Kneel and bow to the malevolent orchestrator of the unforeseen, the Enchantress. You haven’t the slightest hope of defeating her, but you’re welcome to dance together into the abyss!
Hey, Pathfinders! While developing King of Cards, we thought a lot about how to increase the excitement of the game on the map. Shovel Knight: Shovel of Hope started as a game with a map heavily inspired by Mario 3. The map was structured so that players would be encouraged to try out different levels if they were having a hard time with any one in particular. Players would have the flexibility to travel in a specific stage order to get to a bonus, or to travel along a different route to find reprieve in a village more quickly. The map was a way to do some world building, and a means to pepper in some flavorful ideas that couldn’t be communicated in the core set of stages. Through the map, we wanted to reinterpret the Mega Man experience of facing 8 core baddies by selecting them from a menu, and extend the depth of that concept just a little bit. This map structure was also used for Shovel Knight: Plague of Shadows.