Hollow Knight - Dark Souls Metroidvania... with bugs!

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I don't know what a lot of you guys were talking about earlier with there being a shortage of rosaries. I've been machine gunning niggers with this rosary cannon ever since I found it. Maybe that was just an early game problem people were having.
 
There was an override input (down+jump) before the patch that let you avoid double jumping, but it was worse because it conflicted with complex pogo sections in a way that would have confused a lot of players.
And honestly wasn't useful very often, like a 1:50 ratio of times it'd help versus situations it could fuck you over.

But it was intended to exist so I assume they're thinking about another way to implement it or at least a menu toggle or something.
You can actually, or at least could actually, avoid double-jumping by holding down when you hit jump. They removed that because it made a certain boss a fucking nightmare (IYKYK).

I struggled so damn much on that bastard until I learnt about that.
I think they should've stuck to one movement option or the other. It's clear the control scheme is getting a little messy at this point, which is a shame considering how clean the execution is in Hollow Knight.

Edit: Why not the triangle/y button for glide when you're in the air? You can't play the needolin in the air. Seems like an easy fix to me. Unless, of course, there's some other skill I don't know about that uses that, in which case my point about the buttons being overcrowded is even more on point.
 
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I don't know what a lot of you guys were talking about earlier with there being a shortage of rosaries. I've been machine gunning niggers with this rosary cannon ever since I found it. Maybe that was just an early game problem people were having.
early game problem + a lot of rosary things were rebalanced in the first patch. By the time you got to the rosary cannon, you're in the citadel, so you're finally at the part of the game where people have money.
 
Probably my strongest complaint of the game at this exact moment.
The moment you get double jump, anything requiring the glide immediately feels worse because now you have to do an extra jump before gliding with exceptions like peeling off a wall you're hanging on to. It has made movement actively feel worse because you don't have precise control of your glide any more. Also, it's an indirect nerf to the tool that attacks when you flare your cloak, because now it requires an extra button press and is made imprecise.
There's a platforming section at the last act that is built on it and is extremely frustrating, you need to attach yourself to a platform, dash over it, and after falling a bit use the needle throw and then do the double jump. Not being able to glide after the dash really makes it annoying since it's easy to under/overshoot and get a faceful of spikes.
 
which is a shame considering how clean the execution is in Hollow Knight.
I have been feeling this so much. With the knight, I didn't have trouble pogo-ing, and I was able to platform through most of it with no issue. With Hornet, I feel like half the time, I whiff or bounce and immediately crash into something.

Also, and this is incredibly minor, but I miss the knight being a silent protagonist. Hornet almost never says anything interesting, so I feel like I just have extra text boxes, and Team Cherry seems to have felt the need to make more NPCs that want to talk to you.
 
So people have discovered two super rare unlockables.

You know the quill, right? Maybe you don't remember, but you need to buy one to turn your sketched maps into the real deal. Shakra sells it, for 40 rosaries a pop.

Except... the truth is there's another quill. It's mutually exclusive, so if you buy the first quill you can never get the second, but if you get to Act 2 without having a quill...
You can steal a red. feathered quill from Trobbio's desk.
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Now, that's one thing. But there's another easter egg tied to this.
you can get another version of the quill for Trobbio's goth phase.
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So I have a problem. I got into the slab without getting captured (by going throught the long bridge left of the choral chambers). That means that I never spawned at the top of the prison and now I can't open this door or get the key, is there anything I can do?
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Edit: Nvm I found a way
 
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Can I do anything with this?
 
There are a bunch of those, it's weird. I have a feeling maybe the game used to have more "reserves" materials, like you'd need to refill a flintstone tank for the fire tool and a zappy tank for the zappy tool etc. Then they probably dropped it so people would actually use em (or when they decided to add/separate shards and rosaries instead of everything dropping a geo equivalent like the first game) except for the ones that had NPCs/upgrades connected to em.
And then added a bunch more to try and justify the materia? Because the materia is kinda dumb?

I discovered you can permanently kill those damn spider ghosts in the citadel. Would have grinding a lot easier.
Charged Architect kills everything before they can spawn :smug:
My Act 2 route was the two guys next to Grand Bellway, the flying guy on the way up, the loser then the fatty above the corridor entrance, then the three guys in the corridor to the left. The umbrella robot things only seemed to spawn in the corridor and the trigger seems to be right at the moment where you're already making everybody evaporate.
 
I think the map alone is beginning to drain on me, idk why? there's just nothing I really like about any of them, and they just feel like wading through sludge...

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I'm actually beginning to miss the dark claustrophobic tunnels of Deepnest.
 
I've been asking myself that after hearing it mentioned. Maybe I'll find it sometime after I locate whatever key I've missed for that one door in the white ward.
I meant as in in the tier list. I recommend going to Bilewater only after you've got most updgrades so that you don't have to go there again. Terrible area, the layout of deepnest mixed with what's essentially acid water
 
I think the map alone is beginning to drain on me, idk why? there's just nothing I really like about any of them, and they just feel like wading through sludge...

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I'm actually beginning to miss the dark claustrophobic tunnels of Deepnest.
Yeah level design is average, some areas are really bad unless you get lucky and find the bench area early that at least gives you a starting position. Doing a quick overview:
Bone Bottom: B. Average, not very interesting but nothing offensive.
The marrow: C. Boring and samey.
Deep Docks: B. Good, some nice visuals and interesting pathways.
Far Fields: B. Annoying to visit unless you find out some hidden shortcuts, otherwise average.
Hunter's March: D. Very annoying due to bench location and relatively strong enemies, with the bench itself being hidden.
Greymoor: A. Fun varied location with lots to do.
Bellhart: C. A non location unless you do the bell collection sidequest.
Shellwood: B. Alright.
Wormways: C. Just annoying without the dread atmosphere of the original Deepnest.
Blasted Steps: D. Shit repetitive platforming you need to repeat a ton of times.
Sands of Karak: A. Difficult but unique due to the timed platforming.
Sinner's Road: A. Good atmosphere and not terrible design.
Bilewater: Z. So bad it deserves its own tier.
Underworks: D. Just annoying to get through.
The Slab: A. Really fun location with the key hunting and atmosphere.
Mount Fay: C. A platforming section that becomes boring once you finish it once and need to redo it.
Ducts: B. Alright, absolutely annoying to get back to the fleas.
The Citadal: Overall C besides the Cogwork, Vaults and Whiteward that get a B for being sort of memorable.
 
This Bilewater place isn't as bad as I was expecting. Maybe if I didn't have the double jump, but I assume all those collapsing platforms in the beginning were there in case you didn't have it to let you know you might want to come back later. Other than that, the maggots aren't that bad considering the constantly respawning enemies allow for easy silk replenishment. I guess those green dudes that throw darts and dive away could be considered annoying if you're easily frustrated. I can't imagine how ridiculously easy this area will be whenever I get the item that keeps the maggots off.

11/10 S-Tier area: highly recommend for a good time.
 
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