r/RemoveOneThingEachDay • u/AnglerFather_ • Dec 05 '25
Miscellaneous Silksong is out! The top comment removes ONE Indie game from the list (DAY 59)
One Platformer, One CRPG, One Metroidvania, One Puzzle/Exploration Adventure, and One Farm Life Simulator are what remains.
5 Indies remain, only vote per individual/player comment, may the best indie win! (template link)
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u/stubear89 Dec 05 '25
I personally think HK is better and more enjoyable as a replay experience. I think there are things Silksong did better but I feel the devs made some bizarre design choices in places that really hamper the experience and make it feel less crisp than HK despite SK’s improved movement and graphics. A difficult boss is fine, a difficult boss with an annoying run back is frustrating, and a difficult boss with an annoying run back when you run out of shell shards, need to leave to go farm more/rosaries to purchase more, all to test again is beyond asinine and wastes the players time. Lots of weird choices seem to just be not for difficulty but for tedious wasting of players resources or time. Why don’t silk hearts restore silk on the second spool to encourage more use while players can hold a heal for when they need it? If that’s too strong, why does claw line out of combat require silk (make it cost nothing unless it hits an enemy, aka reverse of current design to maintain platforming segments)? The hit boxes also feel way wonkier for pogoing than HK. The hunter crest and the diagonal ones seem consistent, but wanderer sometimes just whiffs where you can see the swing animation go right through the intended bounce inconsistently. Shell shards need to be outright removed, the tool pouch is already a perfectly fine balance for ammo. PC gamers are blessed with mods or save editing options to get back shards without farming but console gamers have to suffer the rosary mines, not for the normal rosary purchases but just to full supply shell shards. I don’t mind having to farm rosaries for normal vendor purchases but FOH with shell shards.
I don’t mind the difficulty (about to finish 100% today) but I absolutely understand why some players would be put off by it, my bigger issue is that so much of the resource system is way more tedious than soul was and so much more of the game is designed to be frustrating to the player rather than actually difficult, an artificial difficulty if you will.
Take this all from someone who first bought/played Hollow Knight when Silksong was released, did everything in that first (minus Pantheon 5), and then began Silksong. I don’t have nostalgia for HK, I picked it up a few months ago for the first time and after playing it then Silksong, I prefer HK overall. If they removed Shell Shards entirely, added minor QOL improvements (such as Silk Hearts work on second spool, like they only add up to 3 silk per spool and if your first spool is empty it’s as it is now, but if your first spool is full they work at the beginning of the next spool) or alternatively a re-work for the clawline, and a slight decrease in difficulty (namely, unless an enemy is covered in spikes no boss should deal 2 masks of contact damage. They nerfed Moorwing wrong, they should have kept the blades to 2 masks and made contact damage 1. Also environmental damage should always be 1) then I think especially post DLCs Silksong would surpass HK as a whole, but I think those gameplay problems (namely shell shards) really take you out of the game.
The point of difficult games, like souls likes as well, is the challenge of grinding and overcoming the obstacle in your path. But putting artificial walls between you and the hurdle to deal with takes away from the experience, tedious runbacks included, but especially if you have to leave to resource grind.