• CodexArcanum@lemmy.dbzer0.com
    link
    fedilink
    English
    arrow-up
    44
    arrow-down
    1
    ·
    1 day ago

    The runbacks don’t bother me too much so far. I do think there’s some skills in the runback, but it relies heavily on the level designer as well. An ideal runback:

    • is relatively short, you should have time to reflect on the boss, but not get sidetracked
    • has enemies that drop currency, so repeated runs slowly build you up (assuming you always collect your shade)
    • has enemies that train you on the bosses timings or counters (if the boss is parry heavy, put a tricky-to-parry enemy enroute back)
    • has a “speed route” that let’s you bypass most or all of the run once you’ve figured it out

    These factors make a run both interesting game play and still a form of progression. A badly designed run lacks these factors, being just a slow slog to get back into the boss fight.

    My biggest complaint so far is the double damage. Every boss and so many common enemies do nothing but double damage. Why even have 5 HP instead of 3? And it being 5 (and bind healing 3) have compounding effects with this problem. Taking a single hit on the way to a boss actually costs you an entire “boss hit” so runbacks are worse all around. Trying to heal mid boss only gets you “one and a half” hits back which takes a lot of silk to build up and probably is a worse deal for you than just using the silk to power more attacks.

    Double damage would suck a lot less (and be a better mechanic) if you had 6 HP to start, or if you healed 4 at a time, or if bosses didnt always do 2 damage. There’s no tension to avoiding punishing hits because every move is equally punishing. It makes fights feel very conservative which is maybe intentionally meant to evoke Hornet as a careful hunter, using traps and plans to take down big foes.

    I find the opposite though, she feels fragile and reactive. I wish starting damage was higher too. I had this issue in Hollow Knight as well, everything takes too many hits. Common enemies are spongy, bosses take at least 33% too long across the board. Especially it gets annoying since a lot of bosses so far get spammier and faster towards their final phases, so you spend so much time dodging the same attacks and looking for openings to chip hits in. Skills and traps don’t do enough damage to feel especially useful either.

    I also hate, and this is another compounding factor, the complete lack of enemy HP bars. On regular enemies this is annoying (gotta count my hits) but on bosses it feels negligent. Bosses have multiple phases and take so long to kill, it would be nice to know if my last run was just a hit or 2 away from the end or if I still had a 3rd phase to plan for. It adds to the poor perception of skills and traps as well. Sting Shard and Thread Storm both seem to hit several times, around a half-dozen, but neither seems to do much more damage than a couple of regular hits.

    Overall I’m really loving Silksong, the art and music are top notch. The DLC for HK convinced me that Team Cherry and I disagree about some fundamental ideas in game design, and HKSS bears that out.

    • Cybersteel@lemmy.world
      link
      fedilink
      English
      arrow-up
      2
      ·
      15 hours ago

      Feels like healing in micro transactions form where you want to buy a thing that cost 3 currency but the shop only sells at five currency.

    • pixeltree@lemmy.blahaj.zone
      link
      fedilink
      English
      arrow-up
      8
      ·
      1 day ago

      I, uh, have kinda given up on progressing for the foreseeable future. I’m bad at platforming, and after struggling for probably around half an hour to get through one aection that was particularly difficult for me, I was met with a surprise boss fight. Nearest bench before that section. It’s brutal. It takes me about 5ish minutes to do that section now, but fuck I wish I were exaggerating. None of the other fights have anywhere near as nasty a runback and it honestly feels like they forgot a bench.

      The game is hard and that’s fine, but that instance I feel ok bitching about and don’t feel like I’m a qhiny pathetic fuck for doing so, which is incredibly telling given how easy it is to make me feel like a whiny pathetic fuck.

      • Goodeye8@piefed.social
        link
        fedilink
        English
        arrow-up
        2
        ·
        9 hours ago

        I’m not entirely sure which part of the game you’re talking about but if you’re talking about the section I think you’re talking about then you’re probably trying to go the wrong way as that section get significantly easier once you have more powers.

        If something feels unbelievably difficult chances are you’re supposed to go elsewhere. There are quite a few points at the start of the game where you get a difficulty spike and that just means there’s a different route to take.

        • pixeltree@lemmy.blahaj.zone
          link
          fedilink
          English
          arrow-up
          1
          ·
          8 hours ago

          I checked with a friend, and I’m not missing anything sadly. It’s the boss at the end of the windy section, before you can go through the big fancy door.

