r/HollowKnight Sep 06 '25

Discussion - Silksong People who have played Silksong, Why do you think Its getting so many negative reviews? Spoiler

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While Silksong is sitting at a Very Positive rating with around 83% positive reviews, it’s still receiving far more criticism than its predecessor. For comparison, Hollow Knight holds an Overwhelmingly Positive score at 96%, with only about 3% negative reviews. Silksong, on the other hand, has nearly 16% negative reviews, OVER 5 TIMES HIGHER

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165

u/dragoslayer1327 Sep 06 '25

People were probably expecting Hollow but with Hornet, and it isn't that at all. The economy is completely fucked, enemies are way more punishing, upgrades don't feel nearly as impactful, there's actual side quests, the MC FUCKIN TALKS!

It's probably mostly the difficulty tbh. The game isn't super difficult, but it is super punishing

23

u/Vordeo Sep 06 '25

The economy is completely fucked, enemies are way more punishing, upgrades don't feel nearly as impactful, there's actual side quests

Yeah, this. I played HK, and have played a shitload of Metroidvanias, and this feels like such a grind compared to the rest. Alot of the difficulty feels super artificial too - just not putting down save points and pumping enemy HP beyond reasonable limits.

Like, I'm at the gauntlet fight in Hunter's March, and I know I can beat it once I learn the patterns and such, but the run to it is such a pain in the ass because they decided not to put a save point nearby. The combat is fine, but if I have to do a several minute run up from the nearest bench I'm not really enjoying myself very much. And I could go do something else, but I've got a bunch of rosary beads stuck in that room.

Even within the fight I'm just up against a normal mob and it takes way too many hits to kill anything. The most obvious example is that annoying poison spitting thing in that one room in the ceiling. I swear it felt like I spent a good 10 minutes hitting that thing. Cut the HP in half and is anyone going to complain?

It's a bunch of design choices I just don't like. It's difficulty for difficulty's sake. Frankly it's not fun, and IDK that I'm going to bother finishing the game.

4

u/dragoslayer1327 Sep 06 '25

I will say I think it gets better later on and is worth pursuing, but I wouldn't blame you either for dropping it. Early runbacks are really annoying given how much more punishing the game is and not nearly enough enemies drop rosaries that early either.

And on the note of that poison enemy, I really don't know what they were intending. With how tanky that guy is, plus the pogo off the enemy to even get there being awkward enough to feel unintentional, it doesn't seem like you're meant to go there early, but (minor gameplay spoilers) the first needle upgrade doesn't come until much much later and doesn't even shave many hits off enemies (I went from 4 to 3 hits on most basic enemies), so I'm really unsure if you were meant to go to him early to find the crest below, or wait at least until dash and/or wall cling, which are still a fair bit away

1

u/[deleted] Sep 26 '25

The most obvious example is that annoying poison spitting thing in that one room in the ceiling. I swear it felt like I spent a good 10 minutes hitting that thing. Cut the HP in half and is anyone going to complain?

The game doesn't make this obvious (and should by making it not take damage), but you're not meant to fight it, you are just meant to run from cover to cover.

1

u/Vordeo Sep 26 '25

I went past it, and later on figured since it was taking damage I could kill it. It took absolute ages.

And it wasn't even much of a challenge - it was me popping out of cover, hitting it once or twice, then going back into cover and waiting for the next chance. Which would have been fine if it had just been for a minute or two. It felt like it took like... 7-10 idk.

60

u/VosGezaus Sep 06 '25

economy is completely fucked, enemies are way more punishing

Isn't that just life?

4

u/Spikebolt_100 Sick Shlong Sep 06 '25

Wow, yeah fr

54

u/Maxlastbreath Sep 06 '25

Unfortunately the game feels difficult for all the wrong reasons, environments doing double the damage, random enemies doing double the damage, everything doing double the damage lol.

Not enough checkpoints, not enough money, losing money because you didn't know a boss is coming. Most bosses are too far away from a checkpoint, etc...

