Summary

A medieval farmer just got trained and promoted to a knight! Sitting on a hill watching the sunset. But the luck ran out when a darn sinkhole below swallow him alive, bringing him into a deep fall. A few hours later he wake up somehow alive(or revived) with his armor broken, and the cavern's ghost greeted and offered an escort to the exit.  


This is a short metroidvania platformer with a semi non-linear exploration, running and jumping on platforms, and gaining new abilities to progress further, with only one bosses included.

This will be the last version of the game as I spent three years into this wild development and no longer want to spend more in favor of school and smaller game jams. So there will be no achievements or statistics. Do note though that I will do bug fixes so bug reports are appreciated :)

Controls

Basic Rebindable Controls:

W - Move Up

A - Move Left

S - Move Down

D - Move Right

Spacebar - Jump

E - Interact

Escape - Pause Game

P - Show Progress, Inventory, and Map

StatusIn development
PlatformsHTML5, Windows
Release date Aug 18, 2023
Rating
Rated 4.0 out of 5 stars
(1 total ratings)
AuthorScopeRicrit
GenrePlatformer
Made withAudacity, Godot, GIMP
Tags2D, Action-Adventure, Godot, Male protagonist, Medieval, Metroidvania, Pixel Art, Puzzle-Platformer, Singleplayer
Average sessionAbout a half-hour
LanguagesEnglish, Indonesian
InputsKeyboard, Mouse
AccessibilityColor-blind friendly, Configurable controls

Download

Download
TyroKnight 1.1.0 Window.zip 60 MB
Download
Tyro Knight 1.0.1 Window.zip 47 MB

Comments

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(+1)

The visuals are insane. The health bar being the character's limbs is a nice concept. Tutorial pop-ups are understandable. Boss fight was cool and fun af.

The normal keybinds are pretty weird, but it's a good things there is keybind configuration. I encountered a bug there, tho. When I keybind a button that's already assigned to something else, it turns to "No Button" and stays like that. And yeah, the controls with the "No Button" won't work.

The regenerating rocks in the boss fight could've been the standard for the rest of the game. It would remove the need for a refill button and still be balanced. I personally think passive refill is even better.

All in all, neat game. Could use a few more improvements, but is heading in the right direction. Goodluck on next game.

(+2)

Some notes:

  • The spikes are very hard to see, being dark grey on a dark grey background.  (I kept stepping on them.  Sometimes more than once.)
  • In most games like this, hitting a save point restores your health.  Given my tendency to lose health, repeatedly, to spikes, it would have been nice to have some sort of health restoring.
  • When I did run out of health, the game just left me lying on the spikes, rather than restoring to the last save point.  (I did hit escape, and then clicked "load or quit", and clicked "load", and clicked "yes", and it took me right back to being dead on the spikes.)

Thank you very much for the comment! The third bug is caused by a literal typo in the code and it is fixed now, and I will add your suggestions to the game. But the update won't be published until next week because a game jam coming today. And again, thank you very much!

(+1)

You forgot an instruction "X - throw rock". 

The brown bag says ""A brown bag with a feature of creating rocks from thin air when the button is pressed" but does not say which button to press to create more rocks.  "X" is not the button; I have no rocks but I am in a puzzle where I must throw rocks at switches.

(1 edit)

Thank you for reporting Mozai! I did put a tutorial on throwing AND refilling rocks, X to throw and hold SHIFT to refill rocks. But if you missed it you can go to the pause menu settings to see the controls (unless the SHIFT control is locked behind an unused ability which gonna be a bummer). I'll create more control view in the future.

(+1)

Ah! I started a second game, and at the beginning of the second room there's a pop-up that I missed that tells me this.  I don't know how I missed this.