First things first, Candle Knight is a gorgeous game. The central character being a literal candle means that light is a key factor in the gameplay and aesthetic, and Candle Knight excels here. Call me shallow but it was the graphics that first attracted me to the game and now that I’ve played a pretty decent slice of the game in a preview build, let me enlighten you as to what works and what needs a little more attention.
Aesthetically, Candle Knight is like a mixture of semi-obscure Saturn platformer Clockwork Knight and Dark Souls. Whereas Clockwork Knight went for a bright and colourful approach that really shone on Sega’s short-lived console, Dracma Studios’ upcoming title is a dark and oppressive experience, owing more than a small debt to From Software’s style guide. This darkness does, however, mean that light sources really pop.
You play as an anthropomorphic candle in the shape of a medieval knight but the preview build gives absolutely nothing away in terms of narrative or backstory. All I know is that, in true old-school platformer fashion, you have to go right and navigate enemies and obstacles to make your way through each level. This is all carried out in a striking 2.5D perspective that mostly makes things clear, with very occasional shifts to a top down perspective for specific encounters.
Combat is a key focus here alongside the jumping, and this is promising but not quite there yet. Attacks have a decent heft to them and enemies do offer a decent challenge. You begin unarmed but soon pick up a sword and then a shield to enable basic attack and defence options. As you progress further you obtain a projectile attack as well as traditional dashes and double jumps. These mechanics blend together to create
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