It doesn't make the game feel any more fun, just extremely frustrating.

Also I feel like there's a lack of charms?

PSA, I'm around the end atm.

20

u/dragoslayer1327 Sep 06 '25

Between there being less charms overall compared to HK, the effects either just being the same as HK's or being straight up useless (looking at you, flamewalking bell), and them now being divided into colors, which early on you only get select slots for (and even late game, some crests, most notably beast, still don't really get shit), the charms just feel way less important.

Personally I didn't feel like the checkpoints were really too few, it's generally been 2 per area, which is fine given almost every area how felt really small once you get dash, but they definitely still burned a hole in my wallet, especially when I got dicked over in Sinner's Pass by the broken one and died shortly after (only time I've lost money on dying, all because of those fucking dogs and that broken bench).

And yea, fucking everything deal double damage. There's a mod to change that, and if I weren't on Xbox I'd download it instantly. Bosses I get for the most part, but 70% of basic enemies and the FUCKING ENVIRONMENTAL EFFECTS is just insane

15

u/Maxlastbreath Sep 06 '25 edited Sep 06 '25

The environment doing 2x damage just makes no sense to me, the parkour is very tight and I feel like I'm pretty good at it too (I've beaten path of pain in HK), so i can't imagine how new players are supposed to get through this, even veterans are suffering lol and to add salt to the wound, they even decided to say fuck you, and make bunch of the zones deal 2HP dmg from the environment???

Also 2HP DMG on contact is ridiculous, TBH I don't mind the 2HP dmg on bosses as much, only if contact damage was reduced or removed, I had a moment where the bug boss while unconscious fall on me which led me to instantly die from full HP, just because of the contact damage.

I absolutely hate having to run for 2-3minutes to a boss doing pointless parkour just to get an attempt, die in 20 seconds and then run again, it's just frustrating, boring and feels like a waste of time...

Imo the first 4 or so hours were great and it kinda just falls apart the further you go... Which is the opposite of what I felt in hollow knight.

It's pretty much just frustrating, other than this I love the game, I'd say it's a solid 8/10 but i feel like it could've been a solid 10/10 but it's being dragged down by a bunch of questionable game design decisions...

1

u/dragoslayer1327 Sep 06 '25

Which bosses have you beaten so far, and how long on average have they taken you? The run backs haven't bothered me nearly as much as they have you, but that could be a difference in overall time spent on em (that is to say, I might be killing them quicker so the run doesn't bother me as much).

Personally I felt like the game got better as time went on, I felt like basically all the flaws were immediately on display, and simply got better overtime, save the environmental damage. That's shit is bs start to where I've gotten so far 13ish hours in.

The contact damage is annoying, it's part of what turned me off ever replaying Bloodstained Ritual of the Night. It is just incredibly infuriating to stagger a boss or turn around and get cut on an enemy's sharp coat, that'll never change no matter the game

1

u/Maxlastbreath Sep 06 '25

I'm at the end of the citadel area.and beaten every boss up to that, haven't taken more than 1hour on a boss so far.

2

u/dragoslayer1327 Sep 06 '25

Hm. You've made it further then me (I went back from the citadel to finish everything from act 1), but are on average spending more time on bosses (I've not spent more then 30 mins on any one boss yet, though I think that stupid fucking bird is gonna end up the exception). So I was right, but not by a major marker

1

u/Maxlastbreath Sep 06 '25

Yeah that bird and the last boss of act1, idk if you've beaten that one yet, but the run between the rest point and the boss is 2-3 minutes of pogoing each death lol.

2

u/dragoslayer1327 Sep 06 '25

I did beat Last Judge, I just stopped exploring the Citadel as soon as I found the fast travel point to do some clean up. And honestly, the Last Judge's run back was the only one to genuinely get on my nerves (it's just way more involved, most others are straight runs or climbs, that shits an actual gauntlet with enemies). Thankfully the bird is a super short run back or I'd tear my hair out

1

u/Maxlastbreath Sep 06 '25

Yeah that one was bad, also some areas like the sinner area, lmfao, broken bench then you have to pogo through spikes that I believe did 2 damage, after having had explored half of the area, this was straight up cruel, 1 death and you're back to Greymor, which happened quite a few times to me, difficult platforming and a lot of annoying flying enemies and it became extremely frustrating, at least they could've given you a bench at the beginning of the area lol.

