| Vodacixi said: First I would like to adress that, despite being my favourite game of 2025 along with DELTARUNE, Silksong is not perfect. It has some design decisions that are, at the very least questionable, and I would argue the game would be better without them. Now, these are not general design quirks, but very specific and annoying situations that involve unnecessarily tedious backtracking after losing to certain gauntlets of enemies and/or bosses. The biggest offenders are, in my opinion, on Bilewater and on the Coral Tower. Seriously... just respawn me closer to the damn enemies. If you were lucky to discover the secret bench in Bilewater, it's a bit less annoying, but still very inconvinient for no reason. And having to play the damn song to enter the Coral Tower EVERY SINGLE TIME serves no purpose at all, unless you count wasting my time a purpose. I believe saying Silksong is designed poorly is a very unfair and wrong take that usually come from ignorance. |
No matter how much you explore and use your tools you still have to deal with mobs taking forever to kill and the map being absolutely insane to walk without killing a good chunk of them every single time
This is because there are much more fliers and platforming is harder and more complex
In theory, this sounds fun. It is, the first or second time. The third time you need to get through the same map again it quickly become just miserable
I decided to mod the game yesterday to play it again, increasing Hornet damage by a mere 25% and removing 2 masks damage
I quickly noticed how they balanced the game damage, because is a matter of 3 hours I already managed to reach close to the end of act 1
The maps are a bit more linear, with few digressions and much less circular design, ther is less incentive to backtracking while in HK I always came back to Forgotten Crossroads to discover a new secret after unlocking new abilities
It doesn't exactly play like a Metroidvania, it plays more like an action platformer. The Ants (Hunters Marshall I belive) is pretty much a straight line. Greymour is a straight line, but with horizontal areas in the two ends.
So if you're strong enough (a mere 25% increase in damage), you can breeze the maps very quickly. Shellwood was the area that becomes the most enjoyable with increase damage. This an area where mobs are not really strong (slow, simple moveseat), but since there are lots of platforming it was always a test of patience to kill them so they don't fuck you
My honest analysis is: The maps are less exciting and take less time to explore, so they ""solved"" the issue by making Hornet die more frequently (2 mask damage, even to environmental hazards you are hit by accident) and making enemies mobs harder to kill which inflates the time needed in each section of the map
The first time an enemy needed more than 4 hits to kill in OG Hollow Knight was City of Tears (4th area of the game), which also have a very nice nail upgrade there. Hornet had enemies that literally take 6+ hits to kill on the very first map, and needs you to beat a couple of hard bosses to upgrade her needle (damn Widow, I hate you so much)
They are so damn aware the game kills you much more times than needed they removed currency drop from mobs, except for specific ones. This is was a really diabolical choice to make you repeatedly kill the mobs again and again for no rewards
Last edited by IcaroRibeiro - on 30 October 2025











