We’re hot off the heels of Specter of Torment with even more excitement to share! We even have a special surprise in store so let’s hop to it!
Hey there Specteracular artists!
It’s been a little over a week since our art contest wrapped up, and we had to critique over 500 entries! We were blown away by the quality, creativity, and variety of all the artwork…even the art mediums were diverse! We received entries ranging from digital renditions of scenes from Specter of Torment to 3D character models, game mods, clay figurines, paintings, and even a cake!
It was a really difficult decision for the team considering all of the amazing entries we had, but we finally have the winners of our Specter of Torment Art contest! Warning! Spoilers ahead for all things Specter of Torment! Proceed with caution if you haven’t yet played the latest Shovel Knight adventure!
Happy New Year, to all knights everywhere! Today we have incredibly exciting news that we can’t wait to share! That we couldn’t believe we would ever be sharing!
The Shovel Knight amiibo is now available in stores across North America and Europe!
Many fans of Yacht Club Games have noticed a weird trend in the games we’ve worked on: we almost always add an action, assigned to a specific button, that has little or no purpose for either the gameplay or the story. Initially, this may seem to fly in the face of our design sensibilities which favor simple gameplay and mechanics. Why would anyone design a mechanic that doesn’t benefit gameplay and instead adds another potentially confusing action. “Games should be simple! One action! Like jumping in Mario! Why would anyone decide to do something so dumb?!” Today we’re going to try and explain why we add useless actions to games, and explain some of the weird and fun things we’ve done in the past. This quirk might not fit every game, but it’s definitely a unique re-occurring element to us that adds a little bit of flavor!