Shovel Knight Pocket Dungeon Review

A while back, my older brother referred to Shovel Knight as the “Mario of Indie games.” That’s a pretty accurate description of Yacht Club Games’ shovel-wielding hero. His impact on Indie games, timeless appeal, and penchant for cameos in other games does bring to mind what Nintendo’s famed plumber has done for the mainstream. Though perhaps the comparison between Shovel Knight and Super Mario has never been more prominent than it is with Shovel Knight Pocket Dungeon, which removes Shovel Knight from his action-platforming norms into the world of falling block puzzle games. Just as Mario seems capable of transitioning into any genre and making it his own (whether it be RPG, sports or party games), Shovel Knight has now done something similar with Pocket Dungeon, one of the most original and engaging puzzle games in years.

Co-developed by Yacht Club Games and Vine and released at the tail end of 2021, Pocket Dungeon doesn’t just place Shovel Knight in a puzzle game, but the action elements of his titular series as well.

The game works as such: enemies and blocks fall from the top of the screen to the bottom, moving slowly over time as well as whenever Shovel Knight (or whatever playable character) moves. The game ends if the screen fills up completely, but you can also play a rouge-like mode that additionally can end if the player loses all their hit points. By bumping into an enemy, the player damages them. But the enemy also damages the player with every hit, with the exception the final blow. If multiple copies of the same enemy (or block) are adjacent to each other, then defeating them will give the player a chain, awarding them with more gems, which are used to purchase items as well as giving the player a high score. And don’t worry, potions also fall from the top of the screen to heal your hit points.

A certain number of enemies need to be defeated before the exit door of a stage appears, at which point the player can exit right away and move on to the next stage, or try to defeat every remaining enemy and block to claim an additional bonus. A boss fight shows up at the end of every third stage, with a secret boss waiting at the end of the game if you’ve managed to perform a specific set of tasks.

Also included in the stages are keys, treasure chests, shops and bonus areas. The keys naturally open the chests to reveal power-ups (which may give the player a boost in damage, a shield to block a few hits, or other such limited use items). The blue chests lead to the shop (going inside pauses the stage until you leave). Here you can purchase upgrades that give the player bonuses that, unlike the aforementioned items, last throughout the current playthrough (such as additional hit points or immunity to electric attacks, things of that nature). The bonus areas may ask the player to remove all enemies and objects within a small room, with bonus gems and items awarded if you succeed, or just provide the player with free keys and items. Of course, should you get a game over, you lose all your items and upgrades, and return to camp to start over from the beginning (though you can unlock the ability to go directly to later stages, but at the disadvantage of not having the bonuses you might otherwise have when you reach that point).

As it is, the game would already be a blast. It’s so full of variety in enemies and stage-specific obstacles, not to mention the switching around of items and upgrades at the shop every playthrough, that Pocket Dungeon successfully merges an action game with a falling block puzzler. But then the game goes above and beyond by including different playable characters, each with their own abilities that change up the game all the more.

Some characters you unlock by progressing through the story, while others are the boss characters that you unlock after defeating them (each boss stage has a number of potential bosses, so you never know who you’re going to get). Most of the characters are returning from the original Shovel Knight and its expansions, though a few new characters show up as well.

Plague Knight poisons the enemies he attacks, meaning they take an additional hit of damage after a second (other characters can purchase an upgrade that does the same for them which, yes, stacks when used by Plague Knight). Tinker Knight is unique in that he collects metal from the blocks. He is lower on hit points, but with enough metal he can gain a mechanical suit that gives him extra strength (but also explodes when the metal is used up, so be careful). Shield Knight can generate shields by defeating chains of enemies. The bigger the chain, the more hits her shield can block. New character Scrap Knight can pick up an enemy or object and move them somewhere else. My personal favorite is Mole Knight, who can dig underground to switch positions with something else on the board, giving the player all kinds of ways to move around and create chains.

With Shovel Knight alone, the game would be great and full of variety. With these additional characters (plus a number of others I didn’t mention), you can easily get engrossed in Shovel Knight Pocket Dungeon just by trying out every character and seeing how they change up the formula.

Even the enemies have their own quirks. Skeletons hit the player for extra damage, while knights put up a shield after your first strike, leaving you to attack them from a different position. Magician-like enemies will teleport once they’re down to their last hit point, while meddlesome yetis will freeze any other enemy or object (or the player) and scatter them across the board. It’s very impressive how much variety Vine and Yacht Club Games managed to squeeze into Pocket Dungeon.

I will admit, the game’s unique merging of genres may take some getting used to. And even when you’re accustomed to it, it can get so chaotic you still might not be able to keep track of your hit points or other things. But once you get the hang of it, Pocket Dungeon is incredibly fun (and only occasionally frustrating). It’s also a little bit of a bummer that the game currently lacks online multiplayer options, which will be added at a later date. Though I suppose this is a rare instance in which the game is so good as it is, I can forgive it if it wasn’t quite complete right out the gate.

In the spirit of Shovel Knight, Pocket Dungeon has great, colorful sprites (who look a little more SNES than the NES-inspired original game), and an awesome soundtrack that features remixes of the original Shovel Knight themes as well as some new stuff that’s just as catchy.

Perhaps the best thing about Shovel Knight Pocket Dungeon is that it’s one of those games that reminds me why we love video games to begin with. It’s a few simple concepts filled with creative ideas, that all come together through great gameplay to create a fun game. One of the best of 2021.

Like the original Shovel Knight, Pocket Dungeon trims the fat of modern gaming to remind us how great a pure video game experience can be.

It’s-a him, Shovel Knight!

8

Author: themancalledscott

Born of cold and winter air and mountain rain combining, the man called Scott is an ancient sorcerer from a long-forgotten realm. He’s more machine now than man, twisted and evil. Or, you know, he could just be some guy who loves video games, animations and cinema who just wanted to write about such things.

3 thoughts on “Shovel Knight Pocket Dungeon Review”

Leave a reply to themancalledscott Cancel reply