Knytt is a platform, side-scroller created by a swedish game developer named Nicklas Nygren (known better by his handle, Nifflas). It has all the elements you'd expect from freeware: a short storyline, modest graphics, simple gameplay. But what it lacks in length and complexity, it makes up in character and style.
The plot of Knytt is simple. While out for a stroll, the Knytt is abducted by an alien. The spacecraft ascends into the cosmos, and while traversing, is hit by a
meteoroid. The ship crash lands onto another planet, scattering its
components across the terrain. It is Knytt's job to retrieve these
parts so he and the alien may escape.
The spectrum of movement employed in
Knytt is limited to just a few simple maneuvers, however, they
are in perfect balance with their dictating physics system.
Knytt jumps, climbs, and descends his way through the strange world. Each one of these maneuvers is necessary to utilize in order to accomplish the goals of the game. In a way, this makes Knytt an interesting observation (and perhaps study) in simplicity, being a condition of profundity. What I mean by this is that Knytt, through a return to gameplay simplicity (like in the games of vintage), manages to strip itself down to its bare essentials: run, jump, climb, fall. Because of this technical simplification, a new world can be observed. Knytt is not concerned with gathering a weapon with which to kill creatures, nor is he concerned with collecting artifacts or establishing mercantile relations. Knytt just sort of scampers up and down rock faces and grassy knolls. His movement is light and an aesthetic delight to observe.
Knytt jumps, climbs, and descends his way through the strange world. Each one of these maneuvers is necessary to utilize in order to accomplish the goals of the game. In a way, this makes Knytt an interesting observation (and perhaps study) in simplicity, being a condition of profundity. What I mean by this is that Knytt, through a return to gameplay simplicity (like in the games of vintage), manages to strip itself down to its bare essentials: run, jump, climb, fall. Because of this technical simplification, a new world can be observed. Knytt is not concerned with gathering a weapon with which to kill creatures, nor is he concerned with collecting artifacts or establishing mercantile relations. Knytt just sort of scampers up and down rock faces and grassy knolls. His movement is light and an aesthetic delight to observe.
As for the music, it can only be
described as fitting. Subtle ambient quips interject tastefully
throughout gameplay. Soft pads and delicate percussive hits act as a
background for the world of Knytt. This is a delight for me. I am always excited to see music being used
as another layer to gameplay rather than detracting from it.
The environment of Knytt is vibrant and lush, with every color emerging from its designation. It's a bouquet of minimalism, showcasing what any good game designer can do with less lines and less explosions.
This guy Nifflas is
the real deal. He's just a little, semi-independent swedish game
designer, but he has already impressed me with his work. Oh, did I
mention he writes all of the music for his games?
Knytt's
gameplay is rather short (which is certainly a result of its being
freeware) and does lack some depth to its gameplay. But as I've
said, what it lacks in depth seems to be made up in simplicity, which
in turn elicits a new and valuable plane of gameplay experience. In a
time of MMORPGs and first-person shooters, Knytt is
just a drop in the ocean. However, that is part of the game's appeal. It's quaint. It's unpretentious. It's subtle and beautifully
elegant. The gameplay is focused on more than merely accomplishing
the task of finding the missing parts to reassemble the alien ship. It instead seems concerned with the journey itself.
platform utilized: pc
genre: platform, side-scrolling
where to find: Luckily, Knytt is freeware. That means you don't have to pay any money. Visit Nifflas' site or download right here.