Good Night, Knight

Good Night, Knight
N/A
Metacritic
80
Steam
53.25
xDR
Our rating is calculated based on the reviews and popularity of the game.
Price
$14.99
Release date
16 February 2021
Developers
Publishers
Steam reviews score
Total
80 (36 votes)

A dynamic hack-and-slash adventure that mixes procedural generation with hand-made scenarios and a darkly humorous story. Featuring heavy-hitting deliberate combat, robust stealth mechanics, threatening enemies with unique movesets and a vast array of game-changing items to discover.

Show detailed description

Good Night, Knight system requirements

Minimum:

  • OS: Vista, Win 7, Win 8, Win 10 (64-bit)
  • Processor: 64-bit processor, Intel Core i3-4130 3.40 GHz / AMD Phenom II X4 965, 3.4 GHz
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce GTX 560 / AMD Radeon HD 6950 DirectX: Version 11
  • Storage: 1 GB available space
  • Sound Card: DirectX compatible sound card

Recommended:

Recommended requirements are not yet specified.
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Reviews
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Shoco
Shoco

Game is total abandonware. Most of the mechanics are an unpolished mess. Enemy design focuses more around frustrating the player than actively being engaging. A majority of the 'upgrades' you acquire are niche to the point of being filler or components one would argue should be base kit. The majority of the usable 'items' you get are effectively worthless in a just about any scenario on top of that. In short the game is designed around you being a stealth / combat generalist with pitiable tools in the combat department and stealth being a boring, slow process that will only speed up your death by way of lacking combat experience. But why fight when your sword has less range than the arms of a zombie or most other foes? Either way don't waste your money.

Mr. Delightful
Mr. Delightful

I like Good Night Knight.
I Recorded My Progress with Relevant Commentary
Please watch if you prefer a more Audio / Visual experience, I do try to make it fun and enjoyable: https://youtu.be/-nBs3Q8Lq5A
Good Night Knight is an Indie, Twin Stick Action RogueLike / Roguelite RPG Dungeon Crawler with Pixel Graphics and Procedural Generation. It is good.

Legend of Zelda: A Link to the Past + Procedural Generation? Kinda! But Tougher!

Think of the dungeons of Legend of Zelda: A Link to the Past, with Procedural Generation of the dungeons, an interesting and bold use of lighting and fog of war, and a stealth system that encourages backstabbing, if that is your style.
I personally prefer to run in and cut em down, but to each their own.

Unlike Legend of Zelda: A Link to the Past, I have yet to see hearts drop from containers and defeated monsters, making the dungeons far more dangerous here than in that legendary influence.
Good Night Knight is tough!

You Have No Eyes In The Back Of Your Head Hero!

The use of Lighting is interesting, as Good Night Knight remembers that you don’t have eyes in the back of your head, and your character cannot see anywhere they are not looking, and certainly not directly behind them!

Your character sees in a 180 degree arc in front of them, and sight is blocked by obstacles like dungeon walls, pillars, and corners, encouraging the player to play attention to where the monsters last were, and where they could possibly be, as they make their way towards you.
Pay special attention to the objects they disturb on their path towards you, as they can be a vital clue to avoid getting got!

Beyond the excellent and innovative use of Fog of War and visibility, Good Night Knight has a stamina system, that feeds the attacks, sprints, and dashes of your knight, and intelligent use of your stamina is vital to avoid taking damage, which is difficult to heal absent an elevator back to base to rest up with a meal.

I like Good Night Knight, but I do have some Suggestions / Critiques for the game.
Let me know if anyone thinks I’m off base with any of this, or if you think I missed anything.
Good Night Knight Suggestions / Critiques:

1. Game Needs Different Sliders for Music and Combat.

The loud music drowns out the very faint weapon connection and use sounds, which sound very weak in comparison.

2. Drops Disappear, and it Makes Players Feel Cheated. :(

The ones you need for the upgrades in order to increase the abilities for most players to be able to handle a boss, drop rarely. Making it so drops don’t disappear would help address this, and reduce potential player frustration.

3. Stamina Bar, Come Out And Play! 🎶

Good Night Knight would really benefit for a more centrally located stamina bar, like how Rogue Heroes: Ruins of Tasos presented stamina as a little pie chart right over the character, which prevents the divided attention resulting from the constant looking up problem that Good Night Knight combat presents.
I like the flashing yellow on the character when you run out of stamina, more of that please.

