I'm mostly enjoying my time with the game but I'm a bit disappointed. I assumed they would've learned from hollow knight feedback and that the higher production values would protect the game from questionable game design decisions. With 7 years and bigger budget I'm baffled to see shit like:
>get it? it's a trap! x1000 times in the same area
>picking up a new crest disabling equipped charms (seriously what the fuck)
>the beast crest in general
>useless quest system/quests having to be validated at the board
>exploration rewards being useless currency (that falls down into spikes)
>the already not-so-great charm system made even worse
>areas looking even more similar to one another compared to hollow knight
I was much more forgiving when playing Hollow Knight because it was their first game and I still looked at it through a "it's a small indie game" lens. It made me really impressed with the good stuff (music in certain areas, sound design in deepnest, boss fights like pure vessel or nightmare king grimm) but Silksong still having those amateurish issues is concerning. I refuse to believe that placing money chests near pits where the coins fall easily if you hit them, especially after a difficult platforming section, is intentional.
This pretend weapon variety system is also concerning. Reading the description of the crests you'd assume the nails would control differently or change shape, but it's just reach/atk speed and aesthetics with the major changes being the pogo and healing benefits.
Thing is I still like the game, Hornet is really satisfying to move around compared to the knight but I wish they got rid of the tedium. None of the bosses have been difficult so far and while the locked rooms are challenging, the enemies feel like reskins. Or like it doesn't matter what moveset team cherry gives them since playing like a coward is the most efficient way to deal with all of them. For all the movement improvements the combat took a huge hit.
Hornet is weak