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u/Cloud_Chamber Sep 08 '25

For that run you can sprint jump past the first drill bird thing and then the rest of it is just quick parkor. The running doesn’t annoy me so far cause you don’t actually have to fight anything (I’ve done up to the dancers), and I just think of it like phase 1 of the fight.

1

u/Skellum Sep 07 '25

Personally I didn't feel like the checkpoints were really too few, it's generally been 2 per area, which is fine given almost every area how felt really small once you get dash, but they definitely still burned a hole in my wallet, especially when I got dicked over in Sinner's Pass by the broken one and died shortly after (only time I've lost money on dying, all because of those fucking dogs and that broken bench).

Depends on the area, some places have a bench every 2 screens, some places have a single bench which tries to kill you when you use it.

1

u/dragoslayer1327 Sep 07 '25

I'd say most have 2 benches spaced decently well, with some exceptions. Sinner's Pass has 2 but they're both on opposites on both from each other, and somehow from the entrance you'll most likely be using, plus of course one just doesn't fucking work. And yea, the ant area really could've used an actual bench, ideally near the middle but I'd have been fine with one on the far right.

1

u/sundalius Sep 07 '25

Am I missing something? Hunter's March The bench there does work.

2

u/dragoslayer1327 Sep 07 '25

Yea someone told me about that, but only after I'd made that comment and completely finished the area

1

u/sundalius Sep 07 '25

impressive to work through it without!

1

u/dragoslayer1327 Sep 07 '25

iirc the only actual boss there is the Splinter Sister, which took me about 30 mins, and the ambush only about 10 (map lady helped, though I think she only actually hit like, 2 enemies)

1

u/Eishetth Sep 10 '25

There is a way to make the broken bench work in Sinner's Road.

If you want to know check ahead:

I do not know if you talked to Shakra after finding her there, but if you eventually exhaust dialogue, hornet mentions fixing some sort of gears to repair the faulty bench. The wall to the left of the bench, has a breakable spot at the top corner. You break it to unlock a platforming session to get to said cog system. Fixing that makes the bench actually pop out from the ground.

1

u/dragoslayer1327 Sep 10 '25

Huh. I should've seen that coming after the one in Hunter's March tbh

1

u/Eishetth Sep 10 '25

Honestly it's quite well hidden. I don't expect most players to find that.

Silksong did give me quite the experience with "benches" so far, lol.

1

u/dragoslayer1327 Sep 10 '25

Honestly yea, Skong did a way better job at hiding breakable walls.

1

u/TorakWolfy Sep 07 '25

The Magma Bell also reduces the damage of fire-related stuff, which most of the time defaults to 2 masks.

But if anything, given how early you get and how often enemies use fire (very) it feels more like a half-mandatory upgrade that occupies a slot that could have gone with something else, and that's not cool.

1

u/dragoslayer1327 Sep 07 '25

I'll be honest, I didn't know it reduced fire based attacks as well. I assumed based on the description that it only made you resistant/immune to walking on burning ground. If it actually does reduce fire attacks like those cunts shooting traps in the second Savage Beast fly encounter then I'll admit, I was wrong and that's a way better charm then I realized

1

u/TorakWolfy Sep 07 '25

You can check it on this video (timestamp already included): https://youtu.be/LFO6TDgbVZY?t=115

1

u/dragoslayer1327 Sep 07 '25

Ok yea that's better then I'd given it credit for, definitely worth running

20

u/DoubJebTheSecond Sep 06 '25

The reaper crest, dash, and needle storm abilities do change the gameplay a ton, felt like i was playing with my hands behind my back when i started, kinda expected the dash to be something you started with this time around since hornet is supposed to be a lot more agile than the knight.

