Recent Good Knytt Stories #5

By: Derek Yu

On: January 30th, 2012

[This is a guest post by ortoslon.]

Here’s an hour’s worth of jumping, climbing and gliding. As usual, you’ll need the latest version of Knytt Stories to play these levels.


1. Snow Machine by RichardJ is short, scenic and devoid of challenge. Playthrough.


2. The Dying Core by Egomassive puts you through lasers, water, lava and spikes. Custom music tracks set the tone for each trial. Playthrough.


3. White City by Headgrinder has you exploring nooks and crannies of an abandoned floating city. Playthrough.


4. Do Not Pick Up The Key by Talps is a hard level about temptation. Do not watch the playthrough.

  • http://twitter.com/phubans Paul Hubans

    I’m sorry, but I really don’t get these at all. Isn’t this game basically a template that gets re-skinned/re-arranged but has the same gameplay/mechanics/etc? I watched your video of Do Not Pick Up the Key and found myself annoyed at how predictable the whole thing was; the emphasis of the theme felt like a joke that was never funny being repeated incessantly.

  • http://about.me/ortoslon ortoslon

    “a template that gets re-skinned/re-arranged but has the same gameplay/mechanics/etc”

    it’s called “level design”

    “how predictable the whole thing was; the emphasis of the theme felt like a joke that was never funny being repeated incessantly”

    says the author of The Indie Game Legend

  • Anonymous

    I tried to play Do Not Pick Up the Key.

    I got the umbrella at least a dozen times before I said fuck it, I don’t have enough patience for this shit.

    I enjoyed the White City, though.

  • Anonymouse

    in america, we call that a burn

  • http://twitter.com/elhuesudoii Ricardo MelĂ©ndez

    I felt that Do Not Pick Up The Key’s hammering the point about not picking up the key was quite hilarious, myself.

    In many of the games I’ve played, there’s a certain amount of “disobedience” within the game, where characters or text tell you not to do a certain thing so that the player does exactly that thing (the typical “Do Not Enter” sign. Or all the “Danger!” ones before a dungeon). In this case, picking up the key would be playing the way we’ve always played, being disobedient. And the outcome, in this case, mocks that.

    I also love how people watch the walkthrough video and criticize the “lack of choice” in the level – totally ignoring you can jump over the key, therefore not picking it up. Kinda tells something about gamers these days – they need a big prompt saying “Do you want to [do something]? YES/NO” to feel like they have choices. (Or that’s how I look at it.)

  • Guesto12

    Too many recent games w/ this theme.