Yacht Club Games

Category: Shovel Knight

Plague Knight Mobility Tips and Tricks

We talked last time about creating character mobility that featured a learning curve for the player. Now that we have the basics established, we can show you some tips and tricks to master the mobility to get the most out of it.

During development, the basics being fleshed out allowed for us to design and implement more polish and tighter control. If you haven’t yet, be sure to check out part 1 to learn about the Plague Knight character’s core move set, or read the instruction manual to know more about Plague Knight’s campaign.

One thing to remember – these tricks are not required to beat the game! We designed the basic mobility so it was entirely enough to get you through the game without all the bells and whistles. But isn’t mastering mobility fun?

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Plague Knight Mobility Design

Developing the Plague of Shadows expansion to Shovel Knight has been quite the tricky experience for us here at Yacht Club Games. We’ve never had the pleasure of continuously building new content for a complete, existing title before. When we pitched an all new playable boss campaign during the game’s Kickstarter, we were thinking of something small along the lines of Mega Man Powered Up: a simple character swap with a slight mobility change or a new ability between the boss characters. Of course, we wanted it to be fun and exciting…so we decided to go bigger!

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Shovel Knight : Around The World!

Shovel Knight goes international! Now you can play the entire game in English, French, Italian, German, or Spanish! Swap between languages at any time within the Options Menu. Whether you’re playing the game for the first time, picking up a new language, or just trying out a new flavor of the Shovel Knight adventure — we hope you enjoy it! Thanks to the team at Words of Magic for their tireless work in translating the Shovel Knight spirit. Squeezing puns into fixed-width NES font space is no laughing matter!

Version 1.2 is out now on Steam and will be arriving on a platform near you shortly! For more info, check out Update Notes.

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Dance! The Story of a Useless Button!

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!

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Breaking the NES

In case you missed it, this is a reposting of an article we wrote for Gamasutra.  Check out the original here!

Shovel Knight is a game that embraces the look of NES classics, but has some major differences when examined closely. When setting out to develop the game’s aesthetic and play style, we at Yacht Club Games had a few goals in mind. Instead of emulating the NES exactly, we would create a rose-tinted view of an 8-bit game.

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