Description

So I released my game few days ago and decided to make this promotional giveaway. Spread the word and good luck, everyone!

PS: don't mind that keys are marked as beta, they were generated long ago before the release but give access to the full game now.

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4 years ago
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Good luck!

4 years ago
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congratz on your game!

4 years ago
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tnx!

4 years ago
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Thank you for this chance :)

4 years ago
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Good luck :)

4 years ago
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Congrats on your new game and thanks for sharing it :)

4 years ago
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Thanks and good luck :)

4 years ago
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Thanks, Wolod1402

4 years ago
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You're welcome, LeLobster

4 years ago
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congrats on your game and good luck with it! Thanks for the giveaway :)

4 years ago
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Good luck to you as well :)

4 years ago
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Thanks!

4 years ago
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Good luck!

4 years ago
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спасибо!

4 years ago
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удачи!

4 years ago
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Looks awesome. I can't buy it right now, so it's going on the wishlist. :D

4 years ago
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Thanks a lot and best of luck in this giveaway!

4 years ago
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this looks awesome, wishlisted the game
may I ask what engine is it and how long did it take you to make it? were you a solo dev?
thanks for the chance at this, I really like it

4 years ago
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Thank you very much and good luck in the giveaway!

These are very good questions.

I used Construct 2.

Knightin'+ started as a Pixel Day 2018 (https://www.newgrounds.com/collection/pixelday2018) submission. That jam entry, called simply Knightin', won the 1st place in January 2018 (https://www.newgrounds.com/bbs/topic/1429487). I received a lot of positive feedback and decided to forge it into a full game. So, a little bit more than one year later, in July 2019 I'm proud to present the final version of Knightin'+!

Yes, I'm a solo dev. But what work wasn't done by me?

Music. In fact there was music done by me, but then Norwegian composer Håkon Dale contacted me on Facebook and offered his help. Since his music was much better than mine I accepted his offer with no hesitation.

Boss portraits. After you kill a boss a short cutscene begins where you can see his portrait at the end. I drew all of them but then my girlfriend (she is an artist too) told that she can improve them. So she tweaked my sprites.

Translation. I know only 3 languages Ukrainian, English and Russian. All other localizations were made by volunteers or freelancers. All of them contacted me after playing the demo.

Anyway I mentioned everyone involved in the in-game credits.

4 years ago
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Your well answered reply made me interested in this game. You want to give credit where credit is due and you seem genuinely passionate about the project.

4 years ago
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Glad that managed to catch your attention. I spent almost a year and a half working on this project.

4 years ago
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Thanks, W!

4 years ago
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Good luck!

4 years ago
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First let me say that I really love Zelda type games. I've played Knightin on Itch.io and enjoyed the time I played it. From what I've seen of you I know you love this project and it shows. I also know you enjoy communicating with the people who play your game. I hope you always keep the passion and communication in whatever you do moving forward. I wish you all the best at this projects and any new ones you start or join. Thanks so much for giving me a chance to win Knightin+.

I had a couple questions if you don't mind me asking. I wanted to know differences between the two versions as far as completion time. How many areas and bosses? And are you planning on adding to the game?

4 years ago*
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Thank you for the kind words! I'll keep trying to do my best.
First version is a jam entry I made more than a year ago. It was like 10-15 minutes long. First playthrough of Knightin'+ lasts around 6 hours on average. There are 4 dungeons each with it's unique set of enemies and traps. Each dungeon has its own boss of course. I don't plan any major addons (like new dungeons) at the moment. But it may change. I won't promise anything for now.

4 years ago
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Thank you for the game :)

4 years ago
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gracias

4 years ago
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buena suerte

4 years ago
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Already own it, great game, highly recommended.
Try the no death and speedrun cheevs if you dare.

4 years ago
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Thanks for playing!

4 years ago
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Hey, I tried playing the prequel to this (the flash version on Newgrounds), and I think I used my keys in the "wrong" order because I'm stuck on the second floor. On the upper right is a 4x3 group of switches, and on the upper-left are some purple pillars preventing my progress. In the bottom-center is another path north, but it's blocked by a locked door, and I used the last of my keys to go to the upper-right. However, even though I figured out what to do with the switches to get past the pillars on the upper-right, I didn't get another key from any of those chests, and the pillars on the upper-left are still up. I got all the chests on the first floor as well, and I even bought the key from the shop (it's still gone when I go to the second floor), but I can't progress because I didn't open the lock on the bottom-center room first.

