Beat the main game yesterday, wrapped up left over stages today, so next it's onto smashing my head against joustus and nabbing the three or so remaining exits I didn't take yet since they lead to places I can already reach.
From a level design standpoint I kinda feel like King of Cards has some of the best while simultaneously approaching some of the weakest. When the difficulty spiked it was a lot more noticeable, not that there's anything to truly grind any gears but there were some moments usually involving long bottomless pits, autoscroll (or both combined) and a few iffy interactions that stood out to me as things I was surprised made it through.
Notably I got to tackle the airship stage today with the ladders and this one part where you dash off a ladder into a breakaway wall to finish the screen only for an immediate surprise fan knight to be behind said wall and just blow me straight into oblivion and maaaaan, that was pretty damn wank!
And while not a major gripe, a few stages felt like they could've used another checkpoint where the shorter stages approaches seemed to be trying to stretch just how far "shorter" could reach while relishing in pits.
Conversely on the flip side of design, the way stages can be meticulously set up to fully engage with King Knight's unorthodox method of movement is just so damn tight at times you've gotta marvel at it. There's plenty of new stage gimmick ideas to compliment the royal spin on older ones, it's also nice seeing some new stage theming at points.
Some of the returning ideas I'm still not fond of, I've never quite liked SK's approach to dark sections for instance. King Knight can feel a bit unwieldy against certain bosses, especially those that like to hang around above the player (probably should've kept the armour that let you upwards dash but there was no going back from SWAG WALK armour)
I like how some subweapons tend to experiment with more ways to add movement options to King's inherently horizontal start up, I actually only picked up the flame sword one in the post game sweep and dang I wish I had this sooner. It's a great combat tool and movement option to go alongside the bubble and sceptre dash in these departments.
It's another strong game on the whole, just with the feeling of diminishing returns as the fourth trip across mostly similar environments, like a much more adventurous take on the NSMBU 4 and a half entries of progress but ultimately still running into the issue of being like "It's great but I'm also kinda glad we're moving on now".
Spectre and Shovel lead the charge still, but King is close behind, Plague sorta lingers in fourth place feeling like the Knuckles playthrough to Shovel Knight's Sonic.
I dipped back into showdown with the cheat code input but despite the fun novelty of being able to play as all sorts from this instant classic cast of characters (heck yeah Mona and Mr Hat), I just don't see it catching on if I broke this out with friends, I'm still impressed how much they put into it though, there's like towerfall levels of customisation tucked away in here.
Treasure Trove is a killer collection and I might just be missing those that are highlighting it, but I swear it's getting almost glossed over by some "of the decade" lists.
Can't wait to see what's next, new genre and series entirely? the jump to 3D in N64 era stylings for Shovel Knight? in any case I'm on board the yacht.