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,
[b]The final update for 2024 is here!
[/b]
[h1]Practice Arena
[/h1]This is a special level for you to set up a fight with a number of enemies and a weapon of your choice to test your skills in different combat scenarios.
[h2]Usecases[/h2]
[list]
[*] You can spawn a bunch of Headless Knights and practice each weapon on them,
[*] Make a 1v1 duel with a Blessed Lancer to learn his behavior,
[*] Find all the ways to deal with shields and blessed enemies,
[*] Practice your parrying skills with a God Mode ON,
[*] or Air Parrying on our jumpy spider friends,
[*] at last, simply set all to random and just jam on this improvised endless arena!
[/list]
[previewyoutube=j2Ow20kZXL4;full][/previewyoutube]
[h3]Combat Hints[/h3]
In the arena, you can find [b]combat hints[/b] and try them out on enemies right away.
Shady Knight is a game of many hidden contextual moves so there are always different missing bits that may be useful for different players.
[h2]Available Options:[/h2]
[h3]Enemies[/h3]
[list]
[*] [b]Type (an enemy type to spawn)[/b]: Headless, Spider, Deadman, Archer, Lancer, Heavy or RANDOM
[*] [b]Count (max number of active infinite spawners)[/b]: up to 5 enemies
[*] [b]Blessed[/b]: No, Yes, RANDOM (spawn a regular or a blessed version of the type)
[*] [b]Shielded[/b]: No Shield, Fire, Stun, RANDOM
[/list]
[h3]Player
[/h3][list]
[*] [b]Start With (weapon)[/b]: No Weapon, Sword, Bow, Spear and the last bonus weapon
[*] [b]God Mode[/b]: Off, On (you still can take damage but you can't die, you will see if the damage was lethal)
[/list]
[img]{STEAM_CLAN_IMAGE}/37562106/e6cc6b5f714554faa5c0e711877c2090304e12c7.gif[/img]
[h1]Style Maps[/h1]
Learning new skills and contextual moves by experimenting with your controls under pressure has always been part of the Shady Knight experience. This also means that some moves that can make your path much more controlled can be overlooked until very late in even harder levels.
To open the door a bit to how even the simplest action like jumping can change your approach to combat, there are [b]four new special practice maps[/b] that cover the main style points for two base actions and two weapons:
[img]{STEAM_CLAN_IMAGE}/37562106/30996c60c99ff228d6ad8b05276da123a2029e20.jpg[/img]
[list]
[*] [b]Jump Style[/b] explains Object/Head Boosting, Jump Slam, etc.
[*] [b]Slide Style[/b] features Slide Bash, Slide Slam, etc.
[*] [b]Sword Style[/b] to learn Ground Pound and one of my absolute favorite fated strikes, the Areal Slash
[*] [b]Bow Style[/b] players of the old demo may remember a move called Rapid Fire, its variation is still in the game ;)[/list]
Let me know if you like them and if these maps teach you something new!
For many years, my New Year's resolution has been to finally release the game,
so I guess I'll have to get creative this time.
As always, thank you so much for playing <3
If you enjoy my game, please don't forget to leave a review, this helps a lot to keep supporting it!
I'll be back next year with more shady updates, Happy Holidays!
Yours,
cptnsigh