4. HP! Get Down To Me!

Same issue for the HP, maybe consider showing some blood streams or gradually tinting the main character increased shades of red to roughly indicate health status, as the current bar doesn’t give exact values anyway, so why include it as a distraction drawing attention away from where the action is occurring? I’d say don’t.
Maybe include it as a ‘legacy’ option in the settings for those who HAVE to have it, but I’d say it should not be the default option, as the game would simply play better with a more player character located, more immersive system.

5. Heal Me!

Not fully healing when you restart is another odd decision, as it feeds into a failure spiral that starts when you die.
Good Night Knight is hard, and a full heal helps get the player back into the action fast, and is expected followed a wipe. You could say the knight has enough iron rations stashed in their tent anyways to provide at least a “paltry” meal, so they are NOT at -50% hp, which is absolutely BRUTAL in this game.
While still retaining the use of food for the 125% and 150% hp boost.

Anyway, in spite of my well-intentioned suggestions / critiques, I really enjoyed my time with Good Night Knight. It is a good game in the making; I look forward to seeing how it develops in the future.

Did I mention that Good Night Knight has local Co-op? Or that it has good music? Or that it has Meta Progression, tied to acquiring and lvling up items you find or buy? If any of this interests you, you’re likely like it.

A Dungeon Delving Twin Stick Slasher that massively encourages taking fights intelligently; Good Night Knight is an interesting choice for Twin Stick Shooter Rogue Like / RogueLite fans who want to wield a sword instead of a gun. I like it.
Note: Good Night Knight might be Early Access, but early access often means early fun.
Care to observe the fun with me?

Lichard
Lichard

It's very good as it is now. The item system lets you adjust to your preferred style of play, while making sure to encourage use of the primary mechanics. You're going to have to engage in both stealth and combat, but your choice of items can change how you approach each challenge. Enemies have unique behaviors that make sneaking around them and fighting them head-on interesting, but are rewarding to learn as you conquer each area. Difficult, yet not unfair by any means. There's a lot of talk about the game being abandoned, but I'm going to believe the devs when they say that they intend to complete it. Gamedev's hard work, especially for a small team who isn't seeing a lot of commercial success. Even if they never finish it--which I highly doubt is the case--I'm still the one who bought the game in Early Access, and I don't regret a single one of those fifteen smackaroos I paid. I would cry, though.

machinedgod
machinedgod

Super interesting roguelike with some things new!

First and foremost - items _will_ change your run, a mark of a good roguelike.
Second, in this one - you get to pick your items by yourself. You are only limited by weight. This is the new mechanic: you craft dozens and dozens of items, and most are very heavy - so you can only carry 3-4 maximum. As you gain experience by kills, when you go to sleep (every few rooms) - this experience is equally distributed to all items you carry, and it levels them up. Leveling items up - brings their weight down, often down to zero - so you can just equip them and keep them forever.

Crafting is done with materials, which are dropped by certain mobs, but the catch is - drop rates are pretty low, so to mitigate that - you are supposed to cast a portal spell on the floor, and then sneak close to the enemy, grab them, and carry them to the portal. This will guarantee ingredients drop. If you hate sneaking - there's a certain item which allows you to grab enemies after successful parry, and another one that increases the parry window.

There's about 5 "biomes", and you're free to explore each as you see fit. Every time you find an elevator (ie. a "resting place"), it is marked as your progress and you can return exactly to that floor.

All in all - I paid this game on special for about 5$ - imo, it is worth easily 15$.
Get it, its worth it!

Healed to Death
Healed to Death

A roguelite that you can't hack and slash your way through. Items changes how you play and you level them up to essentially buff your character over time. So far I've met some wacky characters and it can be pretty funny.

tylerhenna
tylerhenna

i dig this kinda like dark souls and zelda had a rougelite child, but its a lil buggy right now with some switches not working properly on stage 5 but still in early access, has lots of potential specially for co op

Scythe
Scythe

Reminiscent of link to the past but with stealth, parrying, dodging and a cool little progression system with gameplay-influencing items and curses.

Combines a lot of good ideas. I think there's already a lot of potential here.

The writing in this game is like something I would come up with. So basically, it's a work of genius.

Yeldo
Yeldo

Interesting game, definitely enjoyable co-op :D

KylaTheNerb
KylaTheNerb

For an early access title this game it's got a lot of potential. The story while humorous also had me quite interested. The combat feels fairly robust on the player's end, though it starts by feeling a bit stiff, but that can mostly be fixed through the game's main progression system which involves collecting equipment that improves your abilities and improves the feel of combat as you build towards a playstyle you like. The game has a lot of promise, and if you're interested and want to support the development of this game towards reaching 1.0 definitely pick the game up.