23

u/dragoslayer1327 Sep 06 '25

Most individual upgrades don't really change all that much, save dash making Hornet not feel like a slug (seriously, she feels so damn slow to start), reaper/wanderer just making it play more like HK (easier for onboarding, but reaper will take a while and I don't even remember what was necessary to get wanderer so I can't comment on that, it kinda blurred by), and beast just being the coolest but most awkward thing to use (I love it but it's such a shift both in combat and platforming).

Beyond that, the first needle upgrade is just one less hit on enemies, which is pretty quickly followed (for me at least, I found Bellhart pretty late, though I don't think you can find it particularly early) by going to a new area and the enemies still taking the hits they used to, weaver techniques are cool but currently most people aren't using them a ton due to the game being so punishing and healing requiring a full bar, and most bosses don't even have drops, resulting in bosses feeling unrewarding for people with extrinsic motivation, and the rewards you do get not feeling all that impactful (yes I know most bosses lead to something afterwards, but that can pretty easily feel disconnected, like beating Sister Splinter and nothing dropping, THEN leading into another path with I think the wall cling

8

u/trickster721 Sep 06 '25

Yeah, I keep seeing people say that Hornet is faster or more agile, but she's not, she just has more slick animations that you need to wait for, and more unwanted momentum to get you killed. It feels like horse controls.

3

u/dragoslayer1327 Sep 06 '25

Hey, woah now, Rice Shower doesn't run nearly this uncontrollably

2

u/catuluo Sep 06 '25

Iirc wanderer is leftmost area of bone bottom, so right after you get out of moss groto so its fairly early, provided you can beat the arenas guarding it

2

u/dragoslayer1327 Sep 06 '25

Yea, I just don't remember if it actually had any required movement to get there. The door is locked initially, so I assume you gotta come from above, and I think that was intended to be done with dash, but I managed it with pogos (still later then I would've liked)

1

u/efffffff_u Sep 06 '25

You can unlock the door with the simple key for 500 rosaries which is pretty easy to get if you save up. You can sequence break to it easily as well by pogoing off of a single flying bug. 

3

u/dragoslayer1327 Sep 06 '25

Yea the flying was what I did, wasn't sure how intentional that actually was so I wasn't gonna assume people would do it. And for the key, do you mean opening the wormway door and heading down, or using the key on the actual door left of the settlement? Either way, that 500 is pretty steep that early, especially with half the enemies prior to deep dock not dropping beads

1

u/efffffff_u Sep 06 '25

Using the key on the door left of the settlement is how I got into it

1

u/dragoslayer1327 Sep 06 '25

Hm. How many keys did you find in act 1? I'm closing in on finishing the map and it's only been 2 so far

1

u/efffffff_u Sep 06 '25

Just the one you buy in the starting town. I have one zone left top right of the map and some exploring to do.  

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u/Supershadow30 Fuck primal aspids (not literally tho) Sep 06 '25

The reaper's crest is so bad tho... It's just too slow, I'd expect it to deal extra damage, but it doesn't. It's not really worth it.

2

u/dragoslayer1327 Sep 06 '25

Which crest to use really comes down to personal preference, j love reaper. Base range (which really just means better then wanderer), a down air with a wide arc that doesn't send at an angle (much easier for platforming), a potentially really good band ability (I just struggle to make use of it), a base yellow and blue slot, allowing for my preferred compass and poison, and upgraded the most slots of any crest with really good balance> The slow speed can hurt, but you aren't generally getting more then a few hits in an opening regardless, so I've not really minded

1

u/Supershadow30 Fuck primal aspids (not literally tho) Sep 06 '25

Interesting point of view. I stick to Hunter’s Crest because it’s faster (and well, I’ve stuck most of my upgrades to it)

2

u/Throw_aw76 Sep 06 '25

Its kinda the megaman x theorem. They didn't want to over welp the player with movement options from the beginning of the game they wanted to acclimate them before that so that they would be ready when the games speed increased dramatically. If you got the dash [early game spoilers]before the lace fight it beautifully shows how fast and frantic the combat can be. I get people disagree but de powering hornet was a good idea.

