
Shovel Knight: Specter of Torment – Analysis of Gameplay & Art
Shovel Knight: Specter of Torment is a 2D platformer action-adventure game developed by Yacht Club Games, it is set in a pixelated fantasy world. This game was originally a DLC but was released as its own separate game as it completely changed the way the original Shovel Knight was played.
Gameplay & Mechanics
In Specter of Torment, the player takes control of the character Specter Knight who can do basic attacks, climb walls (for a few seconds), and skate with his scythe on certain surfaces. He also has a myriad of abilities he can obtain throughout the game, however for this review, I want to focus on the dash slash and level design of this game. When the player is jumping a reticle appears over specific objects or enemies (within a set distance) that indicates the player can attack and dash diagonally through it (pictured below).

The mechanic of the dash slash lends itself very well to a scrolling platformer adventure game. It blends both attack and movement together making this one movement open up a whole slew of gameplay options. One can use an enemy’s proximity to traverse a level or use an object they dash on to inflict damage onto a nearby enemy. It’s an incredibly satisfying mechanic that never gets old. It lends itself very well to both the combat side of gameplay and the platforming side of gameplay.
In combat, it has several uses. When Specter Knight dash slashes into an enemy (and doesn’t kill them) he will bounce off them which opens up several options for the player; such as continuing their assault or using the distance created to get away. In certain sections slashing an enemy may be used for platforming. In other scenarios, a player may choose not to strike again and instead land on the ground and use an item or traverse the level instead of engaging with the enemy. Other times the player may choose to continue dash-slashing the enemy (pictured below).

In platforming it adds an extra layer to the traversal of the level. Instead of simply running, jumping, and climbing, there is now the extra addition of being able to dash slash in certain sections which adds an extra dimension to how the game is played. In some areas dash slashes have to be timed methodically, similar to basic jumping sections in other platformers but with the addition of it being at an angle and not necessarily being from one safe platform to the next, but rather one slashable object to the next.

This gameplay mechanic makes the identity of the game. The dash slash is a very unique gameplay mechanic and is one I am inspired by. The mechanic is intuitive and fun while also not being overly simplistic, it is not a simple jump or an elaborately long button combo. It’s a mechanic that is easy to understand and use and lends itself well to platforming as well as combat. It feels swift and responsive. The mechanic makes for engaging levels and combat scenarios. When I play this game I feel myself practically flying through the levels and engaging in an almost flowing motion with how the dash slashes can cut through both enemies and objects. They work to carry Specter Knight across the levels and allow him to take on any adversary in his way.
For my game, I want to have a similar mechanic. A mechanic that allows the player to feel as if they are flowing through the level with speed. The dash slash mechanic is not an overly complex mechanic that is difficult to use, it is intuitive, and moreover, it lends itself well to platforming from both a design aspect and a gameplay aspect. From a design aspect, there are many avenues for which a level may be plotted for the use of this mechanic, from levels with limited solid platforms where the player must be quick to use the slash to traverse, to more limited uses in combative scenarios. From a gameplay standpoint, it simply feels good to use, it’s quick and responsive which is of much value in regards to a platformer such as this one. If I can create a mechanic that can be utilized in every level without becoming monotonous and can retain an intuitive and fun feeling in the same way the dash slash is used in Specter of Torment then I will be satisfied.
Art Direction
Specter of Torment has a retro 8-bit aesthetic inspired by old side-scroller games such as Castlevania or Duck Tales. This retro aesthetic has a slightly more modern appearance due to the technological superiority of contemporary technology compared to outdated hardware that such games ran on in the 1980s and 1990s. This allows for more complex and varied pixel art. The aesthetic is somewhat cartoonish and inspired by fantasy given the setting of the game. It uses pixel art to create exaggerated and elaborate medieval fantastical set pieces as well as other varied locales such as graveyards, submarines, and laboratories. The opening cutscene showcases the art style in several masterful artworks (pictured below).


The colour scheme of the game is of note. Each level has its own unique colour palette that works to create a distinct tone. For instance, the iron whale level takes place in a mix between the ocean and Treasure Knight’s submarine, as such it is made up of a mix of cool colours such as purple and blue. The level takes place presumably deep in the ocean and the dark colour scheme exemplifies this and creates a somewhat ominous atmosphere, although it does still keep in line with the cartoonish aesthetic of the game (pictured below).

This sort of aesthetic is something I would like to study for my game. I may decide on it being a similarly pixelated art style with a fantastical setting, however the art style may be distinct. The cartoonish art style of this game fits the tone of the game overall, whereas in mine I may opt for a more realistic art style as that may better fit the tone I am aiming for.
Shovel Knight: Specter of Torment is an incredible platformer with well-crafted mechanics and a captivating art style. It serves as a good example of the type of experience I would like to craft. An experience that is intuitive and engaging while maintaining a unique and inspired aesthetic. It has certainly inspired me and has impacted how I will go about crafting my game concept.