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I felt way OP at the end.
Movement: The game is too zoomed in to have any real platforming. Jump is wimpy and feels like there's input lag before anything happens. It's so short that to be able to reach the above "floor" you need ledge grabbing. But that mechanic slows down movement so much there's very little fun to be had. Also every jump you need to make with the lasso thing is basically a blind jump which is cardinal sin in platforming. I don't understand at all why the screen is so zoomed in. Especially when navigating downward it feels like you're blindfolded and just feeling by hand. On top of that you have the screen edge darkening, it feels so claustrophobic. The crouch slide should be faster and have noticeably lower sprite and hitbox, this feels so slow that it achieves nothing and wastes a button.
Combat: Monsters often don't respond to your hits, just walk on top of you like nothing and you take damage that you can just heal back. You feel super helpless in the beginning without any attack that has reach. Maybe they were going for sense of growth but I just think it was unnecessary because there was no good memories to be made there.
Some hitboxes were confusing. In the elevator boss seems like you need to stand about halfway inside the boss sprite for optimal position. There is no way to dodge the spike wave he does on slamdown, but you can still dodge the hitboxes if you know where they are. I "died" couple of times and was just respawned back to the beginning of the room...? I thought I would end up at the save point.
Exploration: I think the biggest flaw is the minimap consisting of blocks which makes the world feel much cheaper than it really is. If the minimap room contour would match the actual room geometry, the game would feel more pristine and make it easier to associate a room on the map with the actual room. Might seem like nitpicking but this is a major factor in any exploration or metroidvania game and actually the biggest gripe with the experience I had.
I don't want to dunk on the game, I know a lot of people enjoyed it. The good parts to me were graphics, VFX and audio, which are very convincing and no doubt help sell the game. Lots of interesting trinkets to collect and adjust the combat feel I guess. Also the text "cutscenes" and the lore seemed cool although putting the text below the screen as if subtitles NEEDS voice narration. (Just put the text in the middle of screen if you don't wish to imply you ran out of budget hehe)
Maybe I'll grab it on sale later and see how well it does in the long run.
If it's the same demo that was available prior to the release (sounds like it is), then i can say for sure that the full game plays much better, devs did an amazing job after collecting demo feedback.
Movement and platforming are a lot smoother, especially the hook. Your hits now have a pushback, so enemies (*cough* the Couriers *cough*) don't just continue speeding in your direction anymore. Dying spawns you in saverooms, that part was altered specifically for the demo. And that particular boss was adjusted to make it more obvious that you can pogo on his head. I still have a few gripes with gameplay (falling speed is still a bit too fast imo), but it's a massive difference from how unresponsive the demo was.
But also I installed Hollow Kniight from wife's family sharing and started to play it. It's amazing. Funny how the first 3 minutes displayed all the things I was mentioning here fixed. Voidwrought copied so much from HK, but the level scale and responsive movement should have been the first ones.
This game is complete but still being balance passed, its worth wishlisting or picking up if you are a huge fan of the genre, but it will probably be in a more polished state in a month or two once the dev has more post launch feedback and more post 1.0 patches have gone out. the patch this week was a rollercoaster that fixed one late game item, improved one weirdly hard early boss and wildly broke the last boss of regular mode.
If you say so. My refund got rejected because I've owned the game more than 2 weeks. Last time I buy a bundle of games during a sale. Great job, Steam. I'll try again eventually but I like the SotN element of Metroidvanias. Can't advance? Go level up until you can curbstomp that boss then go enjoy exploring again. Really it's that I can't backtrack that bothers me the most.
I died a ton too until i realized his safe zone is to dodge below most of his attacks. you get the ground slide right before that boss and you are meant to use the two lower platforms and ground sliding to avoid the room transitions, once you figure that out the fight becomes much easier.
its still way longer than most first bosses and the original version where it was 5 phases each with full health before you can find any health or damage upgrades was a bit silly.
But I think it's pretty scuffed mechanic and I struggled executing it a lot. The way you need to hold forward to get anywhere but also down to pogo is needlessly complicated and IMHO only inherits from Ducktales being developed for controller with extremely limited amount of buttons. For me, most pogo platforming sequences were ruined by imperfect diagonal directional input that either screwed up forward momentum or pogo registering. I think this is especially atrocious with circular joystick where you never know how perfectly down or diagonally you are holding.
The Messenger did this so much better: the "pogo mode" is a toggle with slow fall mechanic and omits the need for joystick direction juggling. It was actually enjoyable to pogo in combat and platforming without the needlessly complicated input.
So how did I survive Hollow Knight? I just bound a little macro to grip button on my Steam controller to execute a pogo while I'm free to hold left or right on the joystick. It still fails when I switch direction too soon before or after pogo, but works 80-90% of the time.
If I was a developer I would implement a single button pogo or at least offer an accessibility option for it.
Full game has a tutorial now, but yeah for some reason it's only after the first boss. But for me protag's falling speed is still a bit too fast to be able to execute it consistently :I