Comment on The Purpose of Difficulty | GMTK Mini

MimicJar@lemmy.world ⁨16⁩ ⁨hours⁩ ago

It took Silksong coming out for me to identify why I wasn’t a fan of Hollow Knight, and it’s touched on in this video.

It’s the runback.

The Dark Souls series of games have the same “problem”, and it’s why I don’t enjoy them either.

I’m a huge fan of Celeste, Super Meat Boy, the Ori series. When I fail at these games, I’m right back in the action.

I’m not against having to learn boss patterns, I really enjoyed Cuphead because after I’ve failed I’m right back in the action.

And while it’s an easier game by comparison, Shovel Knight was a fun game. The checkpoints were plentifully and I could increase the difficulty by destroying them.

But when I played Hollow Knight I reached a point where I was just running to the boss and dying. Then again. And again. And again. I wasn’t getting better. And the time it took to get back just took too long and wasn’t fun. It wasn’t a rage quit. I was having fun at one point… But then the game wore me down and eventually it wasn’t.

I don’t think the game needs to change. Although I think adding difficultly modifiers would be a good idea. I played through Metroid Dread on normal difficulty and after beating it was having so much fun I immediately played it again on Hard difficulty. If there were a mode with more checkpoints in Hollow Knight and Silksong I might give them a shot.

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