          • Goodeye8@piefed.social
            link
            fedilink
            English
            arrow-up
            1
            ·
            11 minutes ago

            Okay. I was thinking of another point. I just got to the point you were describing and after exploring every nook and cranny on the map there really isn’t any other route. But I don’t think the route to the boss is that dreadful.

            spoiler how to quickly traverse it.

            You can sprint jump the first 2 platform ignoring the first enemy. You then climb past the first shield enemy but instead of going right you scale the wall on the left. When you get to the top you can sprint jump to the bell that you can pogo off of and get on the platform with the cart in the background. From there if you want an easy passage to the far right wall wait for the black strong gust of wind. You then jump off and use glide. You will glide faster in the black gust of wind and it will skip the enemy there and get you straight in dashing length of the far right wall. Then you climb up and if you’re confident with the 2 bell jump just go for that or wait until the enemy below comes up so you could kill it and then you’ve got all the time in the world to get the two bell jump done.

            If you wait for the gust of wind it should take you about 45 seconds to get from the save point to the boss room

    • subignition@fedia.io
      link
      fedilink
      arrow-up
      4
      ·
      1 day ago

      “Fragile and reactive” IMO is a fair take, but I think what the game is pushing you to do is become comfortable enough with your mobility to be aggressive while still avoiding hits. I don’t know exactly where you are in progression, but you continue to tack on new capabilities to your kit that make it easier and easier to avoid things while still laying out damage.

      I am sure there is enough room in the game design for people to take totally different approaches here, though. If you know a given enemy’s movement well, you can absolutely be confident in using your silk for attacks instead of healing.

    • WolfLink@sh.itjust.works
      link
      fedilink
      English
      arrow-up
      3
      arrow-down
      1
      ·
      22 hours ago

      I agree with a lot of your commentary. A couple times so far a “good run back” has been the grind that let me buy some of the higher-cost items from shops. Sometimes it’s frustrating but usually once you get used to the path it goes quickly. There have been a few times where I didn’t realize there was a closer bench until after I already beat the fight lol.

      Double damage would suck a lot less (and be a better mechanic) if you had 6 HP to start, or if you healed 4 at a time, or if bosses didn’t always do 2 damage.

      Most of the bosses have 1-damage and 2-damage attacks. Also 6HP and increased healing are available relatively early (still a good way into the game but it’s a long game).

      Skills and traps don’t do enough damage to feel especially useful either.

      I have to strongly disagree with this. Especially when you start getting more traps/tools and upgrades for them, they get very strong and don’t require you to get dangerously close to the enemy like the basic attacks. Some of the bosses and many of the arenas I’ve gotten through mainly thanks to the consumable traps.

      Common enemies are spongy, bosses take at least 33% too long across the board.

      Like in most metroidvanias, you start off struggling against common enemies but as you get upgrades they become weaker relative to you. However I do agree that the trash mobs are a bit too tanky. Maybe somewhere between 50% and 25% less health would be ideal. I’m not sure I would adjust the bosses though.

    • pivot_root@lemmy.world
      link
      fedilink
      English
      arrow-up
      6
      ·
      edit-2
      1 day ago

      Skills and traps don’t do enough damage to feel especially useful either.

      There’s one trap that actually is pretty strong if you know how to abuse it.

      I’m not going to spoil where or how to get it, but flying beetles that home in on the enemy and repeatedly bump into it to deal damage can be pretty busted… especially when they still attack during phase change animations that stop the player from moving.

      • subignition@fedia.io
        link
        fedilink
        arrow-up
        3
        ·
        1 day ago

        I also especially like a particular early game trap for this:

        trap spoiler

        the cluster spike trap, because if you throw it well just before initiating a boss cutscene, it can activate and hit them 6-7 times while they are doing their initial taunt.

    • Prox@lemmy.world
      link
      fedilink
      English
      arrow-up
      4
      ·
      1 day ago

      I also hate, and this is another compounding factor, the complete lack of enemy HP bars.

      IIRC, HK1 had a badge that turns these on. I’m not far enough into the new game to have found this yet, though.