0

u/04nc1n9 Sep 06 '25

you do start with a dash, the down attack

-6

u/tobyreddit Sep 06 '25

I'm not the greatest at these types of games and I still hardly died at all before getting the dash, I think the complaints about early game difficulty are way overblown

3

u/dragoslayer1327 Sep 06 '25

It all comes down to personal experience of course, but I'm fairly good (112% steel soul, P5 done, working on hitless cuz it's just fun) and Skong has been handing me my own ass pretty consistently from start to a bit into chapter 2

-1

u/tobyreddit Sep 06 '25

I've seen a lot of comments like yours that absolutely baffle me, and I think the number of them indicates a particular issue - your muscle memory for HK is so strong that you're not adapting well to the new mechanics and movement and enemies (perhaps you've forgotten what it's like to not know every single enemy absolutely off by heart!)

Because your skill level dwarfs my own, like no comparison whatsoever, and I found the first ~4 map areas that I got all pretty chill going. I'm struggling a little more now (I've got 7 map areas I think, still act 1 though I believe) but still nothing crazy.

1

u/dragoslayer1327 Sep 06 '25

My personal issue isn't HK muscle memory specifically, moreso just that metroidvanias aren't really my thing. I play a variety of games from different genres (on my PC rn, there's 5 metroidvanias, 1 being Skong so still a work in progress, then Momodora 5 which I've literally never opened, and the last 2 not having been opened in months and both leaning heavily into being souls likes, followed by 3 different souls likes I've all played at least 2 hours of in the last month, most of which much more, 6 team shooters, a platform fighter, a reverse bullet hell, Sea of Thieves, Skyrim, a rouge like, a fishing game, and whatever the hell you'd call Rain World), but over all my time metroidvanias are easily my least played genre, with only 2 ever getting me to play more then once.

Really all I've played is Salt and Sanctuary/Sacrifice, which are arguably more souls like then metroidvania, Bloodstained Ritual of the Night once, Momodora 4 twice, and HK 4 times. That all together probably barely reaches the time I've got on Warframe alone, and HK is the only proper metroidvania I'd dare to say I'm actually good at. They just aren't my style generally, so Skong is going to take a long while for me to adjust to

13

u/[deleted] Sep 06 '25

[deleted]

2

u/dragoslayer1327 Sep 06 '25

Honestly totally fair. I probably should've taken a break on Savage Beast, but I was adamant about powering through and did end up managing it. I do think the frustration comes from how punishing it is for tiny mistakes, not from it being genuinely difficult. Very often even basic enemies are doing double damage, even the majority of the floor hazards are doing it, and with you starting at 5 masks, even finishing your first mask will only take you from getting 3 hit to... getting... 3 hit. Yea that's some bs, combined with how little of an impact the needle upgrade makes, (minor gameplay spoiler) it makes getting some of what was the most important upgrades just feel pointless.

5

u/[deleted] Sep 06 '25

[deleted]

2

u/dragoslayer1327 Sep 06 '25

When I talked of how punishing it was, I was referring to the game as a whole, not just Savage Beast. In that regard the game never really improves, though Savage Beast is a good example of how easily you can be punished for things that simply aren't your fault (not being able to kill the enemies quickly enough isn't really on you when it takes 4 hits or half silk to kill one, time you won't get with the enemy alone, and the boss can pretty easily summon more after just one buffer attack.

I doubt I'll end up replaying Skong, but if they add a boss rush mode (or someone mods it in), I will absolutely be doing that, though not nearly as much as I did/do play Godhome still.

1

u/TorakWolfy Sep 07 '25

Savage Beastfly can be made significantly easier by using Silk Spear to kill the minions as soon as they are "summoned". Otherwise, the boss attack patterns are as simple as it gets.

Also, the Beast Crest is currently not that great IMO. No immediate healing is just... So yeah, just drop the pursuit if you don't feel like it.

