gosh, that's probably my indie game of the past generation. Beat I wanna Be the Guy warp zone. So 1001 spikes can stick a spike right up its you know where.

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divergence

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I'm liking this one. The music is rad.

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ExplodingTuba

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My questions about the game's difficulty wouldn't matter if were talking about a lesser game, though.

@patrickklepek I'm pretty sure this sentence is missing a word, or contraction. Example: "My questions about the game's difficulty wouldn't matter if (we were, we're, we are, etc.) talking about a lesser game, though." Not trying to be a dick; just trying to help out a fellow duder. Great review though!

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NEONBEAR

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i'm holding out hope that one day this'll be on vita. looks fun.

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Tennmuerti

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Edited By Tennmuerti

Personally I had no issues with the games difficulty, died a ton a a few places. Even got frustrated once or twice. This is however combining my general lack of distaste of all things to do with platforming and the death system in this game where you loose money.

I just don't think this Darksousley approach works in a game where you are very frequently subjected to possibility of instant death by falling (and fuck that shit mechanic in all games btw). I already get annoyed when a game instantly kills me and asks me to replay a bunch of stuff just because of a missed jump or a hazard/enemy knocking me into pit-o-death, adding in loss of gold that you are trying hard to collect and get from secrets is super annoying when it all just goes away on a tougher section.

Something like Rogue Legacy was way more pleasurable for me to play mechanically.

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AssInAss

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Can't wait to see how far this get's in 2014's GOTY discussions.

Along with this, I hope all the staff also get to finish Wolfenstein cause that deserves to be a GOTY contender.

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Zereta

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This review was great but does not read like a 4 star review at all. I read it and all the way was like "This sounds like 5 stars"

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bigmess

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Sick review patrick! If there is a sequel i think jackhammer knight is the only logical course of action.

Also what did you play this on? My 3DS is screaming for more downloads.

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bboymaestro

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Edited By bboymaestro

I love this game, and hope it's the last pixel platformer to come out for a while. Maybe indie devs can figure out a cheap way to tap into the 3D Rare platformers of days past, now.

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Skrams

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Edited By Skrams

@lethargy: Figured this out from watching other people play it earlier today. There's still a few instances where the bags get weird with getting caught on the geometry, but overall it fixes my complaint pretty much completely. Thanks for your help though! I went on to beat the game today. Overall I think I can agree with a 4/5 with Patrick, but I'm holding out hope that the other playable knights patched in later will be super cool and bump this up to a 5 for me.

@jagehtso: They're so dreamy, aren't they?

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megalowho

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Can't get excited for this game despite recognizing it's proficiency. Perhaps I'm officially burnt out on retro 2D action platformers; feeling like a lost 8-bit classic just isn't a pitch that does much for me at this point. Nice that there's always going to be a market for well made old school games like Shovel Knight, but nostalgia in this particular form is such well worn territory that I've grown a bit numb to it all. Hoping Yacht Club's next endeavor is a little more ambitious, they clearly have some chops.

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Lethargy

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@skrams: Try the fishing rod to get bags you can't reach!

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Fitzgerald

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Can't wait to see how far this get's in 2014's GOTY discussions.

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banicabolnica

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Edited By banicabolnica

I would've given it 5 stars but everybody has an opinion I guess. The game looks great, even though I hate 8-16bit games because everybody is making them now... still this game gets a pass from me. :) *thumbs up*

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MooseyMcMan

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Edited By MooseyMcMan

@mooseymcman: I always assumed these 2D pixel games ran on any PC from the last 5 years, but I guess that's not the case. Weird. Might be time for a new laptop? My wife's laptop, purchased for $300 a couple years ago, plays a lot of recent 3D stuff fine, let alone 2D stuff.

Oh, it's definitely been time for a new computer for a while, it's just that it's hard to justify when my current one still runs and I'm not exactly flush with cash.

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superdomino

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Edited By superdomino

I think the difficulty was pretty fair. I died alot on a few bosses but that was just because I didn't look for their attack pattern. That's something I haven't had to do in a looong time. It feels evocative of the mega-man bosses in the exact right way.

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chet_rippo

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Great review Patrick!

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spraynardtatum

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@ripelivejam: That's not a bad way to approach it. Wait a month or so and pick it up when you're ready for something new.

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ripelivejam

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@spraynardtatum: +1 SMB had fantastic controls; i wouldve given up on the game much earlier if it didn't.

not entirely ready to get into shovel knight, mostly cause i can't rationalize it with my current backlog. still looks pretty nice.

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spraynardtatum

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@mrsmiley said:

This game is absolutely challenging, but it's a game where you can figure out what you're doing wrong, and do something different. In SMB, due to the looseness of the controls, it was easy to die without necessarily doing anything "wrong".