      • CodexArcanum@lemmy.dbzer0.com
        link
        fedilink
        English
        arrow-up
        3
        ·
        1 day ago

        I’m pretty early into the game as well, so I almost didn’t say anything. But even if theres a charm that adds HP bars later, I would be annoyed about it. Why wait so long? I’m over 10 hours in. Why take a slot with it? I get similar annoyances about the compass, but at least that one I can understand because maybe some people like the challenge of landmark navigation using just the maps. There is a skill there, and it is part of the skillset of Exploration (a major pillar of design in any metroidvania).

        The yellow tools, in general, I’m iffy about the design of. So far I only have 3: compass, more shards, and auto-collect beads. Of these, auto-beads is the most obviously useful. You need many beads, and they get lost pretty easy. Shards are super common and don’t have many uses. But none of these are essential, and all of them get less useful the later into the game you get. The tradeoff is only meaningful early game, and seems to encourage a balance between memorizing the levels and grinding, neither are amazing activities.

        Having the compass charm tied to ALL map markers would certainly up the utility of it, though it’s gating another feature behind both a purchase and a charm. I’ve also only found 1 semi useful trap\red-charm so far. Maybe having more traps and skills that required shell bits would put more pressure on needing them and make the charm that gives extras more appeal for a trap-heavy play style?

        Again, I grant that maybe I’m too early in the game yet, but I feel like these systems should be coming together and cohering more after a half-dozen bosses and 10 hours of play.

        • subignition@fedia.io
          link
          fedilink
          arrow-up
          3
          ·
          1 day ago

          The game is so much more massive than I ever expected. I can tell you that you’re still super early in the game based on what you’ve found. There are many, many red tools and while you’ll absolutely have favorites, there are definitely some that seem underwhelming until you find a specific situation or region where they excel.

          There is a crazy huge amount of content and capability in the game, and if it seems like a slow burn for you now, IMHO that’s because the game does a pretty good job of pacing new things so that you have time to evaluate and master each new piece of kit as it comes up.

          The other thing about shards is that you have to sort of learn to find a balance with how much trap usage you employ; what seems to me to be the intended design (based purely on vibes) is that you mostly only use them against certain bosses/arena rooms or in situations where your needle can’t easily work due to the terrain.

          I thought similarly to you at first, with shards being a huge surplus and not necessary. I think this is an introduction period of sorts where you can get used to how the controls work and experiment freely. But then there were wide stretches of the game where I had a relative drought of them. Now that (I THINK??) I’m approaching the end, I’ve learned to use my shards reserve as a sort of measurement for whether I’m comfortable enough fighting in a certain situation. If it dips below half, I’m leaning too much on traps and need to take a step back and think harder about how to approach things with needle combat.

          On the topic of yellow tools… I can definitely relate to the compass feeling mandatory, but there were several places for me where I had compelling reason to choose to forego it for something else. That was legitimately interesting and I don’t have many other examples of games where that’s possible. There are a bunch more yellow tools you’ll find with more interesting effects as well. And eventually (being deliberately vague) you will reach a point where you won’t feel like you’re sacrificing as much to keep the compass equipped if you want. (Though there is also a point where you will have seen enough of the world that you won’t need it, strictly speaking, because you either have the areas memorized or can navigate based on room shapes and major landmarks without your precise location.)

          Godspeed, fellow hunter

    • NuXCOM_90Percent@lemmy.zip
      link
      fedilink
      English
      arrow-up
      5
      arrow-down
      1
      ·
      1 day ago

      I definitely agree that the constant double damage just feels horrible. Hollow Knight was always about balancing heals versus punishes (one reason I loved Dark Souls 2 so much) but you basically need to heal if you get tapped once and… yeah.

      I think a bigger issue is that upgrades feel so much rarer. Part of it is that you have MUCH fewer equipped charms at any given time… so there is much less point in just giving you a new one every 10 or so minutes. And I am not sure if max health is lower but it similarly feels like I find a mask shared maybe every 2 hours or so which further lends itself to feeling weak. And no idea what the deal is with silk but a single pip when it takes like five pips to even do a heavy attack feels pointless?

      And while some vendors do sell upgrades, it always feels like a struggle to afford them unless you are actively grinding because of the constant need to buy maps and so forth (something I hated in 1 as well, but that at least had a single currency). Although I did get a nice stretch where I just mopped up and bought out most shops so that is at least nice.

      And same with the attacks. Apparently I may have actually ran past Threadstorm while exploring and never even noticed it? And that is the power everyone says to use.