Despite its frequently blood-drenched appearance, The Count Lucanor is not so much a horror game as it is a dark fairy tale. Like any good protagonist of such a story, Hans sets off from home on his tenth birthday seeking riches and adventure and, as is only natural, soon finds himself deep within a forest. After encountering several moral dilemmas and murderous goats, Hans soon finds himself guided to a decrepit castle by a blue, jester-like kobold and the real adventure begins with a simple offer: Hans can become the sole heir to the throne of the mysterious Count Lucanor and claim his vast inheritance if he can guess the kobold’s name by the end of the night. (more…)
Here it is, the very first set of Knytt Stories stages covered on Indie Overlook! There’s no particular theme here this time around, though I did try to avoid any of especially lengthy stages for this first group in order to better show off the typical Knytt Stories experience from beginning to end (though “The World has changed” was still long enough that I split it into two videos, the second of which can be found on my YouTube channel). I’ll be trying to keep things short this time around so, without further ado, let’s begin today’s list of games with:
So, there have been individual pages for freeware and commercial game articles around here for a while now, but the “Games” tab itself didn’t actually do anything. That has now changed and clicking on “Games” will now take you to a full list of links to every one of the overlooked indie games covered here on Indie Overlook. I’m still playing around with the actual formatting for the page, but for now the games are sorted in alphabetical order with marks to indicate if they are freeware or commercial games as well as if they have any player-created content related to them.
Indie platformers focused on player-created content seem to have suddenly become surprisingly common around here, but the experience this one offers is quite different from that of Below Kryll. Created by Nifflas, whom you may already be familiar with from NightSky, Knytt Underground, or several other games, Knytt Stories offers players the possibility of adventures which can not only range anywhere from being soothingly atmospheric to soul-crushingly difficult, but which are often both of these extremes simultaneously. (more…)
As this is the first set of player-created Below Kryll levels I’ll be covering, I wanted to show off some of my favorite ‘tutorial’ stages. These areas are each designed either to focus upon fully utilizing a single ability or to actively teach you advanced techniques which many of the hardest stages expect you to be familiar with while still being challenging stages in their own right.
Please note that there are some slowdown issues in these videos which I was not able to resolve in time for this recording and the game normally runs at a faster speed. I’ll be looking into ways to fix these issues for future Below Kryll videos and will hopefully have them resolved very soon.
Advanced Moves Boot Camp by Zubit (1w14)
This is the oldest stage of the lot and the only one which is blatantly designed as a tutorial, though it is still entertaining and can be tricky in its own right. It was made before air dashing was implemented into the game, but the two primary techniques it teaches you, extending your jump’s horizontal distance with Death from Above and performing a long jump by lunging off of ectoplasm cubes, are necessary for completing a significant number of stages in the second layer. Even though air dashing can be used to trivialize this stage, many difficult, newer stages combine these techniques with air dashing. The instructor is also set up to give additional tips with more details on how to perform these actions if you get stuck on a particular segment for too long.
Flying Lesson by Mostro (7w9)
Speaking of stages which expect you to utilize air dashing alongside other techniques, here’s one now. Flying Lesson keeps things simple with the focus placed entirely upon covering huge gaps with Mitsu’s ability to temporarily cancel his vertical movement when he hits an enemy in midair. It can take a good number of tries to fully clear this stage, especially if you aren’t used to utilizing this particular technique, but making it to the end of a gap feels immensely satisfying. It’s definitely a difficult stage, but things are nicely balanced out by tying the upper level of Enuras (the giant frogs) to the respawn point and by giving you the option to talk to Mitsu’s master a second time to access a much easier path, though one which does not allow you to collect all of the shurikens.
Dash ‘N’ Slash by Ikami (21e9)
Dash ‘N’ Slash is more of a fully-realized stage than the other two, but it’s one which was made around the time the ability to dash was added to Below Kryll and still serves to this day as one of the best illustrations of how this technique can be utilized. It starts with simple (though rather difficult) jumps in which you need to use the dash to get around a low ceiling or just cover a large amount of space, but the second half throws enemies into the mix. What’s particularly nice about this stage is how it gradually builds up to tying everything together by first making you use the air dash to perform tricky jumps at the top of the stage, then moving on to teaching you how to use the instant-recovery gained from killing enemies to cover large amounts of ground in a short time or to cross gaps where a single dash alone would not suffice, and then finally forcing players to overcome all of these challenges simultaneously if they want the final shuriken.