Just when you think you’ve seen it all, here comes FIGHT KNIGHT. An indie, naturally, this bouncy, grid-based pummeler ignites the hands, mind, and soul with its unusual aesthetics, unique combat design, and quirky cast of characters. Screenshots don’t do this one justice: do yourself a favor and read on to learn why this pugilist simulator pulls no punches.
Enter, uh, you. A daring knight who’s ventured off, by boat, to uncover the riches and mysteries behind a tower risen out of nowhere. Being a knight, you have a sword, until you reach the shores and find yourself cursed, sword shattering in hand. Worry not, though, because Sir You has really hard, metal gauntlets that are good at fist-to-face’ing. Bang, pow, 1960s Batman sounds, and so on. You’re not alone, though, because the humble denizens of this port are all too happy to assist with abode, bestiary, smithing, potion-making, and odd conversation. This is no epic: expect a light-hearted adventure matched with its airy, gummy movement and combat.
First-person, grid-based movement is the name of the game here. You enter the dungeon from one floor to the next, earning your way to the top one random encounter at a time. Initially, discovering a new floor is about learning the new enemy attack patterns and traits so as not to give up the ghost yourself, but the second half of the experience involves solving the puzzle gimmick on each floor and exploring thoroughly.
Most areas within the dungeon involve the risk of running into a battle while mapping out the area or trying to figure out how to reach a place observed across the way. When invisible ne’er-do-wells impose their hostile will on you, the game changes to an infinitely long, two-square-wide hallway. Yes, you can go backwards or forwards endlessly if you so choose. Three or so enemies will appear in front of you and jockey for the opportunity to bop you. Don’t let this happen! Get those dukes up and dodge, duck, dip, dive, and dodge. At times, the game can feel like a boxing match with all the countering, parrying, and uppercutting. Pretty much every enemy in the game feels distinct from one another and forces you to adapt and learn. A slow, steady, intelligent approach will get you to the end, but frantic and frenetic pummeling will get you pretty far, too.
Expect all manner of goofy foes ranging from hockey players to boardwalkers to gelatinous skeleton golems. Some put up shields, while others hang in the backline and throw fireballs or keep mini baddies coming. FIGHT KNIGHT does an outstanding job of changing up combat and making every floor feel fresh. Combat can be harrowing, though, as dying kicks you back to your previous save at the bottom of the tower back in town. This is especially stressful if there’s that one enemy type you just can’t figure out. Fortunately, building up enough energy allows you to access one of several special abilities accrued over time to basically zero out a couple enemies. Each special ability has unique attributes used for various situations, but the most basic one is effective for most enemies: hitting fast by mashing the attack button. Other abilities can feel like minigames, and missing prompts will waste the potential, so make sure you practice in town before you equip something new.
I love a good hub world, and FIGHT KNIGHT nails that here. Starting small with few inhabitants, our protagonist can find and save all sorts of folks on his excursions into The Tower. This provides a decent sense of progression, but honestly, what I love most about the town is the layout and look. Cozy and establishing a sense of place, I always smiled upon my return, eager to punch my friends to engage in new conversation topics. Yes, you punch them to get a dialogue going. They’re cool with it.
Each floor of the dungeon hosts a different puzzle type, and while I don’t want to spoil them, rest assured that they are both rewarding to figure out and never overstay their welcome. Developers Team Sorcerobe truly mastered the pacing of this game, as even by the end, it felt like the right time—no more, no less than what I wanted.
Aesthetically, FIGHT KNIGHT shines like no other game I can think of, similar to its odd combat system. The visuals can feel low-res and dated if watching from afar, but to play FIGHT KNIGHT and interact with it immerses one in its charms. Everything screams personality, from the town layout to the enemies in each dungeon. I have no doubt the developers love this game, because the details bring out the best in FIGHT KNIGHT’s visuals. The palette appears limited, but this feels purposeful, as it contributes to the unique style as our protagonist’s fists bob about here and there, just walking around. The animations and look demand that players don’t take the game too seriously, but the puzzles and combat say otherwise. In essence, don’t take a loss too seriously; just have fun.
The sound design suits the style, as well. Each dungeon and battle music track keeps traversal and combat animated. Again, cartoony and electric, but the quality demands respect. A significant cut above beeps and boops, FIGHT KNIGHT infuses energy with nostalgic flair combined with the sensibilities of modern video game composition and technology.
A game like FIGHT KNIGHT requires outstanding controls, and I am—for once in a rare while—not sure what to say about the execution here. I think it’s fantastic, but it simultaneously feels clunky and imprecise. Getting hit is a big deal because healing potions are limited. Your health pool can plummet if panic sets in during a grizzly high-stakes battle, and multiple damage sources are flying around soon after conquering the first floor. Yet, FIGHT KNIGHT is forgiving. In countless situations I’ve lost my cool and dodged feverishly only to come out unscathed with corpses at my feet. How? After my 13-hour jaunt, I still can’t say, but I’m certain of this: the game errs on the side of the player. For that, I am thankful, even if I thought I was hit countless times with nary a scratch.
FIGHT KNIGHT is a must-play for anyone seeking a high-quality, unique experience. So much of the game is odd, yet it plants itself in reality with gorgeous aesthetics, competent gameplay, unique mechanics, and level design that makes you feel smart while rarely frustrating. FIGHT KNIGHT is the exact example of why indies are important, because while the next AAA will reiterate the same old gameplay, here we have a title that isn’t afraid to change the way the game is played. And with style.