Hollow Knight: False Knight

Guys after a LONG time, I care to show off my game which is a recreation of a battle in another game. Some of the controls aren’t like the ones in Hollow Knight but I’ve changed them so that people on their phones can try this game too. To progress this game is to beat the boss with each time the boss dealing more damage. (And even an extra challenge after you radiance it) But because I think it would be difficult for the player to no hit the boss, I’ll put a fully completed version at the bottom. I spent a lot of time on this project alone and I hope that you guys love it as much as I do. (Btw thanks to @InvalidProject for the music)

Controls are the normal inputs and A is to attack. There are other moves too, (Do note that these moves you need soul for which is the meter on the left of your HP) B to use vengeful spirit (A blast that does a lot of damage) and by pressing down you’ll preform a heal.

Here’s the completed version:

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This is beautiful, parallax is very nice. The false knight himself feels kinda small.

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I was NOT prepared for this battle

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Welcome @CyanBelt, I love this game because I play Hollow Knight a lot.

Great job :+1:

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I died faster than the time it takes for me to eat breakfast :sob:

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maybe it’s just me, but how do you get soul? I know in the actual game you hit the enemy, but that doesn’t seem to be working. Also, this game is incredible, and welcome to the community @CyanBelt!

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Damn. DAMN. That’s good! How long have you been working on this masterpiece that took me only a minute to beat?

I meant to die to the first boss in the easiest mode - I’m bad at Hollow Knight

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I was NOT prepared for how good this would be!

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dude this game made me start playing hollow knight again. I had it on my switch for like a year and I now started playing it (so ii only am up to the mothwing cloak, trying to go to mushroom area)

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This is really good and really accurate for Makecode, but being a Hollow Knight player, I can point out some flaws:

  1. False Knight generally doesn’t stand there and just keep whacking the ground, usually (in my experience) it just hits once, shock wave goes out, and then jumps again.
  2. The background is really really cluttered, in Hollow Knight it is at least darker. This especially ruins it because the False Knight blends in with the background.
  3. The False Knight just is too small. It isn’t really the right size, but then it also jumps very high and far for its size (just needs to be larger, it’ll work out like that).
  4. This one is two things: The first is that the False Knight just starts fighting you. You need it to do that like battle cry thing to start the, well, battle. The second is I see no clear transition between phases. The False Knight just starts having new attacks without warning.

Overall, however, this is still really good! The only reason I am providing these flaws is because I am making a Hollow Knight demake and am trying to recreate the exact mechanics myself. This is a very good first post, welcome!

Would you mind if I took the False Knight sprite for my demake? It would help so much, and I would credit you. I wouldn’t take the animations, though, I would do those myself (I don’t know why, I just feel like doing a bunch of animations).

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nice! the badguy is super hard to beat

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let see if my holoow knight skill let me lock in
it worked lez go

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Hey there! Here to speak with about 150 hours into Hollow Knight (Yes, I am addicted to Silksong too.) and I wanted to clarify some things! I think that what you said about the background and size are completely right; It definitely felt like False Knight was a bit smaller than how he felt in game.

However, what you said about his attacks and whacking…the attacks I saw in this game were pretty matched up to how they looked in-game and that he didn’t exactly miss anything in particular. I think it just differs on the code’s behavior compared to the actual game, but the attacks overall fit well so I kind of don’t see your point?

Same applies with the battle cry and transition–I hate to say it, but this game seems to be aligning with Godhome, meaning that the intro for both kind of make sense. If you mean the original encounter, then I think you’d be right, but it kind of depends on context! Same with the transition. False Knight doesn’t gain new attacks in any phases because the only actual difference is the boulders!

For a personal strife I have with the recreation is the clunky feeling when getting hurt! It feels a little quirky and odd at times which can even lead to me dying unfairly! XD

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When you knocked the boss down you would get soul when hitting them in this vulnerable state.

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I don’t want to admit it, but it took around 1-2 years. Although I wasn’t working on it the whole time. though.

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I agree with most of these points, and yes the attacks kinda get repetitive or just the boss repeating the same attack 5 times in a row is annoying and that the background does blend in with the boss too. (And the obvious fact that I made him WAY too small.) But I don’t know what you mean by there not being a battle cry, he doesn’t do this or have new attacks. (Not that I know of) But if the small sprite is good for you’re recreation then you can use it! (Ps there is a little inconsistency with the sprite where the light that reflects on the helmet flips when the sprite does too.)

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no, you did well, at least your death time is still measurable

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this is beatable right?

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True, I guess, but at least I got to enjoy the art!

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Ok, for the attacks I meant the way they were strung together - False Knight would do the same attack like 5 times in a row. And the transitions - I think I was actually thinking of the original encounter because I’m doing that in my game, and when I played, False Knight just would happen to not do certain attacks until later, making it look more like the original.

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