
Dual Knights
A downloadable game for Windows and macOS
TLDR: A challenging puzzle game featuring two magically linked knights. When one knight moves, the other responds with a mirrored action—left becomes right, up becomes down. Guide both knights simultaneously to their respective destinations to solve each puzzle. Strategic planning and spatial thinking are essential, as both knights must reach their goals at the exact same moment to succeed.
In the mystical realm of Dualaria, two ancient orders of knights maintained the delicate balance between the primordial forces of fire and water. For millennia, the Flame Knights and Aqua Knights served as guardians of their respective elements, dwelling in opposing temples at the far edges of the kingdom.
Legend spoke of a catastrophic event known as the Sundering, when a powerful artifact called the Equilibrium Crystal shattered into countless sigils, scattering across the land. This crystal had once kept the elemental forces in perfect harmony, but its destruction threatened to plunge the world into chaos.
The two knights discovered that they shared a unique bond through the crystal's magic. When one moved, the other was compelled to move in the opposite direction, as if they were reflections in nature's grand mirror. What seemed at first like a curse revealed itself to be a blessing, for only through this connected opposition could they hope to restore balance to their realm.
Together, they embarked on a sacred quest to collect the scattered sigils. Each pair of sigils they gathered would restore a small measure of harmony to Dualaria. Their journey became known as the **Mirror Quest**, where every step forward by one knight required an equal step in the opposite direction by the other – a dance of fire and water, a puzzle of movement and cooperation.
The knights learned that their seemingly contrary movements were not a hindrance but a representation of the natural order itself: for every action, there must be an equal and opposite reaction. Only by embracing this fundamental truth could they hope to restore the **Equilibrium Crystal** and bring peace back to their troubled land.
Now, Flame and Aqua travel across Dualaria, navigating increasingly complex paths to reach their designated sigils. Their quest serves as a reminder that opposing forces need not be enemies – indeed, they are essential partners in maintaining the balance of all things.
As you must have noticed, the game is still in BETA. We have huge plans for the game but before putting more efforts into the idea, we must validate if people like it first! All the money that we make out of this itch release will be used for following things :
- Get attention from Pixel Frog and get him on the team
- Release the game on Steam, App store and Play store
- Create advanced mechanics for the game (We have insane ideas!!)
- Design new levels and create a level designer for you guys to experiment!
- Create a community on Discord ( If you are interested in updates about progress)
- Buy a pixel art course and learn OR hire a pixel artists if Pixel Frog doesn't notice or things don't work out with him.
- Create and publish ads of the game.
Credits : Thank you. This game wouldn't have been possible without your contribution to the community!
Graphics : https://pixelfrog-assets.itch.io/tiny-swords
Music: https://zakiro101.itch.io/free-casual-game-music-pack-vol-2
Detailed Credits : https://luxuriant-title-564.notion.site/Credits-for-Dual-Knights-17d8a752df93807...
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The menu is a bit clunky to navigate.
Scaling seems a bit off.
Steps being calculated if no valid move done, it should not calculate a step if the character is not moving I think.
Star indicator on how many steps is needed for each star would be good like 50 steps for 1 star, 35 for 2, 20 for 3.
Took me a little while to get used to the mechanics it just feels weird.
Some objects can't tell if you can step on or it blocks you as you navigate the level.
Awesome! Thank you for trying out the game.
1. Step counts : I'll fix this right away.
2. Star indicators : I got the general idea. This would take some time to get it right. Not really sure how the UI should look for this. Like you start with 3 stars and then with moves lose stars one by one? Will think more.
3. I wholeheartedly agree that there needs to be a tutorial for the mechanics. I'll see what can be done here.
4. For the blocking objects, would showing a grid around them upon some button tap help?
Thanks again for the time!