Hollow Knight: Silksong
Silksong carried the heaviest expectations of any indie game in history, and Team Cherry answered by making something bigger, faster and meaner than Hollow Knight. Hornet is a different animal from the Knight: she sprints, climbs and lunges, and the kingdom of Pharloom is built vertically around that speed.
Healing is a single bind that restores several masks at once, which changes the rhythm of every fight — you commit, or you die. Many enemies hit for two masks. The early game is genuinely hard, and Kit wants to be clear about that: this is a game that respects you enough to hurt you.
The art, the music, the sheer density of secrets — it's craftsmanship most big studios can't buy. Some runbacks to bosses are long, and the rosary economy can feel stingy. At around twenty dollars at launch, it's also absurd value.
Kit liked
- Hornet's movement is a joy
- Pharloom is vast and packed with secrets
- World-class boss design
- Ridiculous value for the price
Kit didn't
- The early difficulty spike will bounce people
- Long boss runbacks
- A stingy currency economy
- Heal in the gaps, not mid-combo. Binding takes silk and a moment of commitment.
- Explore sideways when you're stuck. Pharloom is vertical, but upgrades hide off the obvious path.
- Swap crests and tools. A different loadout can turn a wall of a boss into a fair fight.
Years of waiting, and Hornet still moves like a blade.Kit · Sadkitty Games · Est. 1995