FIGHT KNIGHT (yes, in all caps) is a 3D First Person dugeon Beat 'em Up, currently in development by indie game studio Team Sorcerobe after the immediate success of its Kickstarter campaign. For all intents and purposes, it's Doom mixed with Punch-Out!!! and God Hand, with some hints of Dark Souls (the character was partly inspired by a fisticuffs-only Souls build). The gameplay involves exploring a grand tower while battling random encounters and bosses in a two-lane corridor while blocking and weaving around enemy attacks while delivering powerful counters. Oh, and your only form of interaction is punching.
A mysterious tower ascends from the ground across the land, appearing without warning and before long disappearing just as mysteriously, and its interior is no less mysterious, with areas taken from various completely different locations. And dangerous monsters roam its halls. Dark sorcery is afoot, no doubt. But who would be brave, powerful and skilled enough to claim the prize at the peak?
The player assumes the role of the eponymous FIGHT KNIGHT, a crowd-favorite of the gladiatorial circuit and master of arms. However, he has been away from the arena for some time, pursuing the tower for some unknown reason. And on top of that, despite being a known weapons-master, he refuses to touch his many armaments, instead utilizing just his fists - in fact, it seems weapons outright shatter in his hands, possibly due to a curse. Fortunately, that is not a problem, for FIGHT KNIGHT's fists are satisfactory to get the job done...
FIGHT KNIGHT contains examples of:
- Action Commands: Each special move comes with an action command that, when performed properly, improves the special's power or duration. For example, the 100-Inch Punch requires punching when a slider on the command bar crosses over a section on the end of it, with the size of the section decreasing and the speed of the slider increasing the more you pull it off.
- Anti-Frustration Features:
- The camera will bob, duck, and zoom during combat to give the impression of high-speed movement. If it gives you motion sickness, you can reduce those camera effects in the options menu.
- Enemies turn a different color as they prepare to attack. Furthermore, if you're punching something while a different enemy begins winding up an attack, the camera will turn to highlight said enemy so you notice it easier.
- Continuing is Painful: Since you can only save the game by resting on the ship, dying in the tower can revert a lot of your progress.
- Cursed With Awesome: FIGHT KNIGHT apparently is cursed and unable to pick up a weapon without destroying it. Not that this is a major handicap for him, and possibly why he can defeat enemies with fisticuffs in the first place.
- Dem Bones: Animate skeletons called "Skellies" serve as common early monsters. There's even a skeletal minotaur as a boss encounter.
- Down the Drain: The Flooded Aqueducts, the first section of the tower. FIGHT KNIGHT has to punch switches that shut off its waterfalls to make progress.
- Everyone Calls Him "Barkeep": FIGHT KNIGHT is only known by that name.
- Funny Animal: The two NPCs who reside in the archives are both anthropomorphic insects. The big guy who handles swapping out gauntlets isn't human either, possibly a big reptile.
- Glass Cannon: Naturally, FIGHT KNIGHT can't take too many hits, but he can deal damage in spades. Fighting is about evasion and carefully-timed blocks in order to deliver counter-attacks.
- Heroic Mime: FIGHT KNIGHT doesn't talk. He only punches.
- Hoist by Their Own Petard: There are enemies that throw bombs at FIGHT KNIGHT, who can send them back, or even just step away and let the bomb do its thing in the enemy's face.
- Limit Break: There are super moves. There's even a three-stage gauge!
- A Load of Bull: The Skellotaur, a bony minotaur boss in the Flooded Aqueducts.
- Mook Maker: Bone Gobbos create Skellies by tossing bones onto the battlefield. Punching them consistently prevents them from tossing the bones.
- Pun-Based Title: It doesn't help that the entire game takes place at night as well...
- Quicksand Sucks: A context-specific version. In the sand area, all the upper floor "out of bounds" sand tiles cause you to sink to the lower floor, but the rest of the sand only sinks when you step on specific tiles within two tiles away from the stone faces, which immediately Turn Red and cause you to sink. Being constantly aware of where you can step and where you can't is a vital part of solving what is effectively one big navigation puzzle, and later you need to figure out which tiles to step on to deliberately sink yourself to reach certain blocked-off lower floor areas you can't reach otherwise.
- Rapid-Fire Fisticuffs: Goes without saying. While the player can unleash incredibly fast rapid attacks normally, one special move takes this above and beyond.
- Rated M for Manly: It's about a knight who storms a tower, with no weapons, and punches everything to death.
- Retraux: An interesting variation. It mixes classic sprite-based first person visuals ala Doom or Wolfenstein 3D, but with pseudo-3D dungeon crawling with a deliberately limited colour palette.
- All three of the "interesting armor" pieces are quite blatantly Shovel Knight's helmet, boots and shovel, which is lampshaded with the helmet. Nevermind the entire plot of a knight using an unusual means of combatting his foes while going after a mysterious magical tower...
- There's an enemy type that is basically a riff of Indiana Jones, complete with a monster party name called "Temple of Doom".
- One of the groups of enemies is called Notorious R.I.B..
- One of the Fight Knight's supers is called the 100-Inch Punch, another is the Star-Eyed Special.
- Talk to the Fist: Literally. FIGHT KNIGHT communicates purely by punching. NPCs seem to be able to understand what he tries to communicate with his punches, with exception of the town guard.
- Violence Is the Only Option: Quite literally. Everything you do, from opening doors to talking to people, involves punching things.