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Part of this incentive to speed up is further tied to your gem meter, which fills a little with each defeated foe and starts steadily decreasing right away. Open spaces are closing up, potential chains of foes are separating, and you’re continually being prodded to act now or miss your chance. This means that there’s a little bit of breathing room for you to pause and survey the board while plotting out your next moves, but there’s still a lot of pressure on you because the state of the board is changing even as you’re studying it. However, even if you don’t move at all, blocks will still fall at a slower, albeit unceasing, pace. Rather like a Mystery Dungeon game, every falling block will move down one cell every time you take a step or hit an enemy.

Things are made even more interesting by the fact that there are two speeds at which blocks will fall. On a purely foundational basis, then, this feels very much like the Tetrises and Lumineses that you’ve played before, but the real meat of the game comes in the details. Levels present you with an 8x8 grid that slowly fills with enemies and hazards clear out enough of them will unlock a gateway to the next level and the cycle repeats.
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To do so you’re expected to overcome a series of progressively more difficult levels, each themed after the iconic stages from the original release and some new locales that feel like they fit perfectly within the aesthetic. Shovel Knight’s task is thus to figure out a way to solve the mysteries of the pocket dungeon and figure out some way to escape with the aid of both his friends and his foes.
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Nearly as soon as he interacts with it, suddenly finds himself being sucked into a pocket dimension within the cube that houses all the knights and characters from the previous games, plus a few interesting newcomers that hint at where the series may go next. Shovel Knight can destroy contiguous blocks of a kind by running into them with his shovel, and in the case of some enemies, gradually reducing a small health bar to zero.Pocket Dungeon follows a relatively simple narrative wherein the titular knight discovers a magical puzzle cube while out and about. Blocks only advance by one grid square each time the player moves Shovel Knight, but a bar at the bottom of the screen encourages player momentum, running out as soon as the player becomes inactive. Each block is also a thing you would find in a dungeon, be it an enemy, a type of terrain or a potion. From there, Pocket Dungeon adds dungeon crawling and combat mechanics that add up to something a bit more contemporary.īlocks falling into the game area, unlike Tetris’s tetrominoes, are only a single grid-square in size.

The basis for Pocket Dungeon is the template first set by Tetris back in the gaming stone age-gameplay takes place on a rectangular grid, into which blocks are falling from the top of the screen. Since then, Yacht Club has announced two new, separate games, both still in the Shovel Knight universe: the Spelunky-like Shovel Knight Dig, in August 2019, and the just-announced Shovel Knight Pocket Dungeon, a puzzle game spin-off. This wasn’t due to the original game being unfinished or lacking in features, as is the impetus for many updates added after the fact to AAA games, but because Yacht Club continued to implement four unique story campaigns into the original game client, each one starring a new character (in addition to a stand-alone fighting game mode), at no additional cost to those who already owned it.
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In December of 2019, Yacht Club Games’ indie hit Shovel Knight was completed, a full five years after its initial release. You Are Reading : Shovel Knight Pocket Dungeon Announced (And It Looks Like Tetris) Shovel Knight Pocket Dungeon is yet another new game in the series, this time with blocks falling in Tetris fashion.

Shovel Knight Pocket Dungeon Announced (And It Looks Like Tetris)