You're out of your damn mind if you think Super Meat Boy controls are loose. They're the absolute tightest and most responsive controls in any game ever with no exceptions or equivalents. Take it back.

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BonOrbitz

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Edited By BonOrbitz

Great review for a great game! I've played a bit of it this morning and am jonesing to get outta work, so I can rush home to play some more.

Gamasutra has a very interesting blog about Yacht Club Games' development of the game, how they tried to limit themselves to stay within the confines of what can be done on the NES today, and where they had to break that limitation for logical and artistic reasons. It dives a little into the history of developing for the NES (those huge Mega Man bosses weren't what you thought they were) and it's definitely worth checking out, especially how music was programmed for the system back in the day. My brain still hurts.

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jagehtso

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I just encountered the Baz. Goddammit. 2BFP are everywhere.

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spraynardtatum

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I actually think the game is pretty hard. I've died a ton. The fact that you can go and find all the loot that you dropped can make it both easier and harder depending on where your sacks are floating.

I've played the first two levels and I don't feel like it's a piece of cake or anything. I think there's decent challenge here. Weird.

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Homelessbird

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This game is incredible, personally I'd give it 5/5 stars. The difficulty seems to be Patrick's major gripe, and I definitely think that it might turn hardcore Spelunky fans off, but I think the average gamer will find it plenty challenging. Not to mention there are plenty of ways to make it harder on yourself.

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StingingVelvet

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@mooseymcman: I always assumed these 2D pixel games ran on any PC from the last 5 years, but I guess that's not the case. Weird. Might be time for a new laptop? My wife's laptop, purchased for $300 a couple years ago, plays a lot of recent 3D stuff fine, let alone 2D stuff.

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mrsmiley

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@ravelle said:

If only it would unlock on the Wii U, it's still not listed on the EU eShop.

I bought it on my WiiU late yesterday afternoon... maybe it's regional? I'm in the US.

Anyways, this game is absolutely fantastic. The "secret hat boss" Patrick mentioned was just one surprise in a game that's chock-full of them. Some of them are funny, some are challenging, some are simply bizarre, but they're all welcome. As for the difficulty level, I think Patrick may have played too much 1001 spikes before playing Shovel Knight. Sure, it's not as difficult as that game or Super Meat Boy, but I think that's a good thing. I ended up never beating SMB after dying hundreds (maybe even thousands?) of times on one of the last couple levels. This game is absolutely challenging, but it's a game where you can figure out what you're doing wrong, and do something different. In SMB, due to the looseness of the controls, it was easy to die without necessarily doing anything "wrong". In this game, the controls are so tight that, when you die, you know it's your fault. There is very little "WTF GAME!!" coming from me when I play Shovel Knight, and that is greatly appreciated. This is compared to my time playing DKC: Tropical Freeze, which is filled with "WTF" moments where the game simply breaks.

So yeah, I think it's plenty difficult, it's just not difficult in a cheap or glitchy way. If you are a skilled player that is great at games like this (Mega Man, Castlevania, etc), then you'll get through this easier than someone who is more of a casual platform game player. It's not because the game isn't difficult, it's because you're good enough to the point where a game isn't super difficult until it's REALLY difficult. :) Either way great review! Anyone considering this game should absolutely pick it up!

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Brendan

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Too bad this game is a little too easy, that tends produce boredom in me after a few hours. Still looks neat!

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Sammann31415

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Go buy this game. Don't worry about the difficulty - play it just so you can experience the soundtrack in its natural habitat. For the love of god, the bosses all have their own themes! Virt knocked it out of the park, as did Matsumae.

I do get the need for difficulty, believe me - but I have that in spades with 1001 Spikes and Nuclear Throne at the moment. I'm just playing through this and marveling at the sight and sound of it all.

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softshoes

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I got the achievement that told me I'm halfway thru and so far, I'm really enjoying this one. Patrick's review seems pretty dead on. Also, the art in this game is goddamn phenomenal. I couldn't help myself and I drew a quick doodle in sorta its style =P

Klip Klop
Klip Klop

Bob Ross was a centaur?

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Wolf3

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Thanks for the review Patrick! I always love when you guys take the time to review more obscure games.

I had stuck it on my "wishlist" on GOG since $15 seemed a little pricy when I knew nothing about it, but after reading your review I just bought it. I, and the developers thank you :)

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frymillstrum

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Damn, I just bought Shovel Knight a couple of hours ago and played the first stage and walked through the town. The first level was easy, of course, but to hear that the whole game isn't that challenging is disappointing. Wish I had seen Patricks review beforehand.