Shovel Knight: Pocket Dungeon Review (Brünk Hüll)
A classic puzzle game that feels like a classic puzzle game. Everything is simple to understand, but the layers of simple kinks makes for an engaging puzzle that stands tall against the greats.
The game is set up like a modern game: roguelike fashion, items and characters all like you've seen in Hades or Slay the Spire. Yet, the game never feels like a modern game. Part of that is the 16 bit era graphics and chiptunes, for sure. But it's not just the look and sound; the game PLAYS like an 8/16 bit game. Grid-based gameplay, minimal button requirements, and level-based progression were the hallmarks of Tetris and Dr Mario, and this sits in perfect harmony with those restrictions.
Characters are fun and varied, without being overly complex. One character applies 1 poison damage, one character finds more healing potions, one character dashes at the cost of health, one character has a shield. Simple changes that make you think about the way you play the grid. Items gained while playing are also simple, and well explained. Freeze hammer freezes. Pike attacks 2 squares. Relics are just as simple: extra health, better healing, etc. Apart from characters, everything adds only a tiny amount of extra things to think about.
That's good, because the puzzle is where you want your attention. And it will demand your attention for sure. Just like the classics, stuff falls from the ceiling and you can't wait forever to make a decision. Your decisions make things move FASTER too, and you have to know what your enemies will to to retaliate. Some poison, some attack back, some explode, some block, etc.
Challenges are a fantastic addition to the game as well, as they feel like integrated "home rules" you'd otherwise have to limit yourself to. Longer battles, tougher enemies, shorter reaction times, barriers, there's tons of ways to make the game harder. Similarly, the amount of customization to the base game is astounding. You can add more lives, slow time, give yourself a "buffer" before death, turn items and relics off, even change the loss conditions. Every little frustration you could possibly have has been considered, and you've been given the reins to create the experience that fits you best.
None of this stuff feels out of place for the era of gaming the developers are inspired by. While the roguelite is popular today, it's easy to forget you're even playing a roguelite, or that you're even playing a modern game. There's stuff here that couldn't have been done back then, like online leaderboards, mods, and the sheer amount of content, but it never gets in the way.
Incredible value for money.