Shady Knight is a first-person skill-driven melee action game centered around swift swordplay, acrobatic archery, and fluid platforming that seamlessly blends combat and parkour skills into a stylish dance of death full of creative chaos.
Hi everyone,
Here are the most important changes in the latest build:
[h3]Reworked Levels: Warding Flame & Burning Air
[/h3][i]Due to the abnormal difficulty spike. The introduction of fire shields was ridiculously brutal and even misleading as not only Fire can break them![/i]
[list]
[*] Added more hints on how to play with fire.
[*] Tweaked layouts to give more space to fight with enemies.
[*] Adjusted platforming bits to keep the flow.
[*] More options for fire strikes (Fire Pots, Braziers).
[/list]
I hope the new versions are more in line with the previous towers and finally fun to master!
[h3]The Grappling Range for Grappling Points has been increased significantly.
[/h3][i]Moments where you can barely reach the point even in a jump aren't very shady.
I want you to have more opportunities for epic comebacks from a fall or in the midst of action.[/i]
[h3]Other Improvements
[/h3][list]
[*] Improved placement of the hint glyphs for new players.
[*] Reduced the slow-mo effect when taking damage. The old value felt too disruptive, the slow motion is just there to give you a moment to decide what you're going to do when you're vulnerable.
[*] Added a hint to the bonus levels to make the rules clearer.
[*] Added more fall checkpoints in the second half of the game.
[*] Added grappling points to arenas to give a chance of instant redemption.
[*] Hubris' final arena exit platform improved.
[/list]
[i]+ some other tiny things I probably forget to mention.
[/i]
Thank you so much for playing, leaving feedback and for your amazing reviews!
I’ll keep improving the experience.
Yours,
cptnsigh