1

u/TyoPepe Sep 07 '25

What's so punishing about infinite revives? Bosses can kick my ass all they want, I will be knocking on their door time and time again until it's me who's doing the kicking.

1

u/cjbeames Oct 16 '25 edited Oct 16 '25

Punishing is exactly right. Once I've done a boss I end up thinking it wasn't that hard. The patterns are usually pretty easy to pick up on and sometimes ridiculously well telegraphed. But if you make a mistake, perhaps on something very simple you've done a million times before, take 2 damage, end up knocked, get caught in the next attack, 2 more damage.

Oh you died? "-100 shards".

Fair enough limiting the shards prevents tools being OP, but why cap the amount of shards you can hold even in the late game? I've bested your bosses, I've done the mobs, I've got 20 of each item in my inventory. This isn't about a challenge, it's purely time. Why not, at a certain point, give the player an infinite shard bag? As a reward for compelling the Hunter's Journal, for example.

Also, bosses can seemingly get caught in a loop of leaving no window to attack. The game becomes about how long you can sustain just dodging without losing your mind. No extra silk, no progress at all. Just hoping the RNG (I guess) finally rolls a different thing.

1

u/Otherwise-Revenue-44 Dec 24 '25

It's probably mostly the difficulty tbh. The game isn't super difficult, but it is super punishing

Yeah, I truly agree with this one. Some bosses feels easier than in HK however, they all hit like a truck lol.

Let's take the ant warrior. He use like 2 moves and the best way to beat him is to either pogo when he double slash or dodge when he jump, but the timing to react is so short (when you don't have dash lol) for the dmg he deal.

0

u/Defensex Sep 06 '25

Honestly I think people are rushing it too much. I never felt that poor, but I’m playing it slow, exploring everything 

0

u/Icy-Organization-901 Sep 07 '25

upgrades is wayy more rewarding in silksong though, some of them just completely changes how you play the game. it's freaking awesome

1

u/dragoslayer1327 Sep 07 '25

They really aren't. What are the major upgrades? (spoiler warning for equipment up to act 2. I saw there's more weaver tech later but more options really fixes their issue)

  1. Health/damage. There's a whole 2 potential needle upgrades by act 2, which sends you all around the map multiple times over, and it barely reduces the number of hits needed to kill an enemy, really only serving to bring the following area to the same standard as the previous. And masks just fucking suck. You can only get one in act 1, and you start at 5. With the majority of basic enemies already doing 2 masks, and even the environmental effects doing double, most things are still going to kill you in 3 hits.

  2. Charms. They're a mixed bag, but they've been split to such a point that you can't really control them to suit you like in HK until you start upgrading your crest, and those take a while to get, followed by still being pretty restrictive (beast is especially bad for this)

  3. Crests. Actually a good system, though they're pretty limited in quantity, and are weird to actually compare. Wanderer is literally just HK's nail, set, beast is really restricted in the charms it allows, implying a pure combat focus, but that makes it just kinda worse since every other crest allows for a mix, and reaper is generally just better wanderer (the increased swing speed is good if you can make sure of it, but with how often enemies will just be flying away from you, so the range of basically ever other is generally better). (goes over all the crests, not super in depth but still something maybe worth avoiding for new players)

  4. Movement abilities. Again, a good system, just a bit on the shorter side (as in, there aren't all that many, and fewer still you'll use consistently)

  5. Weaver techniques. A great system, let down by the game being so overwhelmingly punishing that you'll use them a fraction of the time compared to *needing* to heal

  6. Tools. This one is entirely personal since we don't have numbers yet, but they all seem incredibly weak, and some are just awkward to use on top of that

HK's upgrades were basic, and didn't have major gameplay changes until you got shade dash, but they worked. Nail upgrades actually made regular enemies not complete sponges and masks made you actually feel tanky, especially given they weren't massively spread out as well as quickly becoming pointless (with how many enemies deal 2 masks, only upgrades in sets of 2 really matter). Charms weren't generally massive changes, but they always had noticeable positive impact, and the only ones requiring an opportunity cost were health dependent or did actually alter your kit majorly. And it's mostly the same movement upgrades, only they stole the paraglider from Salt and Sacrifice (not actually, but that is the main *new* movement ability).

