
Super Chibi Knight
A father-daughter creation that wears its handmade heart on every pixel: two branching paths, a wooden sword, and a Zelda II soul hiding inside something far warmer than its retro trappings suggest.
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About Super Chibi Knight
My first hour with Super Chibi Knight felt like finding a crumpled notebook full of an eight-year-old's world-building ideas and discovering, to genuine surprise, that they're brilliant. The whole project started as exactly that: developer Nick Pasto built the game around his daughter Bella's character designs and story concepts, with Bella voicing every character herself. That origin story is not a marketing footnote. It is the game's skeleton, and it holds together remarkably well. Structurally, this is a Zelda II-style action-RPG platformer: a top-down overworld map connects to side-scrolling combat zones where you swing a sword, dash, and hurl fireballs. XP feeds into upgrades across three tracks, specifically sword, armor, and special meter, and your character sprite visibly transforms with each investment, which is one of those small touches that makes leveling feel physical rather than just numerical. The pacing in the opening hours is gentle by design, dishing out new moves through quest completions rather than ability menus, and the town section eases you in through NPC-driven errands before the world opens up. Players who need constant mechanical stimulation may chafe at that tempo, but those of us who enjoy the slow reveal of a handcrafted world will find it earned. The central structural choice is a branching class path roughly halfway through the game. Head to the Island of Mahou and you become a Sorcerer, hurling lightning, cycling through a spell kit, and earning the game's harder, more demanding endgame. Take the volcanic mountain route instead and you become a Beastmaster, taming and summoning mounts, including one that breathes fire at bosses from the air. The Beastmaster path is the friendlier of the two, and it shows: summoning a dragon in the final act can make boss encounters feel trivially short. The Sorcerer route is where the mechanical depth lives, requiring actual rotation and resource management to push through. The divergence is not enormous, two to three hours per run, but it gives completionists a clean reason to replay. Where the game stumbles is in its difficulty distribution. Insta-kill spikes appear without much warning, and the autosave system is occasionally too eager to lock you out of secrets you did not know existed. The overworld map is also a little sensitive to accidental entry. None of this is game-breaking, but it gives the experience a slightly uneven texture that sits alongside its otherwise warm and confident presentation. Brian Allen Holmes composed over 70 tracks for the soundtrack, and it genuinely shows: the music has a whimsical sweep that punches well above the budget, shifting from adventure-light march themes to something almost wistful in the quieter overworld sequences. For players who notice soundscapes, this one rewards attention. At its core, Super Chibi Knight is short on purpose. Two playthroughs to see both class paths, a pocket full of hidden secrets and over 77 achievements to chase, and a runtime that knows exactly when to end. It is the kind of game I quietly advocate for: small team, clear creative vision, genuine personality in every screen, and an origin story that adds meaning rather than just charm. If the genre hook lands for you, the return on that few hours of time is substantial. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP, Vista, 7, 8 or later
- Memory
- 1 GB RAM
- Storage
- 100 MB available space
- Graphics
- Direct X9.0c Compatible Card
- Processor
- 2.5 GHz
Reviews & Ratings
No ratings available
Game Info
- Developer
- PestoForce
- Publisher
- 2 Left Thumbs
- Release Date
- Jun 24, 2015