Walk in Van Gogh’s paintings. Fight with the struggle that he went through in his life. Unveil the destiny of the starry, starry knight.Starry Knight is a 2D boss rush game focusing on unique boss design and emotional experiences.
The developers have crafted unique and thematic boss fights that represent paintings or aspects of Van Gogh's life and struggles as an artist. Players praise the creative and varied boss designs, with each fight presenting new challenges and mechanics to overcome. For example, the "Discouragement" boss battle is designed to evoke the melancholy and isolation felt by Van Gogh, requiring the player to navigate a complex pattern of attacks while managing limited resources. The carefully designed boss battles deliver an emotional and immersive experience that ties into the game's narrative.
Defeating each boss rewards the player with a new ability or upgrade, such as a dash, a powerful attack, or a healing skill. This gradual progression of the protagonist's skillset allows players to feel a sense of growth and empowerment as they overcome subsequent challenges. Reviewers highlight how this ability unlock system after each boss fight is an effective way to introduce new mechanics and keep the gameplay feeling fresh.
The game is described as a challenging "boss rush" experience, requiring players to strategically utilize the protagonist's limited moveset to read and respond to the bosses' attack patterns. While some found the difficulty frustrating at times, many appreciated the sense of accomplishment in conquering the bosses through patience and skill. The inclusion of an easier difficulty mode caters to players seeking a more casual experience.
The control scheme, while basic, is generally described as fluid and responsive enough to handle the game's demands. However, some reviewers have noted the protagonist's actions can feel "clunky" or "janky" at times, with a lack of advanced movement options, such as a dedicated dodge or roll, which is an intentional design choice to emphasize the strategic timing of jumps and blocks.