The last level is underwhelming, with the Holy Grail just sitting there for you to take. It would have also been nice to have seen a boss fight. One level may have multiple paths with keys, locked doors and chests, only for the next to be a few simple jumps that takes ten seconds to finish. At present, levels are thrown together without any rhyme or reason. That difficulty may provide for a stress-free experience, but it isn’t particularly coherent there should be a smooth difficulty curve. Still, there are a few design choices that seem puzzling. Bucket Knight’s short run-time prevents that, ending at just the right time. You wouldn’t think so, considering it only takes an hour to beat (who knew finding the Holy Grail would be so easy?!), but because the game starts easy, and stays that way for the duration, it’s imperative it doesn’t end up becoming a chore to get through. In fact, it was refreshing to play a platformer that offered a stress-free experience for once, rather than one that simply tried to be prohibitively difficult.īucket Knight’s length is spot-on as well. Personally, I found this difficulty to be just right.
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