You know what Shovel Knight needs? More digging. At least that’s what developers Yacht Club Games and Nitrome (developer of Bomb Chicken) seem to have on their minds with their recent announcement of Shovel Knight Dig, a Shovel Knight spin-off game for the Nintendo Switch, promised to fans early next year.
Unlike the spry jumping of the retro-fied Shovel Knight series, Shovel Knight Dig is only concerned with getting the player as far down as they can get, provided they navigate a litany of gross, underground baddies and survive winding paths. Oh yeah, and there’s a massive, grinding buzzsaw coming from the top of the screen trying to kill you at all times, we forgot to mention that.
In this age of insta-comparisons, Shovel Knight Dig has a pretty direct one. It’s like a cross between Mr Driller and the arcade rogue-like Downwell, but with Shovel Knight characters. If you’ve already played Downwell a lot, or even if you haven’t, it might sound a little deflating if Yacht Club had left the concept at that and called it a day. But play the game for even a few minutes and it’s obvious this title is so much more. It looks grander, it plays bigger, and it’s as hard to put down as it is to get down. We only played it for a little bit, but it’s maybe as addicting as Shovel Knight, proper.
What’s there to say about the story? You are Shovel Knight and you go down into a hole after Drill Knight steals your stuff. Ah, but go one screen to the right before you take the plunge, and there is an added dimension of a shop where you can barter your hard-earned jewels to get power-ups for your upcoming dig (provided you’ve had at least one single play-through to accumulate wealth first). This is the very first clue that “Dig” has a bit of ambition underneath the light expectations of being a spin-off.
The game is a procedurally generated rogue-like, meaning the game randomly generates new screens every time you play it. While “procedurally generated rogue-like” might be the most overused combination of words this decade, it definitely works here. The core mechanics are such that if you get hit six times in a vanilla playthrough, you’re toast, and you lose most of your stuff before you have to start from the top of the hole again. Crucially, the game injects just the right amount of fun into every run.
Can you just button-mash the dig button to the bottom? Of course not. Enemies of all kinds give Shovel Knight problems, including ones he bounces off of, not to mention the dreaded one-hit-death spikes. And arriving at the bottom isn’t a cakewalk, either, given that while the screens are procedurally generated, Shovel Knight will still need to square off against his patented (or in homage?) boss fights.
Of course, the players themselves will often be their biggest source of annihilation; dotted pathways of gems leading to heightened danger are everywhere, as well as three golden spikes per level that, when collected, give you the option of a unique power-up you can hold until you die, or a replenishing to full health (your choice). It’s just that … they’re always in the most dangerous spots. Uh oh.
This element of juicy temptation pairs excellently with the nervous pace of the game. It all stems from that cursed death machine looming overhead. Should you try and dig over to that sparkly crack in the wall, or heed the warning of the shaking screen that’s indicating death’s imminent arrival? It’s up to you.
If you’re a fan of the series, you probably won’t help but notice that the game looks a touch glossier than you’re probably used to. Shovel Knight and all his surroundings are just a smidge rounder, with added pixels that make the Shovel Knight universe look shinier than ever before. It looks exactly how you’d expect the developers of Bomb Chicken to render Shovel Knight, which is to say it’s bouncy, colourful, but still very much carrying two-dimensional sensibilities (we also asked Yacht Club if Bomb Chicken himself was hidden away somewhere in Shovel Knight Dig, but our question was met with silence).
Don’t let the fact that this strange collaboration even exists alter your expectations of Shovel Knight Dig. Yacht Club was proud to tell us that it was, in fact, the one who approached Nitrome to create Shovel Knight Dig, seeing the project as a collaboration that just made sense to them. And after getting our hands on it, we think you’ll dig it, too. Or, sorry – it’s a blast. Dang it. Just trust us, keep Shovel Knight Dig on your radar. It rocks. (Sorry.)
Comments 30
Awesome, I was kinda afraid that it may be just a Shovel Knight version of SteamWorld Dig. Glad that it isn't.
Given the success of the first game I hope this time the physical version is available day 1...
The first one was too slow paced for me. I never bought it after i played it on a friends console. This one seems like itll be faster paced and more my style
@retro_player_22 I'll be honest wasn't really that big of a fan of steamworld dig. I personally found it boring.
I can dig this. I already thought I’d like it.
It's Mr. Driller with knights.
Already on board.
Ya had me at Downwell.
Always trust yacht club with the highest quality possible
Maybe they should finish the DLC that was supposed to come out in the spring before making a new game.
Mr Shoveller.
SOLD!
I purposefully made no comparison to steam world dig, (a game that is Metroid if it were dig dug) because this isn’t really anything like Steam world dig, other than the literal similarities.
Shovel knight dig is much more rapid and arcade like, compared to the methodical single player campaign of steam world.
@StraTTtheRipper - They are, Nitrome took up the reigns of this game for them.
I love Dig Dug.
Looks cool to me!
I'm not good at Downwell but I still like it a lot. I'll likely look into this as well.
Now this is shovelware I can get behind.
Day one purchase for me. This would look amazing with a stereoscopic 3D optional screen., I know .
The trailer reminds me of Warioland2 on the Gameboy. While that's a top platformer I was hoping more for 8-bit arcade fun like Dig Dug, Boulderdash and Mr Do.
@Chunkboi79
Not sure how long you played it... but Steamworld Dig is definitely slow at first, but gets much better as soon as you make a few upgrades and discoveries.
Steamworld Dig 2 is better paced from the start if I recall.
Nice preview. I'm definitely more excited about trying this one out now. I wonder how it compares to Diggerman, which I've enjoyed on my Switch?
But what does this really means? IT wont have proper levels? Just randomly disegned ones? No collectibles, no different bosses? I'm kinda lost about this.
No pun intended, but the perpetual buzzsaw of death has killed my enthusiasm for this. Everything else looks awesome, but I cannot stand the "outrun a hazard that will insta-kill you if you're too slow" mechanic.
A procedurally generated rogue-like Shovel Knight makes my heart weep. Yeah, that’s gonna be a no from me, dawg.
I just can't relate to most of the early comments above. To each their own, though.
This looks great and I'm looking forward to it.
I've been very interested in what ELSE Yacht Club Games might do beyond Shovel Knight, but they have been creative about making it extend forever.
@luxoricious - Each screen from its respective world/level is random in its placement, but designed, otherwise. And there are X amount of screens until you get to the end. The end of each world section, which at least in the demo was three levels I believe, is marked by a boss.
Oh, a rogue-like. :/
@Pandaman,
I think I get what you mean. Every floor is really designed by people, but they get shuffled around. Same as the tower from the original Shovel knight. Well, I can live with that. It looks amazing. The 16 bit graphics does wonders.
@holygeez03 that's probably the case for me, I played it for a good 2-3 hours. Ive heard the second one is way better too. I have both of them, maybe it's time to crack it open again
Sigh... not a big fan of roguelikes but I still am interested in trying this when it releases.
So there's always a buzzsaw coming for you? That might be irritating, but we'll see.
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