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Hollow Knight - Beautifully animated 2D 'vania - On Kickstarter

Sydle

Member
It's beautiful, but unfortunately it's not working with my Xbox One controller very well and I'm not good enough with a keyboard.

I just ordered a 360 wireless gaming receiver (been meaning to for a long, long time) that will get here soon, so I'm looking forward to giving this a proper play through this Friday. : )
 

Elixist

Member
finished the demo took 2 hours. its really good. among many other things i loved the false knight
i spotted him wtf is that!
i was disappointed i couldnt spend my money had liked 1400 haha. i'd appreciate a smoother camera not sure if others feel the same.
 
All good! We really should make the wording clearer on this. We'll send out surveys closer to launch that will ask what platform you want to the game on. If you backed at $15 or above, then you're eligible for the Wii U version, so no problems there.

thanks
 
so i've been playing the beta and the only things that seemed weird is the jumping like some people said here and whenever you do the second power up it seems to make the framerate chug. not sure if that's just my laptop or not. figured i would point it out. other than that it's a beautiful game with gorgeous backgrounds and i love the artstyle. keep up the good work! i'm definitely buying this Day 1
 

Sydle

Member
Finally put some time into the beta. I'll get the obvious out of the way, it's a lovely looking game with great art and atmosphere, plus the animation and sound are excellent. I'm eager to see every nook and cranny of the world.

Controls are pretty good, but I'll echo what others are saying that the jump could benefit from a bit of adjustment. In the beginning I was falling off of ledges as I meant to jump. I eventually adjusted to the timing, but a tiny time allowance could help out.

It is encouraging to explore, but I think it's failing to guide me on a path through the world. There are too many paths open at first. I kept running into places where I wasn't supposed to be just yet, which would actually be fine if the main path was apparent OR if the game was truly non-linear (which I very much doubt given the requirement of abilities to gain access to certain areas). Perhaps you designed it that way as part of the challenge? If I think back to Metroids, Castlevanias, Shadow Complex, Ori, Insanely Twisted Shadow Planet, etc. it was always clear where to go next.

Thanks for letting me play, I'm already itching for more. You've got the Metroidvania feel down and it's definitely a day one purchase for me.
 
Clocked in two and a half hour into the beta yesterday, and I'm liking it so far. Very promising. Random throwaway thoughts / obnoxious backseating:

CONTROLS & GENERAL BALANCE

  • Jumping feels responsive and snappy enough for platforming, but can be a little finicky to land precise aerial blows with when dispatching enemies.
  • With that in mind: the upper slash feels rather inconsistent, and I feel there's a slight disconnect between the visual of the swipe and the actual hitbox sometimes.
  • Juggling yourself with downward slashes is really fun, but like the above I felt the hitbox for it is smaller than it appears visually.
  • Uncertain of the difficulty curve the dev team is aiming for, but it's rather easy to farm Soul essence in places by forcing respawns through screen transitions. As a result, I only died at two of the three bosses. Perhaps employ a soft-cap of sorts when repeatedly revisiting screen within a given timeframe, if this is indeed a problem?
  • I'm also unsure if there's any purpose to channeling your Soul essence when you're already at full health for that matter, in case it's not a bug.
  • Maybe this could incidentally expanded with a mechanic. I'd for example appreciate the hypothetical risk-reward involved if you could empower your strikes for a limited amount of time OR (more interestingly) until you get hit.
BOSSES

  • Mawlek, that bug with the artillery-esque shots, was a fun boss fight and not overly difficult. Has enough openings for reliable approaches, which is also true for the remaining two bosses.
  • Only 'issue' I had with Mawlek was that his jumping attack could use a tad bit more of a wind-up animation, given that it already travels fairly fast relative to your character's default running speed. Becomes more cumbersome to dodge from afar (as opposed to close range) for that reason.
  • While Mawlek's spreadshot doesn't always have an immediately clear gap in it, I didn't think that was too problematic. The visual tell for it is long enough for you to close to the distance and I could land 3 - 4 hits by juggling myself off of it with downward slashes (after a jump) before it'd resume moving when I spotted it soon enough.
  • False Knight was also a very enjoyable boss fight and ultimately my favourite out of the three, whereas the fat fly (while far from bad) didn't exactly stand out comparatively speaking. Just came off as unremarkable thematically, but I am glad the devs showed restraint there by choosing not to spam lower class enemies as one of its so-called patterns. Usually comes off as a sleazy artificial difficulty increase in other games.
MAP DESIGN

