I am doing a podcast with my friends about games (check out The Adventure Mechanics here) and I decided that I need to see how games fail before actually releasing a game. In that pursuit, I'm reviewing Steam games with no reviews to get an idea of why they failed. Here is the transcript for Vagrant Knight:
Welcome to the Adventure Mechanics, I'm Chandler. On this Side Quest, I'm going to continue to examine games with no reviews. And today's game is Vagrant Knight. Vagrant Knight is a single player top down arena battler created by Gamester and released March 28th, 2023. According to SteamDB, this appears to be the third and last game the developer released on Steam so far, but strangely, the developer doesn't seem to be linking their games together. Their first game, Torden, is currently not available for sale at time of writing. I suspect that they attempted to differentiate the games from the developer in an attempt to not make their library obvious. Considering the previous game, HELLPIT, is at about 40% for their rating, that makes sense, albeit not a good look when you find out about it as a player, if I'm being honest. I suspect that Gamester is not going to be releasing any more games. They stopped updating their socials and all media presence shortly after the release of Vagrant Knight. Not a great way to start a review, but that's what I found when I looked into the developer.
Let's talk about the game itself, though. How does Vagrant Knight play? In each turn in the arena, glibly called "Torture Rooms" in the game parlance, the player needs to wildly swing their sword and avoid the enemies that spawn while the timer at the top of the screen counts down. When the timer stops, the enemies will stop spawning. Then it's time to clean up the enemies you didn't kill. Once you have completed that, you are shown three upgrade options to choose from, either a buff of some sort, a melee special attack or a spell. After choosing the upgrade, you are sent back to the torture room until you complete a certain number of rounds in it, with new enemies added to the mix. Not just reskins of past behavior, either. You have enemies that will slowly chase you. Others will jump at you at a regular interval. Some will shoot in from off-screen at your position. As you get deeper into the game, more are introduced, too. After the rounds in the torture room are won, you move onto the next randomized torture room. Play continues until you are bested.
Why did I want to talk about this game? Well, I thought it had a decent store page and trailer. And there is a lot to say about your game having a cohesive art style and a good trailer on Steam. The game header capsule image is well executed, showing the player's avatar in an action pose, sword at the ready, surrounded by the enemies you will face seemingly coming out of the shadows. It's not anything fancy or complicated, but it clearly shows the player what to expect in this action game, even if they don't know what, exactly, that action will be. It caught my eye because it showed rather than telling in the capsule art. It also knows the genre conventions and leans into them, even if it's rudimentary. In the GDC talk, "Empathizing with Steam: How People Shop for Your Game," Chris Zukowski explains that you should be doing exactly that, much as the romance novel does to signpost to their readers the "flavors" in this particular novel. On a completely unrelated note, I highly recommend looking at romance novels and trying to guess the major plot points just by looking at the cover. My partner and I call it, "judging a book by it's cover," as a tongue in cheek nod to the old addage, "don't judge a book by it's cover." And much like that silly activity, your game should signpost what the player is in for in the capsule art. And Vagrant Knight does that. Well.
It's not just the art that works well, either. The trailer starts with the action, showing all the interesting stuff and monsters you'll face in forty four seconds. No slow fade in and out of the developer's logo, no build up to the action by showing the arenas. Just starting off with the action and quickly showing the upgrades you can get on any given run. Short and to the point. I liked that. It follows the Derek Lieu idea of showing two or three things that are interesting and focusing entirely on that. In the case of Vagrant Knight, it's the action on screen, variety of enemies and torture rooms, and the upgrades. It makes you want to try the game with every second that the trailer runs. Simple and well executed. Now, does the game have more than those three things in it? Not really. That's not to distract from the game, per se, but it really made the trailer work so much better only having those three things to look at and nothing more. I fully expect that Gamester would have absolutely tried putting everything in if there were more features in their game. But they didn't have that issue in this particular instance. Even though there's not much to this game, everything in their trailer and on their Steam page are focused on showing you the best parts of Vagrant Knight. Gamester definitely knows how to make an appealing Steam page if nothing else.