Also you can pet the dog... just be a bit careful though.

cHURROS
cHURROS

A Link to the Past artstyle + stamina based souls-like combat. Twin stick slasher.

Indie Direct
Indie Direct

Video Review: https://youtu.be/B1gPbs0_Zrk

8.75/10

Good Night, Knight from the developers over at Red Ember, A hack and slash adventure up a seemingly endless tower of labyrinths with countless enemies and procedural generated rooms and a humorous story, for a game that’s in early access I'm having a blast playing it.

Good night knight has you start off dying, I mean Surviving and then are told by the wise sage of the useless company to climb the spire, for some reason, to be honest I completely forgot what the reason was for. Starting off in the first stages you will get to know the fundamentals and understand concepts that are in the game. The rooms usually follow a 4-room pattern. And you will be given an elevator to return to the camp or return to any level you have previously unlocked. After you reach the elevator to move on to the new dungeon you can also continue on in that area for as long as you like gathering exp, and finding treasure and curses along the way. This continuing seems to be endless and adds a massive amount of gameplay for you to play.

The treasures you can acquire will help you along in your journey, items like boomerangs, potions can be found in the chest but also things like boots that will help you jump further and other items such as this. But be aware that you can only carry a select few if your inventory weight is not maxed out. Luckly you can reduce the weight of each item by leveling it up with the exp you gain for clearing rooms and defeating enemies leveling them completely will bring the weight down to zero allowing more items to be carried and adding bigger buffs to you to fight deeper or is it higher in the spire.

Curses will help you gain more exp by giving you a higher percentage of exp for a cost. Things like shutting doors in the room till all enemies are defeated, or making the rooms harder. Some are easy to have equipped and don’t make things hard, others can bring tension to the game like lose all exp, and ingredients when you die. Luckly you can pick and choose which you want to have activated in your tent.

Speaking of the ingredients you don’t want to lose, and trust me I’m just scratching the surface of this game. These ingredients are used to trade for items from the merchants, giving you some of the necessity's items like health and damage upgrades. The ingredients are farmed from the creatures by dropping a portal, grabbing the enemies that are not alerted, and hanging them over said portal. Sometimes you will be given key targets in a room that will give you an item upon death. Giving you reasons to repeat floors, sneak and hunt for the enemies you are looking for. Luckly, you don’t have to guess what enemies drops what. You can Wishlist the item you want to unlock and it will tell you the creature to hunt for so the guessing is ruled out for that but finding that specific enemies can sometimes prove to be a challenge on its own.

There are many and I mean many of these items you can collect. What I think is great is this game is still in early access and the number of items that are in the game is impressive, and I’m not talking about items that are similar a lot of the items are truly unique and feel special when you collect them. Each time I find a treasure room after the countless ones I have found still makes me excited because I’m Wondering what new thing this will open up for me. It's hard to keep that excitement up after a few dozen times but this game does it.

And quickly before we jump into the combat of the game a few other items you will collect, Food to recover health while resting, the amount can be changed at the stove in your camp, Provisions used to replenish items and can be strengthened by using the anvil, and ingredients that replenishes your potions and strength can be increased by using the apothecary, and this is just the items we talked about so far!!! So, lets jump into combat.

Combat straight up is your basic style you are used to lite attacks strong attacks, block and jump. Nothing to complicated but you will need to be precise with your swings, the swing distance in the beginning is minimal and your direction change while swinging is slow. Added by the amount of stamina you have it becomes a balancing match, I guess you could call it a souls like combat with a classic Zelda look. The as you have noticed the vision is limited in this game not seeing the full room leads to enemies sneaking behind you and dealing heavy blows making you be very observant of your surroundings, the positive to this is that the enemies have this disadvantage as well. This is where your sneaking ability can come in handy, giving you the upper hand and if you have the grab ability item, grabbing the enemies to either extract ingredients or fling them down a hole for a quick and easy kill. It truly brings a new style of gameplay if you want to solid snake an entire room you can if you wanna be a bull in a china shop go for it, there is really no one way to play.

