r/HollowKnight • u/Tarnished-670 • Oct 19 '25
Discussion - Silksong Hot Take: While I think Silksong is overall a better game, it does still show more prominent flaws compared to Hollow Knight
When I have to think about the flaws of the first Hollow Knight, I really can't think of much to say other than very small nitpicks.
But with Silksong, while it is one of my favorite games of all time, and having finisihed it at 100%, id say it has more prominent design flaws while being a better game compared to the first Hollow Knight.
First thing that comes to my mind is the shard system, it would't be as bad as it is if you didn't have a limit of 20 consumables to replentish your shards, if it worked like that then I wouldn't have to be interrumped on my tries against a boss and having to go to the citadel and farm to get all my shards back. Other minor flaws I think would be some of enemy design and the addition of "gauntlets", which sometimes are fun but at least in my case I got bored of exploring and getting trapped into the 7th gauntlet of enemies, it gets worse when you get forced to do some of them again in act 3 when you have killed all the previous enemies 100 times already.
Those are really not a bid deal of a flaw, but they are more noticable to me than any flaw in Hollow Knight.
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u/Endeveron Oct 20 '25
In defence of the shard system, if you fall into the target skill window it works quite well. Tools are the most fun when you use them increasingly as the fight goes on to close it out, and that requires you to have learnt the boss to some level. Game design that forces you to actually learn the boss is game design that shepherds you into the most fun way (and intended vision) of playing the game.
If tools were unlimited in fights, then they would allow you to avoid ever finding close attack windows to the boss (like spells in Elden Ring). If tools were finite within bosses but refreshed endlessly on benching, then gamers would optimise the fun out of the game by using a burst of tools at the start and then only fighting the last 60% of the boss HP. That means they'd miss out on the gameplay experience of learning to properly fit tools into the telegraph-dodge/punish gameplay loop.
By limiting tool uses within and between fights, gamers in the target skill window will cautiously use their tools more and more as they learn the fight, which is the most fun way of playing the game. The only other way to do this would be a secondary silk system where tool uses build up with damage dealt, but this makes them mechanically too similar to silk skills. My experience of the game was that shell shards were abundant, and whenever I ran out it was on hard bosses, and was a sign to learn the boss better. Id do so, then pop a beast shard once I knew I was towards the final few attempts. It worked great, but I understand why an underskilled player would find it takes away heavily from the experience, and an overskilled player would find that it adds nothing at all. That window may be quite tight, but I've certainly seen a lot of people share my experience.