That's great and all, but why is Vagrant Knight on the games with no reviews pile? It's the game feel. What the trailer and Steam page don't show is how the game feels. The player moves around stiffly around the screen. The "combat" feels exactly as I described it earlier: You swing your sword wildly and with seemingly little feedback when you hit an enemy with your gesticulating sword. Yes, I do mean that the sword is made for talking, not fighting. It stays in place when you click around the combat radius of the player, doing a left to right swinging animation. And it stays there until the animation is done. It makes the game feel stilted, somehow. And that's not a great feeling. I fully expected the sword to dance around the player, doing damage when it came into contact with enemies with any momentum. And maybe that's me wanting this game to be something it's not, but I feel like if Vagrant Knight had that, it would be getting a lot more eyeballs and recommends from people who played it. Lean into a bit of Wuxia, or some other sword art, and make it feel like the player is dancing around the enemies in the arena, slashing them with a quick flick of the wrist. Even if you don't end up killing them in a single blow, it would feel like you were doing more than just wearing out your mouse, clicking on enemies endlessly.
The magic system is somewhat basic, as well. While you get the opportunity to select magic when you win, you aren't guaranteed to get a spell. That's not bad, but when you aren't guaranteed to get one, starting with a basic one would be nice. I initially didn't even know how to equip a spell. After selecting a boon, the player is shown a pair of lists. On your first pass, most, if not all, of the lists will show as locked. In order to select a spell and special attack, you need to actively click the skill/spell you want. It's not a big deal, but it's not obvious when you look at the Skills screen. When you use the skills in game, it's lackluster. Almost no effects, weak sound effects, the works. The spells are locked in place, which looks odd when you are using something like inferno, which is a short range spell that should remain centered on the player for greater effect. That's just the lack of juice. I would say that's expected for a game in early access, but it's pretty clear this game has been abandoned. Nothing is really popping out and screaming, "hell yeah!" when I play, despite what the trailer gave. If there were fewer but more consequential spells, I think it would have made a better game. In that, I mean that the spells and special attacks that remain feel more consequential and make the big boom that getting a new weapon in Vampire Survivors feels. We didn't need a bunch of half done abilities for early access, we needed a few finished ones that give the player an idea of what we could expect when others are added. Really awe the player with what you have cooking, if you know what I mean.
I'm getting into the weeds designing an entirely different game here, and I should certainly stop, but I think I'm getting my point across: The combat, at a base level, just isn't entertaining. And that could have been easily exposed if the developer did a bit of a sanity check and had some playtesting feedback before releasing into Early Access on Steam. I genuinely think that if it took base combat and made it interesting, it could have been a unique take on the Vampire Survivors genre. That sort of power fantasy, coupled with the pomp and circumstance of Vampire Survivors could have been something. But that's not what is sitting forgotten in Steam's Early Access now, sadly.
The rest of the parts of the game? Well, they are serviceable and mostly consistent, and that's good enough. The audio could do with another pass, since some of the sound effects are noticeably louder than the entire rest of the game. And there are some features in the options that I would personally expect, like music and sound effect controls. I would appreciate a credits screen, too, but that's mostly a personal thing. The artwork is simple and consistent throughout, but none of it is particularly bad or good. And as strange as it sounds, that's a good thing. It's consistent. All of it is at the same level and doesn't demand more attention from the player over other artwork. I know this sounds like I'm bashing it for being bland, but with games in the zero review pile, consistent art is not a given. Bland is frankly a massive step up from a lazy asset flip or AI dump. And Vagrant Knight is nothing if not consistent. No crashes, no noticeable bugs, nothing hilariously out of place. It's a competent game as-is. I'm curious where it was planned to go from here, but that's not going to happen at this point, so I won't ask further on that.
Does Vagrant Knight deserve to be in the no review pile? No. Not at all. It's a competently done game with an unfortunately boring combat loop. Everything I've seen in it is not great, but rather executed decently. And that's saying a lot compared to it's peers. I'm not saying that I'll get an itch to play it again, but I am saying that this game had an audience it could have connected with if the moment to moment gameplay was better. And like the game itself, I would be interested to see where Gamester goes from here, but that's similarly not going to happen. I truly think that the developer was tantilizingly close to something, but fell just short of getting there. It's sad to see, especially since they beat the first hurdle on Steam of making it past one game released. It does give me an idea for a small game, however. And that's some silver lining at looking at this game.
I'm going to stop waxing poetically about Vagrant Knight. I feel like I'll just be guilding the lily if I go further. As always, if you have thoughts on this Side Quest, or anything else game related, reach out to me below this episode or on various social media. My handle is jcsirron. This has been another dive into no game reviews on Steam for the Adventure Mechanics Side Quests, I'll talk to you next time.