For more general feedback on the two floors I was able to play: your "puzzles" aren't puzzles; they're arbitrary riddles. A good puzzle should never have the challenge be in figuring out what the rules of the puzzle are in the first place, but in how the player works within those rules to reach the goal. For example, look at Toki Tori 1 (specifically because it's also on Steam): you're told exactly what you need to do (collect the eggs), and you're told everything you need to know in order to do it (what all of your items do), but the challenge comes in how you need to approach the puzzle; it comes in where you need to use each item and in which order. It still manages to be challenging even though you have all the information you need to solve the puzzle from the start. In your game, the entirety of the "challenge" those light-switches present is that the player has to figure out that the circles on the floor of the rooms represent which switches need to be lighted. Even though those circle tiles are crucial in getting past those switches, the game can't even hint that that's what they're for because then there would be no "puzzle"; instead, you have to mask their connection and force the player to make the connection via trial and error because maybe the solution is represented by a pattern on the ground and maybe the layout of the switches represents the floor's map, and that's bad design. Does that make sense?

4 years ago
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You're talking about a more than a year old game jam entry. These complaints are irrelevant in the new version demo of which is on Newgrounds frontpage now. Try to compare them. Hints required to solve the riddles are completely redesigned in Knightin'+. They even blink now so you won't miss them on accident. Level design has changed too.

4 years ago
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Okay, I admit I didn't run into the issue in my first paragraph and successfully made it to the end of the Knightin'+ demo, but

Hints required to solve the riddles

You're missing the point of the second paragraph. The fundamental issue I have with that riddle is unchanged in the demo for Knightin'+; by making the pattern more obvious, all you did was turn the arbitrary riddle into a dull switch-hunt. Like I said before, there is no puzzle since all the player is doing is wandering around the floor looking for which rooms have the tiles in them, then regurgitating the pattern in the switch room. You're not solving anything; you're just finding the answer. Once again, the biggest hurdle in "solving" the riddle is stumbling into what the rules are in the first place, in guessing that the switches and the tiles have a connection at all, and that's not good puzzle design. Good puzzles shouldn't "require" hints; they should tell the player exactly what the connection between the mechanics and the puzzle are (which actions trigger which outcomes, etc.), and leave the mystery as how the player needs to use said mechanics to trigger the desired outcome.

If Toki Tori 1 is too not-free to be a good example, look at the various free Flash Sokoban clones: the mechanics and goal are told to you outright and are always the same (move the boxes onto the icons), but the challenge comes in with the more complex level design; it makes you stop and think about how to solve each successive level even though nothing new is introduced. I guess what I'm trying to say is "don't think of puzzles like riddles, think of them like levels." Is that relevant enough for you?

4 years ago
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It looks really cool! It's nice to see such nice games being given away by the dev it-self. Keep-up the good work!

4 years ago
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Thanks a lot!

4 years ago
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Haha this was actually on my steam queue last night or this morning, and I wishlisted it when I saw it

4 years ago
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Do you have two Steam profiles?
https://steamcommunity.com/id/muztdiestudios

4 years ago
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Yes, I use this one only for gaming and that one (https://steamcommunity.com/id/muztdiestudios) for development purposes.

4 years ago
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I usually insta-hide all the 50+ copies GAs, but this one seems actually decent. The art style is consistent and it just looks neat. I guess that's the difference between a mass giveaway from the actual creator as compared to an 'influencer'.

Anyway, congratulations on the release of your game and good luck on the sales :)

4 years ago
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Thank you very much! I wish you best of luck in this giveaway :)

4 years ago
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Thanks!

4 years ago
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You're welcome!

4 years ago
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Wow, just threw this on my wishlist earlier! Congrats on the launch!

4 years ago
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Thanks!

4 years ago
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Thanks!

4 years ago
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Good luck!

4 years ago
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Thank you.

4 years ago
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Good luck.

4 years ago
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Diggin' the whole feel of it, will definitely be keeping my eye out & letting my friend know bout this one. Good luck with launch. :)

4 years ago
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Thanks a lot :)

4 years ago
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Thanks 😉

4 years ago
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Good luck ;)

4 years ago
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this looks really good.. i dig the old-school zelda feel. wishlisted.

4 years ago
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Thanks a lot and good luck!

4 years ago
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