Review killerstar 4/5 · Mar 21, 2026
Most games that aim at reproducing older older generation visuals and design tend to coast heavily on nostalgia. While Shovel Knight clearly borrows heavily from games of old, it holds up on its own merits as a great and enjoyable game.
The main hook of the game is the pogo. You press down as you jump and point your shovel …
Most games that aim at reproducing older older generation visuals and design tend to coast heavily on nostalgia. While Shovel Knight clearly borrows heavily from games of old, it holds up on its own merits as a great and enjoyable game.
The main hook of the game is the pogo. You press down as you jump and point your shovel downward, damaging enemies and destroying vulnerable platforms. It's very satisfying and I love how it's used effectively both in platforming and combat challenges. The fact that you don't need to time a downward attack to pogo, like in that other
You gain optional abilities as you progress, but they are never required to follow the critical path. Even some of the side content that is clearly designed with particular movesets in mind can sometimes be solved with different ones. I mostly used the dash, the fireball and the i-frames abilities, though, with the others being either extremely situational or not used at all.
The pacing is good. Each level is the perfect length and having to go back to town to buy upgrades and return found items creates a nice space inbetween challenges. Areas are unique-looking and feature particular hooks, like slippery platforms or bouncing laval. The small extra bonus areas shake things up too even more, so the game never gets repetitive.
My biggest gripe is that with a fully-upgraded healthbar the only real challenge is the instant-kill bottomless pits and spikes, which are very frustrating and make getting back your dropped currency impossible more often than not. Being so all-or nothing, the more unforgiving sections were very hard to practice, so, in the final levels I spent most of my time going from the checkpoint to particularly challenging sections. This was compounded by frequent use of timing-based platforming, which meant that most of that time was spent just waiting for platforms to align so I could make progress.
I might play the other campaigns after a while. I'm curious w
(This isn’t even close to the weirdest theory of what Shovel Knight looks like without the helmet...)
Shovel knight immediately pleases me with it's main menu in retro glory in default high res. The game is yet again solid proof of how good a low res game will look unfiltered in high resolution. The palette is interesting and seems to have a lot of variety but the best thing is in the shading. Backgrounds and even UI …
A lot of time was spent. (It's worth playing just for the 'look at' factor alone) The game also has a nice element: out of the box settings for a game pad that just make sense, however I only wish it had also added secondary binds in some way for jump and attack (i made them R1 and R2) like other default binds. Not a big deal. (after a while i wasn't using my shoulder buttons anyway) Also, it's worth noting that this is unfortunately another example of a game that requires TVgamelauncher to prevent the screensaver in win10 (it's always retro games like this, Downwell, Another Star and SNES9x! aka anything not made in unity?)