Then there are the bosses, so far there are 2 bosses in the game but more are to come the developers have luckily set out the road map for the next coming months. The boss that I had fought the Skeleton was quite a match, with predictable patterns but with small enemies being spawned and large femurs spinning around it became an act a Circus Olay trying to fight a dodge the obstacles. The other boss that was in the game for now is a giant fly eater and a tug of war style game play trying to pull away from the mouth while dodging spinning spike vines, all in the pursuit to destroy the eyes. All challenging but exciting and fun.

With the added feature you can also play this game with a friend, either couch co-op or steam remote play. Going through and clearing rooms are made easier and more enjoyable when you are a power couple like Ryann Rennolds and Hugh Jackman, and if your board of the labyrinth you can always go to the camp and find out who the better knight is. there was one bug when we did play, and I haven’t seen any updates on the fixes. Being a small little spike turtle enemy they when its spikes are out you cannot damage them, if one of you dies it’s a small chance it will stay with the dead body, spikes exposed and never chase the other player. Basically, soft locking you in the room if you have the gates close curse on. Other than that, this game runs beautifully, and I have had tremendous fun playing this game it only had the first 3 floors out when I played the game and I have already sunk 14 hours in to it and more to come now that the prison update is out.

I would give this game a score of 8.75/10, yea I’m going to try to score the games from now on, or not I don’t know, but I would give this game a high rating but the full game is not out and I want to leave room for improvement and for when the game fully releases because this is a game that I will continue to play, especially with my friend. So, if you’re a fan of Zelda, souls like dungeon crawling loot collecting, item farming, and roguelike this is a game you need to get you will not be disappointed, the music the graphics, and animations are cute and wonderful, the gameplay is solid, and at 15 dollars you can’t beat the hour to dollar rate for how much is here.

Laviathan4041
Laviathan4041

I'm liking it so far beaten all current areas to a point I've hit the construction wall, with more updates this could be a really good game. Game can be frustrating at times though due to being overwhelmed by alerted enemies, and various traps that are just so out of sight until you're right on top of them.

AnimateArmour
AnimateArmour

I so far have so this to be a tough but fair game with many different types of creatures and obstacles for the player to face. Though I will admit the a good amount of the game for me has been grinding lower floor. The first two bosses are challenging but fair though so far on fighting the third boss that is where the challenge is. Hopefully I'll be able to defeat the cyclopes soon, but it will be way more challenging then any of the other.

Alright its 6/28/21 found out how to kill the Bug Queen and found a glitch basically when she starts shooting out eggs press rt on an xbox controller to throw it back at her. As for the glitch apparently after giving the shell of one of the bug queens egg to the old man there will be an axe that appearances and his hand and then the whole game will freeze. Seems to be inentional for now.

Hello the date is 6/26/21 for thoses who may need help fighting the bosses then here is the idea for you so far. First boss the skeleton mom dodge her jumps and children and just wack her then in her second phase she'll start throwing giant bones at you remember to dodge. Second boss if I remember correctly has 3 phases wack the yellow things and don't let the plants eat you. Third boss Prisoner surf onto a ramp and jump on his head then dodge attack them repeat remember to down stones and projects from the boss and minions as when you see ! in a square don't be there. Knowledge I have so far on the fourth boss that I shall call Holy Bug. Dodge green goo, dodge bugs limbs and head then wack the back of their head. Second phase I'm unsure of so far either deflect goo to try and hit the bugs skull or try to use the egg they keep shooting out might be used to blow up bugs arms. Will update whenever I find solution.

Tachyon
Tachyon

At $15, this game is an excellent alpha title. I'd say it's better than many beta titles in development. The game is charming, the soundtrack is decent, and I laughed at the light humor sprinkled throughout the game.

This game is similar to many top-down Zelda titles but with a fleshed-out, challenging combat system. The stealth mechanic is handled wonderfully, the equipment system is fun and allows an enormous amount of customization, and there is a shocking level of detail to the game. Grappling enemies adds much needed depth to the combat system and is quite satisfying. See that pot? Pick it up, fill it with water, and huck it at the nearest enemy for a decent chunk of damage. Or skip the pot and grab the enemy, drag them to the water, and casually drown them for extra crafting materials. Not enough? Push them into a bottomless void or throw them into other enemies. The random generation makes levels replayable and interesting. There's also a multiplayer mode which involves serious cooperation, though it has some bugs for now. I had so much fun with my friend coordinating stealth attacks and accidentally suplexing each other into oblivion.

I eagerly await the next update for Good Night, Knight! Best of luck to the dev!