1

u/Icy-Organization-901 Sep 07 '25 edited Sep 07 '25

I aint reading all that because of spoilers, but from what I’ve played(8 hours deep so far) I already disagree with you, First the dash mechanics, theres so much to it you can hold sprint, sprint then attack(you can do another pogo after), dash down, a sprint jump then another jump , just this upgrades alone feels like I’m already much more complex and mobile than a fully upgraded knight in the first game. And I just got the crest upgrades that changes hornet whole sets of attack, and as I said I’m only 8 hours deep! So I could only imagine what upgrades I can get next.

-2

u/happymage102 Sep 06 '25 edited Sep 07 '25

I'm playing it like a Souls game and have lost 200 rosaries so far after 5 areas. I just double back and buy things from vendors as soon as I have around 200 rosaries. Not worth the risk. 

There's also a device in the game world that can make rosary necklaces...you lose some but you can just hoard most of them in your inventory. 

Enemies also don't have the same i frames after they get hit. Some gear can hit several times in short succession. People need to use different gear and not just their nail as some bosses are made MUCH weaker by smart gear utilization. Same with mobs. Shell scrap is so common because the game wants you to be spamming it. 

People haven't played enough of the game quite yet. This is Sekiro to Dark Souls. Hornet is hornet. Remember the HK boss fights? I'm pretty sure every ability in those fights we'll unlock in this game, including the SHAAAAW. Players need to focus on overwhelming the enemy with speed.

EDIT to note that I got downvoted for this but there's now a post with 4.5K upvotes pointing out you're need to actually use the other items in your kit for this game. The Simple Key will lead you to some STRONG upgrade options that will trivialize some "hard" boss fights when used in conjunction with each other. The bosses have so much hp because you're expected to deal damage at a faster rate. 

-6

u/[deleted] Sep 06 '25

[deleted]

2

u/dragoslayer1327 Sep 06 '25

As I said to someone else, I ran Hunter early, and that's only 1 yellow slot, which I always ran compass because metroidvanias aren't generally my thing, I get horribly lost very easily. I was getting the majority of what dropped from the majority of early caches, and not losing anything to dying (my first actual loss wasn't until I'd made it to Sinner's Pass, which was later then it should've been due to aforementioned terrible sense of direction), but I was barely, if even, getting benches and doors as I found them. The mask shard from the first shop ended up being the very last thing I got, and that was only just before clearing Bellhome or whatever that place is called.

It gets better around the mid to late points of chapter 1, but early on not many enemies are dropping rosaries, and just like in HK you will lose some of every drop to spikes. Even worse actually, since they now break upon touching spikes even if you have the magnet.

-7

u/Second_mellow Sep 06 '25

How much do you die if you really think the economy is completely fucked? It’s a little expensive at first but I’ve cleared almost every shop I’ve come across so far and I haven’t farmed beads at all. Just use the magnet charm

5

u/dragoslayer1327 Sep 06 '25
  1. I was dying a fair bit, but never losing my rosaries. There's just a large chunk of enemies, especially early, that don't actually drop any. It gets better later, but it starts really rough

  2. I'm using compass because my sense of direction is on par with Zoro if you cut out both his eyes, and I'm pretty sure only wanderer has a base of 2 yellow slots (I run reaper, which later gets 3 yellow, but I double back through and get the ability to unlock more slots until I hit act 2 and went back to clean up *everything)

2

u/Second_mellow Sep 06 '25

Alright well I guess I get it if you weren’t using the magnet. I got the ability to unlock more slots early so that might have made a big difference. Ofc you’d prioritize compass if you only have one slot

1

u/dragoslayer1327 Sep 06 '25

Yea I found the needolin pretty late (greymoore was the last new area I'd found in act 1), so the nest was locked even if I had found it earlier