FIGHT KNIGHT is a clunky game that maintains an undeniable charm until the credits roll. It obscures an incredible OST and phenomenal climax behind tedious random encounters and unintuitive combat. Its two-laned combat system is an interesting idea, but as more enemies get added on screen, the more the game turns into a dodging simulator with limited windows to let the KNIGHT actually FIGHT. The title is plagued by simple inconveniences, including the aforementioned random encounters. Another example is that, due to the choppiness with which enemies attack, timing parries based on the progression of their animation simply isn’t viable, and instead it relies far more on memorization of when the attack will actually be active. FIGHT KNIGHT ends on an incredibly high note, however, as the climax salvages an otherwise lackluster experience, and is absolutely one of the best endings to a video game I’ve ever played.

Overall, FIGHT KNIGHT likely would’ve benefitted from conforming to more common, modern design decisions instead of deviating for creativity’s sake. Some aspects are commendable, namely the distinct art style, creative battle system, and punch-themed humor, but clunky overworld movement, random encounters, and a tedious save system make it difficult to recommend to those that aren’t entirely committed. If I didn’t have a friend pushing me on, I likely would’ve quit and never experienced such an incredible ending.

Reviewed on Aug 05, 2023


4 Comments


9 months ago

Removed by a moderator

9 months ago

Removed by a moderator

9 months ago

^ hyper omega turbo ratio ^

7 months ago

Mad cause bad

4 months ago

genuine criticism gets hate for no reason

3 months ago

i fully agree with everything said this could've been an absolute masterpiece if they somehow resolved all the clunky elements still present