HotChokletyMilk
HotChokletyMilk

ROCK AND STONE, BROTHERS!
(You can pet the Do...OMG OMG OH NO NOOO!)

Kara Dabbe
Kara Dabbe

I've been following this game since it was on Gamejolt, glad its coming along nicely.

Vulcherok
Vulcherok

A demonstration of how great top-down combat could be.

GraveTracer
GraveTracer

I first saw Good Night, Knight at the /v/gas, and was excited to grab it at launch. Cleared the first zone and started on the second. I love the spritework and the bouncy animation. It's clear a lot of thought went into the game systems, and I'm looking forward to exploring it more. There's obvious Link to the Past vibes, but the stealth and fog of war mechanics make it feel distinct from Zelda clones.

My only issue is that it's not clear when/if the game has saved; I was very nervous the first time I quit. Other than that the UI is much better designed than a lot of indie games.

Sh4rky
Sh4rky

I've been following this game since it's early development
I don't know how i had missed it release but from what it seems i think it's become one of those hidden gems hope it gets a boost of popularity in t he future

Monsoon117
Monsoon117

This is a really fun roguelite. I've played many of these games over the years, from the Binding of Isaac to Enter the Gungeon to Hades, Deadcells, Risk of Rains 2, etc. I've sunken hundreds and thousands of hours into some of those games, and this game is well on the way to becoming a game that can stand up with those giants. The reasons are threefold: The gameplay, the charm, and the progression.

I'll start with the gameplay, because I think it's the game's strongest point. On a scale of cardbuilder roguelites to deadcells, this experience's gameplay leans to the latter. You need quick reaction times, tactics, and a lot of ingenuity to win the later stages of dungeons. In fact, that's the game's biggest appeal for me. If I had to compare the formula this game's concocted, it's similar to Streets of Rogue, another banger of a game. That same chaotic, temporary feel to everything is what's present here, and it gives each encounter weight because of that.

The second element is the charm. I think that overall, the writing is good. It's witty with a lot of charm, and it's evident the developers are putting effort into this game. That being said, there's some issues that could be ground out to streamline the initial experience.

A. You shouldn't be able to kill the dog. I reset my save profile when that happened, and it felt like a slap to the face. I get the tree of dog life was right there, but I didn't know about this until creating a new save file. It wasn't a fun introduction, especially after having the game mention it just saved.

B. This game suffers from the same symptom that a lot of games suffer from - the story makes you feel bad like you're nothing. That's fine if you can fight through a shaky initial reputation, but at the same time, that isn't present here. Getting past several floors and becoming a badass isn't really in the equation as a shift in people's perceptions of the MC just hasn't been written in yet. Please, make it so that by the endgame, we feel cool for having mastered the game.

Those are my only qualms with the story, and overall, the writing still adds to the game. As for the progression, it's a very natural accrual of resources that's steadily integrated over the runs. Small perks amount to massive differences over the long run, and despite the small looking health bar, there's quite a bit of forgiveness for mistakes compared to some games. I appreciate that, it helps the game from feeling as punishing.

Overall, I'd give the current iteration a 7.5/10. That's INCREDIBLE considering the game is in alpha, and even just a few adjustments would immediately make this game very fun. Either way, I hope that this studio holds faith in this gem they've crafted. It's really fun, and it can absolutely go places with time.

EmGooser
EmGooser

It is like link to the past but like 10 fold better... if you like old school Zelda you will love this

jacksaman
jacksaman

all i can say is its a disappointment, not because its not well made, but the potential went to waste, and the visuals really fooled me, too good to be true, just like any other rogue like, it looked like it was promising something fresh and new, but it was just art, the mechanics and its style doesn't fit it, if you really want a good rogue like, then try spirit of the abyss, if you cant find game, just message me here and I will give link etc, but yeah, im not promoting the game im just saying it does it better and it is much more captivating.

it would be good to learn from.

Calhor
Calhor

My nomination for game of the year. Easy to pick up, yet hard to master battles and an adorable, easy-going goofy, yet fun story.

A lovingly crafted masterpiece. 10/10

TheGBP_official
TheGBP_official

I killed someones dog by accident and the game automatically saved

kartonkatze
kartonkatze

Pretty cool little game with amazing potential.
Can't wait for the 1.0 Version to release.

Lovecraft Scientist
Lovecraft Scientist

This game should have more visibility. I haven't gone super deep yet, but the fact that we're sitting at