Shovel Knight, in preparation for the second expansion that's due to be released this week.
Last time I played it, I got stuck in the beginning. The game gave me a choice of two levels:
- one a natural difficulty ramp exacerbated by a darkness effect (since this is a retro pixel art* game, adjusting gamma doesn't help -- the screen is black, good luck dodging invincible, invisible enemies over bottomless pits)
- the other vanilla, marginally harder than the intro, but ending with a surprise "git gud" section of timed jumps above, yep, bottomless pits.
So over the weekend I took the time to get better and found out the game is awesome. Really, really awesome.
The UX has been polished to pretty much supernova levels. Challenges are fair, hitboxes are generous, every new element has an environmental mini-tutorial, save points and health refills appear immediately before each boss, terrain extends beyond the screen borders to allow for dramatic brushes with death in various timed sequences, there are quality of life improvements to help new players learn the game without compromising level design. No scarcity and no spirals of death: money is infinite and levels can be replayed to train, look for collectables, try for achievements, earn cash, and test newly acquired items.
Small details are especially impressive: for example, collectables are turned in in bulk (to save player time), but the collectables menu highlights new items and allows rereading the associated flavor text and npc reaction. There's an important partially randomized battle, and the scene of the aftermath of said battle, with custom graphics, takes this randomization into account.
After two days, I reached the final boss of the main campaign. Looks doable, I just need to figure out how to reliably apply shovel to face.
*inb4 "meh pixel art": there's a scene in which a character swirls a wine glass. Humanities can pack up and go home, art is finished.