Games Like Hollow Knight

Hollow Knight hand-drawn side-scrolling combat scene in Hallownest
Hollow Knight · Image: Team Cherry

Why People Love Hollow Knight

Hollow Knight is the modern metroidvania benchmark. Hand-drawn, melancholy, and cruel in all the right ways. The map is hand-drawn and mostly silent. Lore is whispered. Ability unlocks let you reach rooms you have already stared at three times wondering how.

Hollow Knight earns its devotion by trusting the player. Bosses demand pattern recognition and reward you for it. The hand-drawn art, the sparse orchestral score, and the controller-feedback on every nail strike combine into a game that feels almost sad and entirely satisfying. It is the canonical example of a tight 2D platformer that respects the player’s time and attention.

Games Like Hollow Knight: 4 to Play Right Now

  1. 1. Blasphemous II

    Blasphemous II pixel-art boss fight gameplay screenshot
    Blasphemous II · Image: The Game Kitchen

    Available on PC, Switch, PS5 and Xbox · 2023

    A baroque-religious metroidvania with brutal combat and pixel-art that looks like a Renaissance painting. Heavier on bosses, lighter on exploration than Hollow Knight, but the same devotion to atmosphere.

  2. 2. Animal Well

    Animal Well blue pixel-art exploration gameplay screenshot
    Animal Well · Image: Billy Basso

    Available on PC, Switch, PS5 and Xbox · 2024

    A pixel-art puzzle-vania with a strange, beautiful animal world. Smaller scope, deeper secrets. If you loved Hollow Knight’s sense of mystery, this nails it.

  3. 3. Hyper Light Drifter

    Hyper Light Drifter top-down pixel-art hub gameplay screenshot
    Hyper Light Drifter · Image: Heart Machine

    Available on PC, Switch, PlayStation and Xbox · 2016

    Top-down rather than side-scrolling, but the same minimalist storytelling, sparse soundtrack, and exquisite art direction. A spiritual cousin.

  4. 4. Ori and the Will of the Wisps

    Ori and the Will of the Wisps hand-painted forest gameplay screenshot
    Ori and the Will of the Wisps · Image: Moon Studios

    Available on PC, Switch, Xbox and PS5 · 2020

    A movement-first metroidvania with hand-painted forests and gut-punch music. More cinematic than Hollow Knight, equally polished. The other modern benchmark.

Can You Build Something Like Hollow Knight with AI?

Yes. Here is how, with Chatforce. The Platformer engine is exactly what you would use. It handles the tight jump-and-dash movement, room transitions, ability gates (a double-jump unlocks the high ledge), an HP and currency system, and boss state machines, everything that defines the metroidvania subgenre.

You will not match Team Cherry’s years of hand-drawn polish in one session, but a playable hub with three biomes and a boss is exactly the right size for a first Chatforce build. Chatforce is 2D-only and browser-playable. The multi-agent team ships your first playable biome in an afternoon.

What You’ll Need to Build It

  • Sprite Style

    Hand-drawn ink-and-watercolor is Hollow Knight’s signature look. The Artist agent handles it well, drawing the concept screenshot in deep moody blues, the hero a small silhouette, and every room that follows matches.

  • Music Style

    Sparse orchestral with biome-specific themes. The Sound Engineer agent composes a quiet main theme that swells into a brass-led boss arrangement. Audio that leaves space for the world.

  • Mechanics

    Tight platforming physics, attack-and-dash, room transitions, an HP system, ability gates, boss arenas with patterns. The Platformer engine handles all of it; the Coder configures it for exploration over precision.

  • Level Design

    A hub area and three biomes, connected by a map. Each biome has a distinct palette, enemy set, and one ability gate. The Artist generates the tile sets; the Coder lays the rooms.

  • Characters

    The player avatar, three or four NPCs, and a small bestiary of enemies plus three bosses. Per-character consistency keeps each character on-model across portraits, idle sprites, and combat animations.

  • UX Patterns

    An HP bar, a soul/currency counter, a fade-on-room-transition, a pause map. The Coder agent has built it before. You describe the layout, the team ships the UI.

