![]() ![]() Have to pay Leg Eater one time fee of 86 Geo. Leg Eater sells Fragile Charms which break upon death and must be repaired. Found inside Mantis village treasure room after defeating Mantis Lords. #18 Mark of Pride (3 Slot) – Further extends the range of the nail attacks. Near secret ways to Queen’s Gardens and Deepnest. #17 Spore Shroom (1 Slot) – Emits spores which damage enemies when Focus used. #16 Dashmaster (2 Slot) – Users can Dash more frequently. #15 Quick Focus (3 Slot) – Lowers the time it takes to Focus. #14 Shaman Stone (3 Slot) – Increases the damage of spells. #13 Steady Body (1 Slot) – Removes Player recoil when striking with nail. ![]() #12 Longnail (2 Slot) – Extends attack range of nail. #11 Lifeblood Heart (2 Slot) – Give 2 additional Lifeblood hearts (does not recharge). #10 Grubberfly’s Effigy (3 Slot) – Shoots light when attacking with nail (must be full health). And that's of course fine as no game is for everyone and I've learned to just stick with what I know I like and ignore hype for things outside of that.#9 Grubsong (1 Slot) – Gives Soul when taking damage. I'm just not in the market for this type of game at all. It's just 100% not for me as I'm just not that into metroidvania type games anymore, don't like Souls-like punishment on death systems, generally don't like hard games anymore and just want to play easier, narrative-driven stuff (loving DQ11s currently, love most Sony first party games), relatively mindless coop loot games like Borderlands 3 with friends and some Nintendo stuff. Overall it's a game I can 100% appreciate why people love it as it's excellent at what it's trying to be. Made worse by the Souls-like system of losing money if you die again without recovering it as I had several times of finding the dude and not anywhere near enough money to buy it. I don't have good spatial memory/awareness so I hated that the map didn't just auto fill in as you explore like most games and that you had to stumble across the dude and buy it. I had really hoped that Silksong would have a more standard map system, but since it retains the map system of the original, I'm going to skip it. On a whole, I just didn't find exploration to be a whole lot of fun and it was more trouble than it was worth. It became less about the journey and much more about the destination (and hoping I would find it), so I'd be much harder pressed to remember what was in each room and where a particular room was if I had to backtrack later on. When combined with how challenging Hollow Knight inherently is, this meant that when I would go to each room, I wasn't trying to spend time exploring a room and becoming familiar with it, but rather trying to get out of it ASAP and possibly stumble upon the next bench or Conifer so I could fill in my map. In Hollow Knight, since the map is only filled in a) at a bench or b) when Conifer sells a map of the area, instead of navigational information being fed in small chunks, what you've explored is given to you all at once. After my first time through a room, I knew its general layout, its features, where it was on the map, and how much of the room I was able to explore at that given point in time, so I could much more easily put the pieces together when I would inevitably need to backtrack to a given point on the map. ![]() For me, doing it that way gave me a better incentive to explore each room as much as I could when I got there, because checking the map and getting information based on what I had filled in felt like a tangible reward. Most good Metroidvania titles fill in the map automatically as it's explored, which allows the game to give navigational information on a room-by-room basis. It was a real pain to navigate the world early on, and the way the game feeds navigational information made it personally harder for me to further explore it later on. ![]()
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