For some reason, I forgot to post this cartridge when it was originally made during the 2018 Demake Jam. Well, here it is now! This is the minified version, but the .p8 source is available on the itch.io page: https://krajzeg.itch.io/low-knight.
The game is a demake of and a homage to Hollow Knight. It was made in 6 days, so it's kind of rough around the edges, and the difficulty level is over the top. It is what it is, though, and still happy with how well it holds up given its development time :)
I can't believe this, haha. I've been working on a demake of Hollow Knight on and off for a while now too, and I've been beaten to the punch. It's great to see someone else's take on it! Really good work. Now, I'm just a ripoff of a ripoff! :(
But really, I think you've done a fantastic job here, and I hope to see some more soon!
Awesome game! I'm a big fan of the original and really enjoyed this, but I had to hack it a bit to make it more enjoyable :)
Absolutely understandable that the balance is on the tougher side because of the short development time. Still, an incredible achievement in my opinion, to get in everything like those nice graphics, AI and atmosphere.
These are the modifications I made, to make it in my opinion even closer to the original:
- Bigger nail hitbox
- Smaller spike hitbox
- Slower falling speed
- Put the OST on the backround (Bandcamp)
Download the unminified cart from the itch.io-link above, find and edit the values that are initialized for the "hitbox" of the "spikes" object (I decreased by 2 from both directions), and similarily the "basebox" for "slash" (I increased by 5 in all directions). The falling speed can be tweaked by changing "self.vel.y", e.g. in the "speed limits" part.
And don't forget the soundtrack ;)
I gotta say though, after playing through it twice with different modifications, i kinda got gud at the game and was able to get all the charms and to the bossfight in the original version too, without too much difficulty. (Then I paused and disconnected my controller. After resuming, P8 didn't recognise the controller input anymore so I gave up:D Stuff like the downwards strike were so much easier for me with the controller.) So I can imagine that for some, the precise hitboxes may be a welcome challenge rather than too frustrating. And I'm sure the changes I originally made weren't perfect by any means either.
@noppa No problem, just mark it clearly in the name and on the title screen as a modified version.
The original version is definitely possible to finish, but it is very unforgiving - though I think it's really more to do with the overall speed (that includes the heavy gravity) than the hitboxes. There is also so much less space on PICO-8 that everything is on top of everything, giving you very little time to react.
I tried minifying for a bit, but couldn't get a working cart out with any tool yet. Since the changes are so minor, not like a proper mod, I feel I'm going to have to move the learning to use minifying/compression-tools for later.
Funny thing too, I now realized that I never actually really changed the falling speed :D I was wrong about editing the self.vel.y in the speed limit part, just managed to make the fall a bit choppy there. Instead, there is a place where the "weight" attribute is checked against the velocity, and setting that maximum lower reduces the fall properly.
Also, I realized that my previously increasing the nail hitbox from 3 to 8 was a bit ridiculous, for me something like 5 works well. I think the original 3 would be otherwise better, but it's nice to have a bit more diagonal reach, and with a bigger box enemies between the player and the nail also get hit (like @krajzeg said, due to the Pico-8 screen space the enemies pile up pretty easily).
I still like the spikes having a bit of leeway, but not saying it's objectively better:)
Thanks again for making and publishing the game, had a lot of fun playing it as well as messing around with it!
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