How Chatforce Would Build It

  1. The Studio Director maps the world

    The Studio Director scopes a hub area and three connected biomes, an ability-gated traversal map, a starting weapon, and three boss arenas. The Studio Director picks the Platformer engine and configures it for exploration, then hands the brief to the team.

  2. The Artist draws the atmosphere

    The Artist drafts the concept screenshot. A moody hand-drawn corridor, the hero a small silhouette against deep blues, a hint of mushroom glow off to the side. That image locks the parallax depth, palette, and silhouette language for every room that follows.

  3. The Coder wires the rooms

    The Coder assembles the Platformer scene with tight jump-and-dash physics, room transitions, ability gates, an HP and soul system, and the three boss state machines. Save points and a fast-travel map ship as configurable data.

  4. The Sound Engineer scores the silence

    The Sound Engineer composes a sparse orchestral score with biome-specific themes, plus SFX for the satisfying weapon thwack, the dash whoosh, ambient cave drips, and the boss roar. Music ducks for ambience.

Three Prompts to Try

  • Undersea melancholy

    “A metroidvania set in a flooded ruin under the ocean. Hero is a small fish-knight; ability gates are gills, sonar pulse, and a current-glide. Hand-drawn watercolor, ambient drone score.”

  • Solarpunk forest

    “A bright solarpunk metroidvania: hero is a wind-up clockwork sprite in a sunlit forest ruin. Ability gates are a glider, a magnet pull, and a vine grapple. Hand-painted bright palette, harp-led score.”

  • Industrial gothic

    “A gothic industrial metroidvania in a half-collapsed factory: hero is a rust-haired engineer with a wrench; ability gates are a steam-jet boost, a magnet wall-climb, and an electrified dash. Ink art, mournful brass score.”

Tools for Making a Game Like Hollow Knight, Compared

ApproachChatforceRosebud AISingle-tool stackGameMaker
Multi-agent teamYes. 4 specialistsSingle modelNo. per-toolNo
Platformer engine templateYes. ships on first buildYesManualYes
No coding requiredYesYesMixedNo
Run/jump physics out of the boxYesYesManualYes
Original art + parallax backgroundsYes. consistency-lockedYesPer-toolBYO
Original music + SFX includedYes. original score + SFXLimitedPer-toolBYO
Browser-playable outputYes. one URLYesManualManual HTML5 export
Native desktop/console exportNot applicable. browser-onlyNoVariesYes
Starting priceFree + bonus credits, $20/moFree + paidVariesFree + paid

Frequently Asked Questions

Can Chatforce build a Hollow Knight-style metroidvania?

Yes, within scope. Chatforce’s Platformer engine handles the tight movement, jumps, attacks, dashes, room transitions, ability gates, and boss fights that define the metroidvania subgenre. You will not match Team Cherry’s years of hand-drawn polish in a session, but a playable hub with three biomes and a boss is the right size for a Chatforce build.

What’s the closest engine in Chatforce to Hollow Knight?

Platformer. The same engine that ships Celeste-style precision games handles metroidvania movement, room transitions, and ability-gated exploration. The Coder agent customizes the configuration to lean toward exploration rather than pure precision.

How long would it take?

A first playable build with a hub, two biomes, an ability gate, and one boss typically takes a single Chatforce session. Expanding the map, adding charms, more bosses, and lore is the iterative second pass. Each change is a sentence in chat.

What art style options work for this?

Hollow Knight’s hand-drawn ink-and-watercolor look is reachable. The Artist handles that style well. So is pixel art, painted-2D, or stark vector if you want a different take. The concept-screenshot-first workflow locks the atmosphere before the rooms are generated.

Can I share the finished game?

Yes. Every Chatforce game lives at a shareable URL. No download, no installer, just a link.

Will players need to install anything?

No. Your game runs in any browser. Browser-playable, link-shareable, no installer for you or your players.

Try Building a Hollow-Knight-Like Game on Chatforce

Describe a metroidvania in one sentence. Watch the Artist draft the atmosphere, then the team wire your first playable biome.

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