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Good Night, Knight
Description
Become the one and only - extremely honorable, brave and … a little bit sleepy Knight of the Holy Divers. The ancient evil has been banished, the princess rescued and the Knight retires - but something is wrong. You awake falling to your death - probably - from the top of the mysterious underworld...
Become the one and only - extremely honorable, brave and … a little bit sleepy Knight of the Holy Divers. The ancient evil has been banished, the princess rescued and the Knight retires - but something is wrong. You awake falling to your death - probably - from the top of the mysterious underworld spire. Regain your memories and save the world - most likely - again. Go forth Holy Diver it’s - definitely - all up to you.
Good Night, Knight is a humorous twist on stories you likely already know from fantasy books and games, set in a pixel medieval world. With a range of unique and peculiar knights, creatures and many different story events Good Night, Knight offers a truly unusual experience.
This charming 16-bit sneak-and-slash adventure is a mechanically-deep dungeon crawler featuring robust stealth, stamina management, a dynamic field-of-view system, versatile items, resource management, and much more to discover!
KEY FEATURES
Strategic heavy-hitting combat: Skill, timing, and good positioning are key to your survival.
Robust stealth elements: Sneak, peek around corners, with the help of the dynamic field-of-view system and learn where enemies are patrolling to catch them off-guard. Or hack-and-slash your way through them all!
Procedurally generated dungeons: Randomly generated areas and a mix of hand-made puzzles make each campaign unique and interesting.
Huge amounts of loot to find and equip: Mix and match gear, potions, and curses to find your preferred playstyle.
Risk/Reward management: Choose between retreating to rest or venturing onwards for extra rewards.
Extra challenges: Enable many different extra challenge modifiers for even more rewards, but don't get too greedy!
Prepare yourself for battle: Food, ingredients, and provisions help you stay in top shape during battles. Gather resources during combat, and manage how much to spend during preparations.
No permadeath: Progress is saved while advancing through the campaign. And just like real life, death can still be very costly.
Optional Ironman mode: In this game mode, if you die, everything is lost! Only for the toughest Knights!
And as a pegged legged thief at that.
I was going to say its methodical often reactionary gameplay is closer to Souls, but those games generally had speed with its momentum.
Here, you move like a snail, compounded with the sneaking they encourage you to do. Both as a mechanic and that attacking a group is not a good idea.
Your most useful attack for a good deal of the game is.... throwing a pot as with that you at least have some control and it deals decent damage compared to your toothpick. Plus you don't have to wait forever for them to attack.
I am also not a fan of how it limits your vision. I understand its very inline with the sneaking, but its just not good being surprised by things right next to you. I've ran into traps when moving forward. And not like hidden traps, but things that are bigger than my avatar on screen when they are revealed.
You definitely can get used to the controls. but it never feels great and fighting groups remains tricky but something you keep needing to do.
"Good Night Knight" (GNK) looks like SNES Zelda but plays like a procedurally generated blend of it and Merry Gear Solid : Secret Santa.
The gameplay loop is satisfying. Pick one of several biomes to delve into and go through series of enemy filled rooms with elevators every nine or ten rooms. You can take the enemies out in combat or sneak up on them and silently eliminate them one by one. Or just stealthily weave your way to the exit.
Your abilities are tied to what gear you carry. Gear is found in the dungeons at set points or crafted in the safe area if you've managed to magically "Fulton Extract" the specific prerequisite enemy types. Each piece has an Awkwardness Rating that goes down as you use it. You're capped to a limited amount of Awkwardness, but you can lower the rating down to zero for each piece of equipment by sinking XP into it. XP is earned by taking out enemies, and each enemy taken out gives a small compounding boost to the XP future ones drop... which resets when you pull back to the safe area. That safe area is the only way to recover your HP or re-equip consumables, though, so you'll have to return regularly.
So, isolated room clearing action that frequently descends into chaos as you get spotted and your stealth plans go out the window. Push your luck mechanics abound, between deciding when to attempt a monster kidnapping and when to retreat for health or push through for XP. Having all the biomes unlocked by the end of the tutorial means that if things get stale you can move around to a different environment for higher XP / more monster components.
I liked it! You keep components and a fraction of your XP if you die, so even failure runs didn't feel too bad, but there's a constant progress drip as you unlock elevators closer to biome bosses or get new pieces of gear, of which there are dozens. The end game plays nothing like the beginning because of all the new skills and abilities you've internalized by that point.
One big problem though. As of the waining days of 2025, there's no ending to the game. You can beat all the floor bosses, but that's it. The game just keeps going, NPCs cycling worn out lines, after you've beaten everything and unlocked all the equipment. There is a release plan the team put out in 2021 that has uncompleted "before year end" items on it. Per the other major game distributor the team hasn't posted any updates in about four years, and that seems about right from some other 'net scrounging. This is almost certainly a dead project.
It's a shame, because there's enough here that a few extra lines of dialog, an explanation of what actually happened during the mysterious beginning, and a brief epilogue would wrap the whole experience up into a nice, high-four-maybe-five-star game. If you play it, expect something in the 6-12 hour range depending on skill, and be prepared to just walk away once you've hit an arbitrary goal. Unlocking all equipment and killing every boss is a decent place to call it.
I have been looking forward to playing this game for quite a while, but once I had the chance to play it I couldn't help feeling disappointed. I honestly don't know what this game is trying to accomplish. It has an aesthetic similar to Link To The Past, but it plays nothing like that game. It did nothing to pull me into the gameplay, and the controls felt very clunky and unintuitive. For some bizarre reason the menu screen makes you use the analogue stick to configure the options, which made for a really bad first impression (it's hard to explain what I mean by that, but trust me ... it's just bad). Feel free to pick this up on a sale and have a go at it, but I ended up deleting the game from my library after only a few minutes of gameplay.
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Last 30 daysLast 90 daysLast 6 monthsWheneverAfter releaseDuring Early Access
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