  • Stalactites fall down without sufficient warning. While they rarely hit me, I never felt like I saw them coming and it kind of rubs me the wrong way on principle, especially if platforming will be involved.
  • These could be signified with subtlety like dust falling from the ceiling, but given the darkness of the game (not an issue in itself) I couldn't tell whether that's already present.
  • Stumbled upon three secrets. Personally not a fan of breakable walls being indiscernible from non-destructible ones in these style of games, a trapping a lot of others in the genre unfortunately fall into. It doesn't encourage the player to try and be observant, since all it boils down to is you compulsively swinging your melee weapon / shooting your firearm everywhere until you hit the jackpot. At least with the bottled-up caterpillar near the Stag Station you had some lead to work with, for reference.
  • What I'd like to see instead are low-key hints; perhaps something along the lines of a minor, fading glow through the cracks of said walls? Super Metroid and Zero Mission handled this fairly well (though not always) by leaving various clues behind for perceptive players, be it tiles that only slightly differ from the rest in their appearance or specific yet inconspicuous enemy placement among other examples.
  • I was really fond of how the map opened up over time and how a share of the shortcuts were reminiscent of Dark Souls. Having found an obscured path to skip a certain 'locked gates trap' made me smile too, so hopefully both of these elements are a precedent for the full game.
  • It was also refreshing that Hollow Knight's beta was devoid of pinpointed destinations. Other games like Guacamelee, Ori or Outland went overboard in this regard (albeit not as insufferable as Metroid Fusion) and in the end that type of handholding just stifles the sense of exploration the genre is supposed to have. Metroid Zero Mission had an unobtrusive system via the (almost completely) optional Chozo statues, so if need be something akin to that located in the hub city - someone who only offers cryptic messages after a payment fee to guide you in the right direction? - would be a non-patronizing compromise, but as it stands I honestly don't mind at all being left in the dark entirely.
  • That said, the map overview covered a little too much ground for my liking right out of the gate. On the flipside, it did display enough landmarks to keep myself oriented without a "YOU ARE HERE!" indicator.
  • Aesthetically the locations are gorgeous and have a nice atmosphere to 'em. I could see them blending in a little in the long run however, so maybe color hues would be appropriate here to immediately differentiate them further between regions? Along the lines of what Outland did in other words, though less pronounced to suit Hollow Knight's unsettling vibe.
Even though it doesn't sound like it from all the armchair commentary I wrote, I'm quite eager to see which direction Hollow Knight will be heading in once I buy it on release. Concept definitely has plenty of potential and right up my alley.
 

AriEX2

Member
Thanks for the comprehensive feedback Crab Milk Mickey! So much stuff in here.

Farming soul of easy enemies is absolutely fine! It doesn't take long to fill your container and it means that well learned enemies can shift from being obstacles to fonts of health.

Glad to hear you managed the bosses without too many deaths. Some people have found the beta really challenging but it's ultimately the first area of a much larger game and we don't want the difficulty to be too high. The tougher bosses come lower down.

Outland is a good reference for the type of hue shifts that'll occur throughout the game's world. You've pretty much covered the extent of the blue area in the beta.

dont really care for the look of it
Might try it out once it comes out tho.

Sorry to hear that masq! Mabye this guy can help change your mind:

flukeman_zpsu9gjvbae.gif


Just look at that flukeman go! He's so excited to fight you. It's a pity you can't hear his wonderful squelchy sounds in a gif. I promise they're wonderfully gross!
 

Noogy

Member
Darn, I guess I didn't back at a beta tier. Can't wait to get my grubby hands on these hand-drawn grubs.
 

Arkeband

Banned
Whoa... the art for this is really good. I'd definitely pick this up if it plays well!

Going to show it to a few friends to get their thoughts on it. Good luck and keep at it!
 
Farming soul of easy enemies is absolutely fine! It doesn't take long to fill your container and it means that well learned enemies can shift from being obstacles to fonts of health.

Glad to hear you managed the bosses without too many deaths. Some people have found the beta really challenging but it's ultimately the first area of a much larger game and we don't want the difficulty to be too high. The tougher bosses come lower down.

Outland is a good reference for the type of hue shifts that'll occur throughout the game's world. You've pretty much covered the extent of the blue area in the beta.
Alright, fair enough re: soul farming. I'm guessing it'll also balance out when more abilities are introduced. Good to know about the color hues as well, and the bosses becoming increasingly more difficult is fine as long as they retain clearly telegraphed patterns like those in the beta.
 

Kyuur

Member
I feel kind of dirty after reading
that Hornet is a special optional late-game boss
. Maybe its time to go on black-out even from updates.
 

MouldyK

Member
Wii U Out, Switch In!

