However, some have criticised Silksong for being a bit too punishing, as its typically faster pace pushes you to be even more focused.
In particular, the title’s tricky opening hours have been catching some players off guard, and that’s what Team Cherry’s looking to address via the game’s upcoming patch.
It’ll feature a “slight difficulty reduction in early game bosses Moorwing and Sister Splinter”.
I haven’t kept up with news about the game. Is the game that difficult compared to Hollow Knight?
I love this game, and saw credits at 20ish hours. It wasn’t easy but it didn’t feel impossible at any point. You feel squishy, but with the amount of movement you have every tool to learn how to dodge and the healing mechanic feels easier to pull off when you know the boss patterns than in HK. I get if you’re struggling with some bosses, but generally you can just get more equipment and learn when to use your equipment to improve dps.
Double damage is annoyingly common, and really is the only complaint I have. So many enemies and even floors/ceilings that hit twice.
As soon as I realised I was getting hit for 2 masks, what I read from it was “at some point in this game I will have at least 7 masks”. I don’t want to spoil myself, but I only really agree with you if that isn’t the case. If you haven’t reached that point either, just imagine how nice it’ll feel
In HK, you could have up to 9 masks. So far in SS I have 6, which is irrelevant when enemies do 2 damage. Basically you find 4 mask shards and gain little benefit from it.
Only a couple extra permanent ones from actual mask shards though, right?
I think the tools are this one’s intended combined damage mitigation, e.g. the magma bell reducing fire attacks to 1 damage. It’s not really that every significant enemy does 2 damage and that’s that, instead you gotta gear up synergistically.
I get what you’re saying though. I think probably they wanted to make other gear more meaningful than in HK where mask shards & silk spools are kinda the only collectables worth a damn.
But it’s not just significant enemies. I mean most bosses do, but also the sandworm floors, the gear floors and ceilings, and most larger regular enemies. There are also several common smaller enemies whose attacks hit twice, which is effectively the same.
The magma bell only protects you from fire damage, which really hasn’t been much of a concern so far in my playthrough. I don’t have any other items that mitigate damage. The closest that I have is the plasmium.
Yeah I don’t have many tools in general but I upgraded the blue slot on my crest first anticipating nice synergies between healing & damage reduction
I disliked the healing system at first, but it actually lets you get away with healing more often than HK. You can even heal in the air!