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
Because they're similar in a lot of ways, although it could just be because they were both Zelda-inspired.
Shield
Both games
Health- Blocks all incoming damage
- Breaks after a certain amount of damage
- Recharges health after not taking damage for a while
- Movement slowed while shielding
- 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
- 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.
Both games
Party- 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)
- 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)
Both games
Class/Weapons- 4 Player party
- Anyone can revive
- Party wipes end the run (SoG Arcade mode)
- Reviving a player takes 4 seconds
- No health penalty to the reviver upon a revive
- 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)
Both games
Pets- "Unrestricted class system"
- Weapons are easily hot-switchable
- "Skills" are charged up, slowing the player while doing so
- 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)
- 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)
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
- The attribute that increases is based on the item the pet is fed
- 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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