Knight Move
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About the game
Knight Move takes the knight from chess and lets it loose on a board that falls apart under its feet. The knight never stops: it keeps hopping in the familiar L-shaped jump, and the only thing you control is which of its eight possible jumps comes next, turning the direction left or right while it is in the air.
Every landing wears a tile down, and the landing that wears one through breaks it open into a hole. Breaking tiles is how you score, and breaking several in a row makes each one worth more. But a hole is a hole: land on one and the knight falls, and the game is over. Hearts appear on the board from time to time; collect enough of them and the board is repaired and the next, faster level begins.
There are two modes. In Game A a heart waits for you; in Game B it disappears if you take too long to reach it. Each mode keeps its own records.
Playing it here
This is a homebrew game made for the Arduboy, the open, credit-card-sized handheld with a tiny black-and-white screen: a new game by an independent developer, not a commercial release. It runs here in Ardens, an Arduboy emulator. Click Play now and use the menu on the title screen.
The game remembers its records in the emulated memory of the Arduboy, and that is kept in this browser automatically. F2 also saves the complete state of the game at any moment, and F4 brings it back. A gamepad works too.
Controls
| Key | Arduboy button | Action |
|---|---|---|
| Left / right | D-pad | turn the direction of the next jump |
| X | B | speed up the current jump; choose in menus |
| Z | A | menu (continue, restart, title) |
| Up / down | D-pad | choose a menu option |
| F2 / F4 | — | save / load the state |
A few things worth knowing
Read the tile, not just the jump. Before steering, check how worn the landing tile is: a fresh one is safe, a worn one becomes a hole and a hole ends the game.
Chains pay. Breaking several tiles in a row scores much more than breaking them one at a time, so plan a path through the worn tiles.
Speeding up is a risk. The fast jump adds points, but it also leaves you less time to change direction before the next landing.
Credits and licence
Knight Move was designed, programmed, drawn and scored by OBONO, who has been making small games for the Arduboy since 2016. It is free software under the MIT licence. It is built with the Arduboy 1.1.1 library (BSD licence, with music code by Len Shustek under the MIT licence). The licence texts are linked from this page, and the source code is in the author's ArduboyWorks repository.