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The game have a mixed learning curve and some ares are just frustrating. (White Palace was the most painful part for me)
Anyway I enjoy the game difficult due not get too easy like other metroidvania games where you become overpower easily. Hollow Knight tries to keep an flat difficult over your items/skills while at same time can be hard for players who love to grind first.
I don't love to grind but I do love to explore. The system in this game is particularly clean in terms of power spikes but becomes stagnant once you identify it. Notches, Charms, Ores are each spike.
The platforming plays into the difficulty/learning curve too. Once you have done something like Palace or PoP your ability to navigate combat scenarios is more or less drilled in thanks to understanding movement cool down cycles and resets. I'll just keep speed running Forgotten Crossroads every year or so until Silk Song.
The true exploration is near of the end of the game.
Anyway, pay to get an pen and open the map is the worst thing about this.
ONE NOTCH
it doesnt matter
I never understood the "difficulty" part of accessibility features, the game is tailored to that difficulty, using accessibility to lower the difficulty (outside of easy, medium, hard, etc. difficulty settings) seems to me like diminishing the game itself
photosensitivity
if you have photosensitivity, why are you playing video games
You're playing video games because you like playing video games. Since you like playing video games, you should be able to understand why photosensitive people would want to play video games.
Hollow Knight is a game with quite a few sources of bright lights/flashes.
You, someone who is apparently not photosensitive, should then ask these questions :
Are those bright lights/flashes too much/uncomfortable for photosensitive people?
Could it prevent them from playing the game or lessen their enjoyment of it?
And if so, could it be changed, or could an option to change it be/have been added, so that those players would be able to play the game/enjoy it more?
The answer to all those questions is yes. There is no reason to prevent some people from playing a game or lessen their enjoyment of it simply because they are more sensitive to light.
Can you understand that?
Most players will obtain Wayward Compass very near the beginning of the game, soon after obtaining the first map from Cornifer. At this stage of the game, the player has only three notches, which means that the Wayward Compass takes up a significant portion of the available slots. As you explore further, you’ll come across other charms that’re used for combat, and what you’ll notice is that most of them take two or sometimes even three notches to equip.
In addition, people will likely also come across Sly on the village near Salubra and visit his shop up in Dirtmouth, where they’ll come across the other 1-notch charm, Gatherint Swarm, and buy it because it sounds like a great quality-of-life once they see the prices of other items.
Between those two charms, you will be left with only one charm notch left and pretty much no other charms that can fill one slot. By this stage the player has started encountering tougher enemies like the mini-bosses (Husk Guard / Elder Baldur) and regular bosses (Gruz Mother / False Knight). So they’re presented with a question: do they unequip one of their utility charms in order to have better fighting capabilities, and if so, which one do they take off? The one that gives them extra Geo, or the one that tells them where they are?
And this is what eventually leads to players ideally doing, which is learning how navigate the environments of Hollow Knight and find their location on the map without the need for using the Wayward Compass. It’s designed to be a tool that you outgrow and no longer need. When I first played the game back in 2017, I found myself leaning heavily on Wayward Compass, but as time went one I realized how distinctive each room is and how they fit together with adjacent rooms, and I become familiar with them to the point that I can now identity the location of any spot on the map if you show me in the world.
It’s an effective and well-designed tutorial, in my opinion. The only problem that Team Cherry faced when implementing it is the fact that most people are so accustomed to having games tell them exactly where they are at all times, in the modern day, and not having to think and analyze their surroundings. Hollow Knight gets this amount of pushback for having features like Wayward Compass (and the map not filling until you rest at a bench) because it’s not convenient. Video game exploration is made to be convenient in today’s games, with objective markers and yellow minimap lines that take you directly to where you need to go. The developers of Hollow Knight want you to get lost, they want you to figure out how to find your way around by yourself, because it was inspired by older games that did that, and it made those games’ worlds feel memorable and special. Which is exactly how I would describe Hallownest.