Knights in Tight Spaces

Knights in Tight Spaces

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Uncle Milk Oct 20, 2024 @ 5:10pm
My general review
Overall I think the game has a lot of heart and a lot of potential, with a few minor things that I think could use tweaking or adjusting in the future. The foundation is solid, the combat makes you think strategically about your next move, and it's really rewarding to put the pieces together to get enemies to attack each other or to send them off of ledges. On the more negative side, I think that there are a few gameplay mechanics and UI functions that could be improved upon. First off, to address the UI, when selecting a card it would make more sense to double click or drag to play it. This is to segue to my next point, there should be tool tips when you hover over icons or specific wording to either remind you of definitions, or give you an idea of what a card's effects are. This way even if you put the game down for a while and come back after a hiatus, you'll be able to get a grasp on your abilities much easier. On top of that, the reward system could use some tweaks, unless the devs plan on adding that into the difficulty settings before a game. Gold shouldn't be locked behind challenges. You should be rewarded with gold, even in smaller amounts, for completing levels. This way there is still some solid progression, you can heal up or upgrade at a steady pace even if you aren't a master tactician and grinding out challenges in a level. It sucks when you get put in a bad spot in a level and you have to choose between 60 gold, or half the party's health that you'll have to spend the money replenishing later anyway. Or, make it a part of the difficulty settings that can be changed for the more casual players to toggle on or off. Ultimately, the game itself has a lot of potential, the art is fantastic, the camera could use a bit of polishing (zoom in/out, better tracking for combat animations), but the gameplay elements and the tactile gameplay make for a really enjoyable experience. I'm sure with time and additions there'll be a lot of new items, encounters, enemies, classes, cards etc that will keep things fresh and replayable and I could see myself playing the game over to see the alternative endings and the different builds that can arise.
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Showing 1-4 of 4 comments
Arc Oct 20, 2024 @ 6:40pm 
wall of text
you can start new lines to seperate your thougts
the sound design is terrible as are the animations and as such literally nothing was at all satisfying
MarielaRF  [developer] Oct 21, 2024 @ 1:32am 
Originally posted by Springville Illihio:
Overall I think the game has a lot of heart and a lot of potential, with a few minor things that I think could use tweaking or adjusting in the future. The foundation is solid, the combat makes you think strategically about your next move, and it's really rewarding to put the pieces together to get enemies to attack each other or to send them off of ledges. On the more negative side, I think that there are a few gameplay mechanics and UI functions that could be improved upon. First off, to address the UI, when selecting a card it would make more sense to double click or drag to play it. This is to segue to my next point, there should be tool tips when you hover over icons or specific wording to either remind you of definitions, or give you an idea of what a card's effects are. This way even if you put the game down for a while and come back after a hiatus, you'll be able to get a grasp on your abilities much easier. On top of that, the reward system could use some tweaks, unless the devs plan on adding that into the difficulty settings before a game. Gold shouldn't be locked behind challenges. You should be rewarded with gold, even in smaller amounts, for completing levels. This way there is still some solid progression, you can heal up or upgrade at a steady pace even if you aren't a master tactician and grinding out challenges in a level. It sucks when you get put in a bad spot in a level and you have to choose between 60 gold, or half the party's health that you'll have to spend the money replenishing later anyway. Or, make it a part of the difficulty settings that can be changed for the more casual players to toggle on or off. Ultimately, the game itself has a lot of potential, the art is fantastic, the camera could use a bit of polishing (zoom in/out, better tracking for combat animations), but the gameplay elements and the tactile gameplay make for a really enjoyable experience. I'm sure with time and additions there'll be a lot of new items, encounters, enemies, classes, cards etc that will keep things fresh and replayable and I could see myself playing the game over to see the alternative endings and the different builds that can arise.

Thank you so much for sharing your thoughts and for so many great points! :) Happy that you enjoyed our demo.
Discotooth™ Oct 26, 2024 @ 3:26am 
I reccomend you try out "Fights in Tight Spaces" OP and see what this team is heading for, as they made a stunning first game.

My only advice really is more like that
TheUrbanEnigma Nov 2, 2024 @ 2:42pm 
I disagree on the challenges, but only for a specific reason. I like the challenges and reward system, but I take issue with how RNG dependent a lot of the fights turn out to be. How do you expect me to knock 2 enemies out the ring when I start adjacent to the door and I only have 1 kick in the deck,or I spawn against the opposite wall? Block 2 enemies from spawning? They spawned 4 tiles away each time and I have a maximum of 3 movement in hand, and that's IF the enemies line up in a way I can slalom my way over there. Save the villagers? I'm bottlenecked in the bottom of the map from the get go, blocked off by enemies, allies, AND NPCs. Dropped both my guys in a line between 2 banshees and didn't even get a movement in hand? Get f'd.

I love SO MUCH of this game, but especially after trying to play on Hardy I feel like the RNG of spawning is just a kick in the d*ck a lot of the time.
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Date Posted: Oct 20, 2024 @ 5:10pm
Posts: 4