Was this game at all influenced by Spiral Knights?

HexZyle

Boar
http://www.spiralknights.com/
Because they're similar in a lot of ways, although it could just be because they were both Zelda-inspired.

Shield
Both games
  • Blocks all incoming damage
  • Breaks after a certain amount of damage
  • Recharges health after not taking damage for a while
  • Movement slowed while shielding
SoG
  • Unidirectional
  • A very brief period after shielding, any received attacks damage and stun the attacker, and buff the player's next attack
  • Shield cancelling allows a player to attack and return to a defensive stance far faster, or to cancel a charged skill
SK
  • Omnidirectional
  • Upon shielding, any mobs within close proximity will be knocked away
  • Shield cancelling cuts frames off every attack, allowing much faster combos. Charged weapon skills cannot be shield cancelled.
Health
Both games
  • No healing skills or purchasable healing items
  • The player cannot sustain more than a handful of hits
  • Health drops from slain enemies
  • Enemies don't respawn (SoG Arcade mode)
SK
  • Specific scripted respawning mobs do not drop any items or health
  • Uncommon monster drop is a health potion (can only carry 3 max, lost upon leaving the run)
Party
Both games
  • 4 Player party
  • Anyone can revive
  • Party wipes end the run (SoG Arcade mode)
SoG
  • Reviving a player takes 4 seconds
  • No health penalty to the reviver upon a revive
SK
  • Reviving a player is instant
  • Revives cost money
  • Reviver gives half their health to the revivee (old system, was an alternative to paying for a revive)
Class/Weapons
Both games
  • "Unrestricted class system"
  • Weapons are easily hot-switchable
  • "Skills" are charged up, slowing the player while doing so
SoG
  • Character levels up
  • Attributes are tied to the character (Changeable through respec)
  • Skills are tied to the character (Changeable through respec)
  • 1h and 2h swords
  • Limited bow usage (refilled from enemy drops)
SK
  • Equipment levels up (and can be subsequently upgraded up through a crafting tree)
  • Every armor has its own unique attribute combination (Changeable by requipping)
  • Every weapon has its own special Skill (Changable through requipping)
  • Variety of swords, variety of guns, variety of bombs
  • Limited vial usage (refilled from enemy drops)
Pets
Both games
  • Pets do not attack, and cannot be attacked
  • Pets buff base attributes while active
  • Pets level up by feeding them common monster drops en masse
SoG
  • The attribute that increases is based on the item the pet is fed
SK
  • Pets level up on being fed anything, levelling up increases a random "attribute buff" (at max pet level, all attribute buffs are at maximum)
  • Only one attribute buff can be active at any time
  • Additional minor skills unlocked and upgraded by feeding pets, each pet has unique skills usable by the player
The randomly generated rooms and monster spawns of Arcade mode are also very similar to Spiral Knight's Arcade​
 
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Vilya

Developer
Staff member
Never heard of Spiral Knights personally :D

Glad to see we're not the only ones doing non-attacking pets though, as it seems that's one of those things people get confused about. And no pots too! Unconventional design decisions unite :D
 

Teddy

Developer
Staff member
Never heard of it before either, but now I have!

Looks and sounds like a pretty neat little game!
 

KoBeWi

Jumpkin
I've heard of Spiral Knights from comments on the video showing shield mechanics from Starbound (shield HP and perfect guard). Someone said that they copied it from Secrets of Grindea (seriously, Starbound), and got answer that Spiral Knights have the same mechanics.
 

Enoen

Rabby
Never heard of it before either, but now I have!

Looks and sounds like a pretty neat little game!
I imagined Teddy sweating profusely while typing that while dialing up his fellow devs going:

"Someone stole our ideas. I want the names of all of those Spiral Knight devs."
 
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