First up, we’re gonna deal with the big one. There’s just one major question we keep being asked ‘Is Hollow Knight coming to the Nintendo Switch?’

We’ve had a long conversation with Nintendo and given their recent reveals, we can now announce: Hollow Knight is making the switch to Nintendo’s new portable/home/hybrid platform!

That’s both sad and happy news for us. Though we can confirm the Switch as a release platform, we also have to confirm that Hollow Knight will no longer make its way to the Wii U. That’s not a step we’ve taken lightly. Our Wii U release has recently been hampered by several technical challenges and though we’d love to see Hollow Knight on our favourite console, we feel the quality difference would end up such that Wii U players will be experiencing a lesser version of the game.

We’re aiming to release the Switch version of Hollow Knight not too long after the platform’s launch.
 
I expect more of these types of announcements and welcome them, even as a Wii U owner. It seems like the best option for the Devs.
 

MouldyK

Member
I expect more of these types of announcements and welcome them, even as a Wii U owner. It seems like the best option for the Devs.

Of the 6 games i've Kickstarted:

- Hollow Knight is coming
- Bloodstained is Rumoured.
- Hex Heroes is looking into it.
- Twisted Fusion made it out November 3rd, so that's a Wii U Title.
- Shenmue 3 was never coming to anything than PC and PS4, so nothing changes here.
- Terratech was for Steam and is out.

Maybe if these games released sooner...not that I mind more Switch games.
 

JaseC

gave away the keys to the kingdom.
Wii U Out, Switch In!

This is also important:

What does this mean for Wii U backers? We're still nutting out the details, but we can confirm that if you backed for the Wii U version, you'll be able to upgrade free-of-charge to a Switch copy of the game. If you're not planning to jump aboard the Switch, you'll still be able to receive your copy on Windows/Mac or Linux.

No mention of refunds for those who neither have an intention to purchase a Switch in the near future nor partake in PC gaming. Hopefully they're part of the as-yet-undetermined details and on the cards.
 

Dr.Acula

Banned
Wow, that trailer looks like it has A LOT of stuff going on in it. I was worried this game would be "too basic" and now I'm worried that all the abilities and bosses and stuff will end up making the game "too advanced," lol.
 

Five

Banned
Wow, that trailer looks like it has A LOT of stuff going on in it. I was worried this game would be "too basic" and now I'm worried that all the abilities and bosses and stuff will end up making the game "too advanced," lol.

It's balanced incredibly well. It does get fairly advanced by the end of the game, but it comfortably guides you the whole way. You don't even get the last ability until like 20+ hours into the game (beta tester here).
 

Dr.Acula

Banned
It's balanced incredibly well. It does get fairly advanced by the end of the game, but it comfortably guides you the whole way. You don't even get the last ability until like 20+ hours into the game (beta tester here).

Haha, was hoping this would be Shadow Complex length :p
 

Kyuur

Member
Such a sudden release, not what I expected when I decided to go with the Switch version. Hope it doesn't take too long after console launch.
 

Burt

Member
Oh wow, didn't realize this was coming out so soon. The Humble Bundle sneak peak was fantastic, might have to day 1 this. Gave me some Momodora RUTM vibes.
 

tebunker

Banned
Surveys went out just now in which you can choose between PC/MAC/LINUX and Nintendo Switch.

Oh ho Switch you say? I'm in. Shit this looks great.

It is games like this that make me a-okay that Samus hasn't returned. The hole is filled. I want those devs doing other things.

I want this though. On the switch.
 

Rhaknar

The Steam equivalent of the drunk friend who keeps offering to pay your tab all night.
this game is $15.

in a time where most indie games are $20+ (if not $25+ really) for what seems to be 2-3 hours worth of content most times, that right there gets my day 1 money.

That and the fact that im a metroidvania fanboy and the game looks fantastic. But being $15 sealed the deal.
 

Five

Banned
Physical release?

Don't be silly lol


Wow, I hadn't heard about this one till now. Looks great!

Please be better than Shovel Knight

It's reasonably similar to Shovel Knight in that it involves lots of technical platforming and combat where space management and awareness are the primary arbiters of your success, and they both have downward attacks that let you pogo on enemies. If you're looking for something like Symphony of the Night where none of the platforming is hard and defeating enemies is mostly a matter of wailing on them then this game isn't for you.
 

The Wart

Member
God damn that trailer was amazing. The scope of this game looks way bigger than I imagined when I backed it. I wonder if that was always the plan of if the game grew in the making? Their kickstarter was pretty small so I wonder how they've been supporting themselves through the delays.
 
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