Status killerstar Mar 23, 2024
Failed Champion, you failed again. 😎 Found an almost cheese way of beating him using only sharp shadow to deal damage.
Linux · Mac · Nintendo Switch · Nintendo Switch 2 · PC (Microsoft Windows) · PlayStation 4 · PlayStation 5 · Wii U · Xbox One · Xbox Series X|S
4.48 from 5552 ratings · #23 top rated on Grouvee
14305 members have it in their collection · 1487 playing now · 4887 backlogged · 2132 wish listed
How long? Main story 30h · with extras 45h · 100% 55h (from 200 logged playthroughs)
Status killerstar Mar 23, 2024
Failed Champion, you failed again. 😎 Found an almost cheese way of beating him using only sharp shadow to deal damage.
Status killerstar Mar 23, 2024
This has to be one of my favourite images of the game. The mindless mob chanting for entertaining siting around the long dead monarch.

Also, I though that the joke would be that Zote
Status killerstar Mar 23, 2024
After seeing the credits I still came back to the game to explore more areas an get more abilities, so regardless of particular complains, I clearly like the game.
Status killerstar Mar 21, 2024
Welp... another miniboss chamber with foreground elements that hide the character and the enemies..
Status killerstar Mar 19, 2024
Fuck yeah!

After banging my head against this encounter a million times I finally beat it on my third try after like a week without even touching a computer.
Status killerstar Mar 10, 2024
Currently bashing my head against a horde of those round bugs that roll around. At least the checkpoint is reasonable.
But that fight features some salient examples of inaccessibility. The arena is large enough that enemies can be hidden out of bounds and the only alert of their attack is the sound they make. The screen shake and particle effects …
Currently bashing my head against a horde of those round bugs that roll around. At least the checkpoint is reasonable.
But that fight features some salient examples of inaccessibility. The arena is large enough that enemies can be hidden out of bounds and the only alert of their attack is the sound they make. The screen shake and particle effects when being hit and when killing an enemy and when a new enemy comes to like also compound to make it extremely hard to see anything and I always get when that happens. Similarly, the sound effect when hit, also mutes the sound effect of the attack. I'm now going through .ini files to disable it to see how it goes.
Status killerstar Mar 10, 2024
Well, that was anticlimactic... I expected the dreamers to be a bossfight but instead it just stood there and died?
Status killerstar Mar 4, 2024
The corpse/boss runs are really getting to me. I work from home because I don't like to commute. And I think that now that I have a substancial part of the map discovered there's too much backtracking. So for ever 1 minute I spend happily uncovering a new area or trying to understand how to beat a new boss, I …
The corpse/boss runs are really getting to me. I work from home because I don't like to commute. And I think that now that I have a substancial part of the map discovered there's too much backtracking. So for ever 1 minute I spend happily uncovering a new area or trying to understand how to beat a new boss, I need to spend 10 minutes going through the same places all over again.
I really liked this game when it was all about exploration, but now that it's all about backtracking I'm not so exited.
Status killerstar Mar 2, 2024
The Broken Vessel fight was cool. Interesting miniboss that is not miles away from a bench and good reward. More of this, please.
Status killerstar Mar 2, 2024
New annoying thing: while the level design is generally lovely, there are some cases in which the game has foreground elements that don't let you see enemies or enemy attacks and I hate those.
Status killerstar Mar 1, 2024
After having my first experience with a souls-like, I feel that all the talk about difficulty might be less about that the games are hard, but that the games' systems reward skilled player and actively punish less-skilled players.
If you already know your way with a controller and can learn quickly, then you get to master complex movement sets and …
After having my first experience with a souls-like, I feel that all the talk about difficulty might be less about that the games are hard, but that the games' systems reward skilled player and actively punish less-skilled players.
If you already know your way with a controller and can learn quickly, then you get to master complex movement sets and get the satisfaction of besting challenging enemies. You also get to explore intriguing worlds with mysterious lore filled with strange new places that also challenge you in unique ways.
If you're not as skilled and need more time and repetitions to learn the subtleties of the game, then you get to eat shit. You get to endlessly backtrack through the same areas in a diminished state over and over again on corpse runs. You get to grind for currency you need to get more powerful only to lose it if you die before retrieving your corpse. And since you get fewer attempts at the boss, you can't get better as quickly, which creates a reinforcement loop of failure and frustration.
So, maybe it's not that the games are hard, but that the games actively prevent less-skilled players to "git gud", further amplifying the skill (and enjoyment) differential.
Status killerstar Mar 1, 2024
I think that I'm now convinced that this game's checkpoint system sucks. I hate it. Not only it has the usual problem of fucking the player for having a body and a social life, but it also makes thing incredibly repetitive when I'm constantly dying in a certain area like a boss, or a miniboss, or a particularly challenging platforming …
Read moreI think that I'm now convinced that this game's checkpoint system sucks. I hate it. Not only it has the usual problem of fucking the player for having a body and a social life, but it also makes thing incredibly repetitive when I'm constantly dying in a certain area like a boss, or a miniboss, or a particularly challenging platforming section, and I need to trek for 1 or 2 minutes through the same path I took just so I can die in 30 seconds. And it's not like I can say, fuck it, let's explore somewhere else, because I need to go back to kill the black ghost thing.. (which is another thing that I don't like, because it's such a massive feedback loop of failure).
Read lessStatus killerstar Mar 1, 2024
I was thinking that Hollow Knight's bossfights don't feel as impactful because without any damage signifiers I have no understanding the scale and rhythm of the fight. I'm lulled into a trance repeating almost the same movements over and over again without any sense of progression.
Funny enough, just today I watch this video that makes that same argument.
Status killerstar Feb 28, 2024
That Soul Master fight was incredibly annoying. I would last around 2 minutes and then the commute from bench to bossfight was about 1 minute. That's... not good.