A Cool Grotto Full of Bugs: Hollow Knight

Yeah, I just beat Widow last night, and I was having a great time figuring out where I needed to be and how to get there. Probably spent an hour on it. Fantastic fight.

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Yeah the widow fight was wonderful!

I’m deep in Act 2 currently.
Team Cherry got a little bit too on the nose making their own horrible poison swamp, but at least we got The Most Disgusting Status Effect Of All Time out of it (infested by worms)
I got a real visceral panic reaction when I first fell into that worm water after carefully avoiding it for an hour, then heard the worst sound + had a good chunk of the UI become Worms + saw Hornet leak worms when walking

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I felt such joy upon stumbling upon the forge bug, that’s one mistake from the first game I won’t be repeating I thought; said bug can’t upgrade my weapon so maybe not :\

I will say it is so very odd playing this after my unintentional “beat the game never upgrading your weapon” run in the original, I was forced into the back half of that game against bosses to only use melee to build meter so I could use whatever they called magic attacks. In this game I just got a magic-like attack but even accounting for that the lack of partial heals basically forces me away from even using it. Forget all the other changes, it’s a switch from basically playing as a mage to a warrior atop of that.

some real videoball friction in this fight

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I think the tools replace the spells for unfair damage output

I mean I wasn’t looking for any minmax-esque advantages back then, my normal attack just wasn’t doing enough damage by that point for the bosses to not be a slog if I focused on them.

I finally got a tool so I have to remember to try and use it sometime, I’ve sadly had to mostly swear off magic for now as it seems to be reserved for people with a bit more moment to moment mastery than me; I take too many unnecessary hits to really have the luxury to burn meter on anything else.

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Never doubt modders’ commitment to solving the problems of our age.

Silksong Mod

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ah…! don’t get hit

the player here bought the knife cluster trap tool and I had to explain that, while planting them wherever and hitting them to release the blades was a vibe, the intended use was to drop them in an enemies’ path and “wait for the magic”

oh boy, it’s started a Discourse, hasn’t it?

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revisiting the first game, i’d forgotten how Bloodborney the Soul Sanctum is

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oh wow i can’t believe they made a Super Metroid: X-Fusion for normies :^)

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this video is ass like most gmtk videos. the most superficial takes in the biz.

fails to analyze why he thinks runbacks or traps are “bs” – just takes it for granted that everyone agrees with him as if “fair” and “unfair” difficulty are even definable. seems to imply succeeding in games is where all the worth is. has he considering enjoying the playing part?

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Fought a minor boss last night and was disappointed that it didn’t seem to have either a mid-fight stun animation or a discernable second phase or anything

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BTW ended my playing today dying to Splinter Sister a bunch of times and having to wait for that elevator to come back down each and every time before I could re-enter the boss area despite being brief ended up doing like psychic damage to me.

It is sad but I think this is the actual dev take, magic seems to mostly be for those who don’t really need it :\

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you should be able to send the elevator back down preemptively for your next run like in dark souls by jumping on the button and getting off real quick but you can’t in silksong because it locks you in. that’s the real crime here imo

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Had a good chunk of gaming free time today and felt like I made some good progress earlier today, beat Widow and freed that town, actually upgraded my weapon for the first time in a Hollow Knight game (!!!), unlocked a couple of different stances that intimidate me so I went back to the original one, got to a new area with a very sandstorm/worm aesthetic that felt like the actual way forward so I turned back and went in a different direction and made my greatest mistake: entered Sinner’s Road.

I didn’t time it but it felt like I spent an hour dying in there to its tough enemies or crazy environmental hazards while holding the most rosaries I’ve had in the game by a ridiculous margin (still in act 1 and had like 750-800ish of them). Can’t find the bench so I’m still respawning at the Halfway House, get to wait for another elevator each time (seriously Team Cherry >_> ), do a lengthy runback, just make it back to my dropped stuff, die slightly deeper in still with no clue where a bench is/halfway through some absurd platforming gauntlet (swinging spiked pendulums over poison/spikes?!?), when I think I’m screwed I make it back and find like a treasure chest filled with even more rosaries, die a few more times, finally find a bench I can pay to activate and it is jammed! At that point I googled for the sake of not screaming, go where I have to and it is an even more absurd pendulum gauntlet which kills me, get back with one health, game takes the slightest pity on me and puts my stuff over solid ground as opposed to mid-falling through a spikey/pendulum gauntlet, just make it through alive and finally get my bench.

Exhaled and then realized I’m still stuck in the middle of this place with a ton of stuff on me, but that’ll be tomorrow’s problem.

I think Team Cherry missed that like From’s games were often funny with the mean things they threw at you. This game feels like it lacks that.

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If I had only two complaints it would be that the traps aren’t funny enough and that everything is way too much of a damage sponge.

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minor enemies take 1-3 more hits that I expect, bosses much more so. but I don’t think the intent is to drag out fights, but to discourage trading blows, static standing

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i’ve always disliked that even the stacks of geo you find in the world are damage sponges

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yeah, this fight came a lot more naturally when i’d been pogoing the whole game. it’s a cool dance where you both cross back and forth, pursue each other and take moments to rest; i especially like midair dashing in sync with her on-the-ground dash.