![]() ![]() I'm actually finding the combat fine and the bosses so far quite easy. Just don't constantly make the player second guess if there was a hidden wall they missed or if they should stop for 10 seconds after clearing every room to see if they can hear humming before moving on. They can even change the % for different areas for different effects, make it 1% at the foot of an enormous mountain peak so the player sees right away how vast what he's about to climb is, or in dark mysterious tunnels make it 90% so it really feels like a hopeless maze you're lost in. I'd prefer if they updated the system to start an area blind and then as you visit X% of the screens in the area you reach a threshold where the next bench you pass has the map guy at it, as opposed to hiding the map guy in a room you never find because you have no map letting you know there was a hallway back there you missed or a jump puzzle you didn't realize was a jump puzzle. Making you learn a new area before showing its exact blueprint is a fine design choice but tying the unlocked functionality to a specific location that you have an increasingly difficult time finding was not great. It sounds like you might be having some difficulty with the combat if you're being frustrated with this aspect, possibly due to the knockback as you stated? There's a charm you'll find at some point that removes the knockback from your nail. Hell, I even made at one point a full on caster build which was pretty fun and quite effective at nuking certain bosses. It also encouraged me to experiment with charm builds, for example, I ended up wanting more mana to play with so I mixed and matched various charms that would increase my energy charge-rate. I mean, it's not uncommon for a player character to have a mana pool who uses said mana to cast healing or offensive spells in an RPG, so I'm not sure how this mechanic comes off as a surprise. ![]() I found that having heals and offensive spells sharing the same resource made for more compelling situations where I needed to decide for or against taking the risk of using the resource offensively or saving it for potential heals. I used the compass charm for most it until I memorized areas, and upon stumbling into a new area I almost always found the map maker shortly after due to his humming.Īs for the resource management side of your complaint, it's called resource management for a reason. Never had a single problem with the map system in this game. So get out of here with that "git gud" nonsense. I'm struggling with Hollow Knight because of the various issues I have already outlined that have nothing to do with me "not playing the game that well" and from the responses in this thread i'm obviously far from alone in this. Not once in those games have i ever needed a guide to complete them with one big exception, the infamous Power Bomb tunnel to get into Maridia proper in Super Metroid which by all accounts was a big sticking point for a lot of people. Super Metroid, Castlevania SotN & Portrait of Ruin, all the Metroid Prime's, Shadow Complex, Samus Returns 3DS, Guacamelee 1 and 2, Ori and the Blind Forest, Dandara, there's probably a bunch more i can't remember. I would consider myself a gamer of advanced skill level (if i can beat the original Devil May Cry on Dante Must Die mode i think that's fair) and am a veteran of Metroidvania's, having played a ton of them. I'm sure those who did played as best they could with the deliberately restrictive tools they were given.ĮDIT: I'm just gonna highlight this line: "Unless you're not playing the game that well, it should be no problem to find where you have to go or where you are." It's seems there is a roughly 70% - 30% split of people who love it and people who hate it, some who have literally stopped playing the game because of it. ![]() Not to mention it being a 2D game which is harder for some people to gain their bearings in than a 3D game that also routinely restricts your ability to use an in game map. It's almost like different people have varying levels of success in a game where the level design has a dark and similar looking aesthetic in all it's areas. ![]()
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